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flightgear/src/Main/fg_props.hxx

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// fg_props.hxx - Declarations and inline methods for property handling.
// Written by David Megginson, started 2000.
//
// This file is in the Public Domain, and comes with no warranty.
#ifndef __FG_PROPS_HXX
#define __FG_PROPS_HXX 1
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/props.hxx>
#include <simgear/misc/props_io.hxx>
#include "globals.hxx"
////////////////////////////////////////////////////////////////////////
// Property management.
////////////////////////////////////////////////////////////////////////
/**
* Initialize the default FlightGear properties.
*
* These are mostly properties that haven't been claimed by a
* specific module yet. This function should be invoked once,
* while the program is starting (and after the global property
* tree has been created).
*/
extern void fgInitProps (); // fixme: how are they untied?
/**
* Update the default FlightGear properties.
*
* This function should be invoked once in each loop to update all
* of the default properties.
*/
extern void fgUpdateProps ();
/**
* Save a flight to disk.
*
* This function saves all of the archivable properties to a stream
* so that the current flight can be restored later.
*
* @param output The output stream to write the XML save file to.
* @param write_all If true, write all properties rather than
* just the ones flagged as archivable.
* @return true if the flight was saved successfully.
*/
extern bool fgSaveFlight (ostream &output, bool write_all = false);
/**
* Load a flight from disk.
*
* This function loads an XML save file from a stream to restore
* a flight.
*
* @param input The input stream to read the XML from.
* @return true if the flight was restored successfully.
*/
extern bool fgLoadFlight (istream &input);
/**
* Load properties from a file.
*
* @param file The relative or absolute filename.
* @param props The property node to load the properties into.
* @param in_fg_root If true, look for the file relative to
* $FG_ROOT; otherwise, look for the file relative to the
* current working directory.
* @return true if the properties loaded successfully, false
* otherwise.
*/
extern bool fgLoadProps (const char * path, SGPropertyNode * props,
bool in_fg_root = true);
////////////////////////////////////////////////////////////////////////
// Convenience functions for getting property values.
////////////////////////////////////////////////////////////////////////
/**
* Get a property node.
*
* @param path The path of the node, relative to root.
* @param create true to create the node if it doesn't exist.
* @return The node, or 0 if none exists and none was created.
*/
extern SGPropertyNode * fgGetNode (const char * path, bool create = false);
/**
* Get a property node with separate index.
*
* This method separates the index from the path string, to make it
* easier to iterate through multiple components without using sprintf
* to add indices. For example, fgGetNode("foo[1]/bar", 3) will
* return the same result as fgGetNode("foo[1]/bar[3]").
*
* @param path The path of the node, relative to root.
* @param index The index for the last member of the path (overrides
* any given in the string).
* @param create true to create the node if it doesn't exist.
* @return The node, or 0 if none exists and none was created.
*/
extern SGPropertyNode * fgGetNode (const char * path,
int index, bool create = false);
/**
* Test whether a given node exists.
*
* @param path The path of the node, relative to root.
* @return true if the node exists, false otherwise.
*/
extern bool fgHasNode (const char * path);
/**
* Add a listener to a node.
*
* @param listener The listener to add to the node.
* @param path The path of the node, relative to root.
* @param index The index for the last member of the path (overrides
* any given in the string).
*/
extern void fgAddChangeListener (SGPropertyChangeListener * listener,
const char * path);
/**
* Add a listener to a node.
*
* @param listener The listener to add to the node.
* @param path The path of the node, relative to root.
* @param index The index for the last member of the path (overrides
* any given in the string).
*/
extern void fgAddChangeListener (SGPropertyChangeListener * listener,
const char * path, int index);
/**
* Get a bool value for a property.
*
* This method is convenient but inefficient. It should be used
* infrequently (i.e. for initializing, loading, saving, etc.),
* not in the main loop. If you need to get a value frequently,
* it is better to look up the node itself using fgGetNode and then
* use the node's getBoolValue() method, to avoid the lookup overhead.
*
* @param name The property name.
* @param defaultValue The default value to return if the property
* does not exist.
* @return The property's value as a bool, or the default value provided.
*/
extern bool fgGetBool (const char * name, bool defaultValue = false);
/**
* Get an int value for a property.
*
* This method is convenient but inefficient. It should be used
* infrequently (i.e. for initializing, loading, saving, etc.),
* not in the main loop. If you need to get a value frequently,
* it is better to look up the node itself using fgGetNode and then
* use the node's getIntValue() method, to avoid the lookup overhead.
*
* @param name The property name.
* @param defaultValue The default value to return if the property
* does not exist.
* @return The property's value as an int, or the default value provided.
*/
extern int fgGetInt (const char * name, int defaultValue = 0);
/**
* Get a long value for a property.
*
* This method is convenient but inefficient. It should be used
* infrequently (i.e. for initializing, loading, saving, etc.),
* not in the main loop. If you need to get a value frequently,
* it is better to look up the node itself using fgGetNode and then
* use the node's getLongValue() method, to avoid the lookup overhead.
*
* @param name The property name.
* @param defaultValue The default value to return if the property
* does not exist.
* @return The property's value as a long, or the default value provided.
*/
extern int fgGetLong (const char * name, long defaultValue = 0L);
/**
* Get a float value for a property.
*
* This method is convenient but inefficient. It should be used
* infrequently (i.e. for initializing, loading, saving, etc.),
* not in the main loop. If you need to get a value frequently,
* it is better to look up the node itself using fgGetNode and then
* use the node's getFloatValue() method, to avoid the lookup overhead.
*
* @param name The property name.
* @param defaultValue The default value to return if the property
* does not exist.
* @return The property's value as a float, or the default value provided.
*/
extern float fgGetFloat (const char * name, float defaultValue = 0.0);
/**
* Get a double value for a property.
*
* This method is convenient but inefficient. It should be used
* infrequently (i.e. for initializing, loading, saving, etc.),
* not in the main loop. If you need to get a value frequently,
* it is better to look up the node itself using fgGetNode and then
* use the node's getDoubleValue() method, to avoid the lookup overhead.
*
* @param name The property name.
* @param defaultValue The default value to return if the property
* does not exist.
* @return The property's value as a double, or the default value provided.
*/
extern double fgGetDouble (const char * name, double defaultValue = 0.0);
/**
* Get a string value for a property.
*
* This method is convenient but inefficient. It should be used
* infrequently (i.e. for initializing, loading, saving, etc.),
* not in the main loop. If you need to get a value frequently,
* it is better to look up the node itself using fgGetNode and then
* use the node's getStringValue() method, to avoid the lookup overhead.
*
* @param name The property name.
* @param defaultValue The default value to return if the property
* does not exist.
* @return The property's value as a string, or the default value provided.
*/
extern const char * fgGetString (const char * name,
const char * defaultValue = "");
/**
* Set a bool value for a property.
*
* Assign a bool value to a property. If the property does not
* yet exist, it will be created and its type will be set to
* BOOL; if it has a type of UNKNOWN, the type will also be set to
* BOOL; otherwise, the bool value will be converted to the property's
* type.
*
* @param name The property name.
* @param val The new value for the property.
* @return true if the assignment succeeded, false otherwise.
*/
extern bool fgSetBool (const char * name, bool val);
/**
* Set an int value for a property.
*
* Assign an int value to a property. If the property does not
* yet exist, it will be created and its type will be set to
* INT; if it has a type of UNKNOWN, the type will also be set to
* INT; otherwise, the bool value will be converted to the property's
* type.
*
* @param name The property name.
* @param val The new value for the property.
* @return true if the assignment succeeded, false otherwise.
*/
extern bool fgSetInt (const char * name, int val);
/**
* Set a long value for a property.
*
* Assign a long value to a property. If the property does not
* yet exist, it will be created and its type will be set to
* LONG; if it has a type of UNKNOWN, the type will also be set to
* LONG; otherwise, the bool value will be converted to the property's
* type.
*
* @param name The property name.
* @param val The new value for the property.
* @return true if the assignment succeeded, false otherwise.
*/
extern bool fgSetLong (const char * name, long val);
/**
* Set a float value for a property.
*
* Assign a float value to a property. If the property does not
* yet exist, it will be created and its type will be set to
* FLOAT; if it has a type of UNKNOWN, the type will also be set to
* FLOAT; otherwise, the bool value will be converted to the property's
* type.
*
* @param name The property name.
* @param val The new value for the property.
* @return true if the assignment succeeded, false otherwise.
*/
extern bool fgSetFloat (const char * name, float val);
/**
* Set a double value for a property.
*
* Assign a double value to a property. If the property does not
* yet exist, it will be created and its type will be set to
* DOUBLE; if it has a type of UNKNOWN, the type will also be set to
* DOUBLE; otherwise, the double value will be converted to the property's
* type.
*
* @param name The property name.
* @param val The new value for the property.
* @return true if the assignment succeeded, false otherwise.
*/
extern bool fgSetDouble (const char * name, double val);
/**
* Set a string value for a property.
*
* Assign a string value to a property. If the property does not
* yet exist, it will be created and its type will be set to
* STRING; if it has a type of UNKNOWN, the type will also be set to
* STRING; otherwise, the string value will be converted to the property's
* type.
*
* @param name The property name.
* @param val The new value for the property.
* @return true if the assignment succeeded, false otherwise.
*/
extern bool fgSetString (const char * name, const char * val);
////////////////////////////////////////////////////////////////////////
// Convenience functions for setting property attributes.
////////////////////////////////////////////////////////////////////////
/**
* Set the state of the archive attribute for a property.
*
* If the archive attribute is true, the property will be written
* when a flight is saved; if it is false, the property will be
* skipped.
*
* A warning message will be printed if the property does not exist.
*
* @param name The property name.
* @param state The state of the archive attribute (defaults to true).
*/
extern void fgSetArchivable (const char * name, bool state = true);
/**
* Set the state of the read attribute for a property.
*
* If the read attribute is true, the property value will be readable;
* if it is false, the property value will always be the default value
* for its type.
*
* A warning message will be printed if the property does not exist.
*
* @param name The property name.
* @param state The state of the read attribute (defaults to true).
*/
extern void fgSetReadable (const char * name, bool state = true);
/**
* Set the state of the write attribute for a property.
*
* If the write attribute is true, the property value may be modified
* (depending on how it is tied); if the write attribute is false, the
* property value may not be modified.
*
* A warning message will be printed if the property does not exist.
*
* @param name The property name.
* @param state The state of the write attribute (defaults to true).
*/
extern void fgSetWritable (const char * name, bool state = true);
////////////////////////////////////////////////////////////////////////
// Convenience functions for tying properties, with logging.
////////////////////////////////////////////////////////////////////////
/**
* Untie a property from an external data source.
*
* Classes should use this function to release control of any
* properties they are managing.
*/
extern void fgUntie (const char * name);
/**
* Tie a property to a pair of simple functions.
*
* Every time the property value is queried, the getter (if any) will
* be invoked; every time the property value is modified, the setter
* (if any) will be invoked. The getter can be 0 to make the property
* unreadable, and the setter can be 0 to make the property
* unmodifiable.
*
* @param name The property name to tie (full path).
* @param getter The getter function, or 0 if the value is unreadable.
* @param setter The setter function, or 0 if the value is unmodifiable.
* @param useDefault true if the setter should be invoked with any existing
* property value should be; false if the old value should be
* discarded; defaults to true.
*/
template <class V>
inline void
fgTie (const char * name, V (*getter)(), void (*setter)(V) = 0,
bool useDefault = true)
{
if (!globals->get_props()->tie(name, SGRawValueFunctions<V>(getter, setter),
useDefault))
2001-03-24 06:03:11 +00:00
SG_LOG(SG_GENERAL, SG_WARN,
"Failed to tie property " << name << " to functions");
}
/**
* Tie a property to a pair of indexed functions.
*
* Every time the property value is queried, the getter (if any) will
* be invoked with the index provided; every time the property value
* is modified, the setter (if any) will be invoked with the index
* provided. The getter can be 0 to make the property unreadable, and
* the setter can be 0 to make the property unmodifiable.
*
* @param name The property name to tie (full path).
* @param index The integer argument to pass to the getter and
* setter functions.
* @param getter The getter function, or 0 if the value is unreadable.
* @param setter The setter function, or 0 if the value is unmodifiable.
* @param useDefault true if the setter should be invoked with any existing
* property value should be; false if the old value should be
* discarded; defaults to true.
*/
template <class V>
inline void
fgTie (const char * name, int index, V (*getter)(int),
void (*setter)(int, V) = 0, bool useDefault = true)
{
if (!globals->get_props()->tie(name,
SGRawValueFunctionsIndexed<V>(index,
getter,
setter),
useDefault))
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SG_LOG(SG_GENERAL, SG_WARN,
"Failed to tie property " << name << " to indexed functions");
}
/**
* Tie a property to a pair of object methods.
*
* Every time the property value is queried, the getter (if any) will
* be invoked; every time the property value is modified, the setter
* (if any) will be invoked. The getter can be 0 to make the property
* unreadable, and the setter can be 0 to make the property
* unmodifiable.
*
* @param name The property name to tie (full path).
* @param obj The object whose methods should be invoked.
* @param getter The object's getter method, or 0 if the value is
* unreadable.
* @param setter The object's setter method, or 0 if the value is
* unmodifiable.
* @param useDefault true if the setter should be invoked with any existing
* property value should be; false if the old value should be
* discarded; defaults to true.
*/
template <class T, class V>
inline void
fgTie (const char * name, T * obj, V (T::*getter)() const,
void (T::*setter)(V) = 0, bool useDefault = true)
{
if (!globals->get_props()->tie(name,
SGRawValueMethods<T,V>(*obj, getter, setter),
useDefault))
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SG_LOG(SG_GENERAL, SG_WARN,
"Failed to tie property " << name << " to object methods");
}
/**
* Tie a property to a pair of indexed object methods.
*
* Every time the property value is queried, the getter (if any) will
* be invoked with the index provided; every time the property value
* is modified, the setter (if any) will be invoked with the index
* provided. The getter can be 0 to make the property unreadable, and
* the setter can be 0 to make the property unmodifiable.
*
* @param name The property name to tie (full path).
* @param obj The object whose methods should be invoked.
* @param index The integer argument to pass to the getter and
* setter methods.
* @param getter The getter method, or 0 if the value is unreadable.
* @param setter The setter method, or 0 if the value is unmodifiable.
* @param useDefault true if the setter should be invoked with any existing
* property value should be; false if the old value should be
* discarded; defaults to true.
*/
template <class T, class V>
inline void
fgTie (const char * name, T * obj, int index,
V (T::*getter)(int) const, void (T::*setter)(int, V) = 0,
bool useDefault = true)
{
if (!globals->get_props()->tie(name,
SGRawValueMethodsIndexed<T,V>(*obj,
index,
getter,
setter),
useDefault))
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SG_LOG(SG_GENERAL, SG_WARN,
"Failed to tie property " << name << " to indexed object methods");
}
////////////////////////////////////////////////////////////////////////
// Conditions.
////////////////////////////////////////////////////////////////////////
/**
* An encoded condition.
*
* This class encodes a single condition of some sort, possibly
* connected with properties.
*
* This class should migrate to somewhere more general.
*/
class FGCondition
{
public:
FGCondition ();
virtual ~FGCondition ();
virtual bool test () const = 0;
};
/**
* Condition for a single property.
*
* This condition is true only if the property returns a boolean
* true value.
*/
class FGPropertyCondition : public FGCondition
{
public:
FGPropertyCondition (const char * propname);
virtual ~FGPropertyCondition ();
virtual bool test () const { return _node->getBoolValue(); }
private:
const SGPropertyNode * _node;
};
/**
* Condition for a 'not' operator.
*
* This condition is true only if the child condition is false.
*/
class FGNotCondition : public FGCondition
{
public:
// transfer pointer ownership
FGNotCondition (FGCondition * condition);
virtual ~FGNotCondition ();
virtual bool test () const;
private:
FGCondition * _condition;
};
/**
* Condition for an 'and' group.
*
* This condition is true only if all of the conditions
* in the group are true.
*/
class FGAndCondition : public FGCondition
{
public:
FGAndCondition ();
virtual ~FGAndCondition ();
virtual bool test () const;
// transfer pointer ownership
virtual void addCondition (FGCondition * condition);
private:
vector<FGCondition *> _conditions;
};
/**
* Condition for an 'or' group.
*
* This condition is true if at least one of the conditions in the
* group is true.
*/
class FGOrCondition : public FGCondition
{
public:
FGOrCondition ();
virtual ~FGOrCondition ();
virtual bool test () const;
// transfer pointer ownership
virtual void addCondition (FGCondition * condition);
private:
vector<FGCondition *> _conditions;
};
/**
* Abstract base class for property comparison conditions.
*/
class FGComparisonCondition : public FGCondition
{
public:
enum Type {
LESS_THAN,
GREATER_THAN,
EQUALS
};
FGComparisonCondition (Type type, bool reverse = false);
virtual ~FGComparisonCondition ();
virtual bool test () const;
virtual void setLeftProperty (const char * propname);
virtual void setRightProperty (const char * propname);
// will make a local copy
virtual void setRightValue (const SGPropertyNode * value);
private:
Type _type;
bool _reverse;
const SGPropertyNode * _left_property;
const SGPropertyNode * _right_property;
const SGPropertyNode * _right_value;
};
/**
* Base class for a conditional components.
*
* This class manages the conditions and tests; the component should
* invoke the test() method whenever it needs to decide whether to
* active itself, draw itself, and so on.
*/
class FGConditional
{
public:
FGConditional ();
virtual ~FGConditional ();
// transfer pointer ownership
virtual void setCondition (FGCondition * condition);
virtual const FGCondition * getCondition () const { return _condition; }
virtual bool test () const;
private:
FGCondition * _condition;
};
/**
* Global function to make a condition out of properties.
*
* The top-level is always an implicit 'and' group, whatever the
* node's name (it should usually be "condition").
*
* @param node The top-level condition node (usually named "condition").
* @return A pointer to a newly-allocated condition; it is the
* responsibility of the caller to delete the condition when
* it is no longer needed.
*/
FGCondition * fgReadCondition (const SGPropertyNode * node);
#endif // __FG_PROPS_HXX