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Add a new command, "dialog-new", allowing external code (e.g. Nasal

scripts) to create dialogs at runtime.  Augment "dialog-close" to take
a name argument, allowing code other than PUI callbacks to close
dialogs.

The changes to the GUI directory to enable this are actually minor,
basically amounting to using SGPropertyNode_ptr reference counting
(the GUI subsystem no longer "controls" the dialog property trees, so
it can't delete them).
This commit is contained in:
andy 2003-12-08 02:05:10 +00:00
parent 7ac15db168
commit 0b3159ec0c
4 changed files with 91 additions and 17 deletions

View file

@ -79,7 +79,8 @@ NewGUI::showDialog (const string &name)
SG_LOG(SG_GENERAL, SG_ALERT, "Dialog " << name << " not defined");
return false;
} else {
new FGDialog(_dialog_props[name]); // it will be deleted by a callback
if(!_active_dialogs[name])
_active_dialogs[name] = new FGDialog(_dialog_props[name]);
return true;
}
}
@ -87,13 +88,33 @@ NewGUI::showDialog (const string &name)
bool
NewGUI::closeActiveDialog ()
{
if (_active_dialog == 0) {
if (_active_dialog == 0)
return false;
} else {
delete _active_dialog;
_active_dialog = 0;
// Kill any entries in _active_dialogs... Is there an STL
// algorithm to do (delete map entries by value, not key)? I hate
// the STL :) -Andy
map<string,FGDialog *>::iterator iter = _active_dialogs.begin();
for(/**/; iter != _active_dialogs.end(); iter++)
if(iter->second == _active_dialog)
_active_dialogs.erase(iter);
delete _active_dialog;
_active_dialog = 0;
return true;
}
bool
NewGUI::closeDialog (const string& name)
{
if(_active_dialogs.find(name) != _active_dialogs.end()) {
if(_active_dialog == _active_dialogs[name])
_active_dialog = 0;
delete _active_dialogs[name];
_active_dialogs.erase(name);
return true;
}
return false; // dialog wasn't open...
}
void
@ -134,10 +155,6 @@ NewGUI::clear ()
{
delete _menubar;
_menubar = 0;
map<string,SGPropertyNode *>::iterator it;
for (it = _dialog_props.begin(); it != _dialog_props.end(); it++)
delete it->second;
_dialog_props.clear();
}
@ -154,6 +171,18 @@ test_extension (const char * path, const char * ext)
return true;
}
void
NewGUI::newDialog (SGPropertyNode* props)
{
const char* cname = props->getStringValue("name");
if(!cname) {
SG_LOG(SG_GENERAL, SG_ALERT, "New dialog has no <name> property");
return;
}
string name = props->getStringValue("name");
_dialog_props[name] = props;
}
void
NewGUI::readDir (const char * path)
{
@ -189,11 +218,7 @@ NewGUI::readDir (const char * path)
delete props;
continue;
}
string name = props->getStringValue("name");
SG_LOG(SG_INPUT, SG_BULK, "Saving dialog " << name);
if (_dialog_props[name] != 0)
delete _dialog_props[name];
_dialog_props[name] = props;
newDialog(props);
}
}
ulCloseDir(dir);

View file

@ -80,6 +80,18 @@ public:
*/
virtual void update (double delta_time_sec);
/**
* Creates a new dialog box, using the same property format as the
* gui/dialogs configuration files. Does not display the
* resulting dialog. If a pre-existing dialog of the same name
* exists, it will be deleted. The node argument will be stored
* in the GUI subsystem using SGPropertNode_ptr reference counting.
* It should not be deleted by user code.
*
* @param node A property node containing the dialog definition
*/
virtual void newDialog (SGPropertyNode* node);
/**
* Display a dialog box.
*
@ -96,12 +108,22 @@ public:
/**
* Close the currently-active dialog, if any.
* Close the currenty active dialog. This function is intended to
* be called from code (pui callbacks, for instance) that registers
* its dialog object as active via setActiveDialog(). Other
* user-level code should use the closeDialog(name) API.
*
* @return true if a dialog was active, false otherwise.
* @return true if a dialog was active, false otherwise
*/
virtual bool closeActiveDialog ();
/**
* Close a named dialog, if it is open.
*
* @param name The name of the dialog box.
* @return true if the dialog was active, false otherwise.
*/
virtual bool closeDialog (const string &name);
/**
* Return a pointer to the current menubar.
@ -151,7 +173,8 @@ private:
FGMenuBar * _menubar;
FGDialog * _active_dialog;
map<string,SGPropertyNode *> _dialog_props;
map<string,FGDialog *> _active_dialogs;
map<string,SGPropertyNode_ptr> _dialog_props;
};

View file

@ -857,6 +857,28 @@ do_data_logging_commit (const SGPropertyNode * arg)
return true;
}
/**
* Built-in command: Add a dialog to the GUI system. Does *not*
* display the dialog. The property node should have the same format
* as a dialog XML configuration. It must include:
*
* name: the name of the GUI dialog for future reference.
*/
static bool
do_dialog_new (const SGPropertyNode * arg)
{
NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
// Note the casting away of const: this is *real*. Doing a
// "dialog-apply" command later on will mutate this property node.
// I'm not convinced that this isn't the Right Thing though; it
// allows client to create a node, pass it to dialog-new, and get
// the values back from the dialog by reading the same node.
// Perhaps command arguments are not as "const" as they would
// seem?
gui->newDialog((SGPropertyNode*)arg);
return true;
}
/**
* Built-in command: Show an XML-configured dialog.
@ -879,6 +901,8 @@ static bool
do_dialog_close (const SGPropertyNode * arg)
{
NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
if(arg->hasValue("dialog-name"))
return gui->closeDialog(arg->getStringValue("dialog-name"));
return gui->closeActiveDialog();
}
@ -1066,6 +1090,7 @@ static struct {
{ "property-cycle", do_property_cycle },
{ "property-randomize", do_property_randomize },
{ "data-logging-commit", do_data_logging_commit },
{ "dialog-new", do_dialog_new },
{ "dialog-show", do_dialog_show },
{ "dialog-close", do_dialog_close },
{ "dialog-show", do_dialog_show },

View file

@ -25,6 +25,7 @@ naGhostType PropNodeGhostType = { propNodeGhostDestroy };
static naRef propNodeGhostCreate(naContext c, SGPropertyNode* n)
{
if(!n) return naNil();
SGPropertyNode_ptr* ghost = new SGPropertyNode_ptr(n);
return naNewGhost(c, &PropNodeGhostType, ghost);
}