Boris Koenig:
This will modify menubar.cxx/hxx so that it exports the entire menubar (from menubar.xml) to the property tree, so that it can now be changed dynamically using Nasal's setprop() instruction and afterwards running a newly added fgcommand to update the menubar based on those changes using the appropriate menubar path within the property tree. By default the menubar from menubar.xml will be stored within: /sim/menubar/default Erik: I have moved the loading of menubar.xml into preferences.xml and made sure that the menubar is destroyed every time a new menubar is created.
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2 changed files with 91 additions and 38 deletions
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@ -210,39 +210,7 @@ FGMenuBar::FGMenuBar ()
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FGMenuBar::~FGMenuBar ()
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FGMenuBar::~FGMenuBar ()
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{
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{
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hide();
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destroy_menubar();
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puDeleteObject(_menuBar);
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unsigned int i;
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// Delete all the character arrays
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// we were forced to keep around for
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// plib.
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SG_LOG(SG_GENERAL, SG_INFO, "Deleting char arrays");
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for (i = 0; i < _char_arrays.size(); i++) {
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for (int j = 0; _char_arrays[i][j] != 0; j++)
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free(_char_arrays[i][j]); // added with strdup
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delete[] _char_arrays[i];
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}
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// Delete all the callback arrays
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// we were forced to keep around for
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// plib.
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SG_LOG(SG_GENERAL, SG_INFO, "Deleting callback arrays");
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for (i = 0; i < _callback_arrays.size(); i++)
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delete[] _callback_arrays[i];
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// Delete all those bindings
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SG_LOG(SG_GENERAL, SG_INFO, "Deleting bindings");
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map<string,vector<FGBinding *> >::iterator it;
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it = _bindings.begin();
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for (it = _bindings.begin(); it != _bindings.end(); it++) {
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SG_LOG(SG_GENERAL, SG_INFO, "Deleting bindings for " << it->first);
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for ( i = 0; i < it->second.size(); i++ )
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delete it->second[i];
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}
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SG_LOG(SG_GENERAL, SG_INFO, "Done.");
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}
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}
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void
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void
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@ -323,11 +291,43 @@ FGMenuBar::make_menu (SGPropertyNode * node)
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void
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void
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FGMenuBar::make_menubar ()
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FGMenuBar::make_menubar ()
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{
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{
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_menuBar = new puMenuBar;
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SGPropertyNode *targetpath;
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SGPropertyNode props;
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fgLoadProps("gui/menubar.xml", &props);
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targetpath = fgGetNode("/sim/menubar/default",true);
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vector<SGPropertyNode_ptr> menu_nodes = props.getChildren("menu");
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// fgLoadProps("gui/menubar.xml", targetpath);
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/* NOTE: there is no check to see whether there's any usable data at all
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*
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* This would also have the advantage of being able to create some kind of
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* 'fallback' menu - just in case that either menubar.xml is empty OR that
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* its XML data is not valid, that way we would avoid displaying an
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* unusable menubar without any functionality - if we decided to add another
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* char * element to the commands structure in
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* $FG_SRC/src/Main/fgcommands.cxx
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* we could additionally save each function's (short) description and use
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* this as label for the fallback PUI menubar item labels - as a workaround
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* one might simply use the internal fgcommands and put them into the
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* fallback menu, so that the user is at least able to re-init the menu
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* loading - just in case there was some malformed XML in it
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* (it happend to me ...)
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*/
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make_menubar(targetpath);
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}
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/* WARNING: We aren't yet doing any validation of what's found - but since
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* this isn't done with menubar.xml either, it should not really matter
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* right now. Although one should later on consider to validate the
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* contents, whether they are representing a 'legal' menubar structure.
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*/
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void
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FGMenuBar::make_menubar(const SGPropertyNode * props)
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{
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// Just in case.
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destroy_menubar();
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_menuBar = new puMenuBar;
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vector<SGPropertyNode_ptr> menu_nodes = props->getChildren("menu");
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for (unsigned int i = 0; i < menu_nodes.size(); i++)
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for (unsigned int i = 0; i < menu_nodes.size(); i++)
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make_menu(menu_nodes[i]);
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make_menu(menu_nodes[i]);
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@ -338,6 +338,48 @@ FGMenuBar::make_menubar ()
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_menuBar->hide();
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_menuBar->hide();
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}
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}
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void
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FGMenuBar::destroy_menubar ()
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{
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if ( _menuBar == 0 )
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return;
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hide();
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puDeleteObject(_menuBar);
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unsigned int i;
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// Delete all the character arrays
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// we were forced to keep around for
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// plib.
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SG_LOG(SG_GENERAL, SG_INFO, "Deleting char arrays");
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for (i = 0; i < _char_arrays.size(); i++) {
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for (int j = 0; _char_arrays[i][j] != 0; j++)
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free(_char_arrays[i][j]); // added with strdup
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delete[] _char_arrays[i];
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}
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// Delete all the callback arrays
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// we were forced to keep around for
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// plib.
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SG_LOG(SG_GENERAL, SG_INFO, "Deleting callback arrays");
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for (i = 0; i < _callback_arrays.size(); i++)
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delete[] _callback_arrays[i];
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// Delete all those bindings
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SG_LOG(SG_GENERAL, SG_INFO, "Deleting bindings");
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map<string,vector<FGBinding *> >::iterator it;
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it = _bindings.begin();
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for (it = _bindings.begin(); it != _bindings.end(); it++) {
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SG_LOG(SG_GENERAL, SG_INFO, "Deleting bindings for " << it->first);
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for ( i = 0; i < it->second.size(); i++ )
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delete it->second[i];
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}
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SG_LOG(SG_GENERAL, SG_INFO, "Done.");
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}
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char **
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char **
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FGMenuBar::make_char_array (int size)
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FGMenuBar::make_char_array (int size)
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{
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{
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@ -55,7 +55,6 @@ public:
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*/
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*/
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virtual void init ();
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virtual void init ();
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/**
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/**
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* Make the menu bar visible.
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* Make the menu bar visible.
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*/
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*/
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@ -85,6 +84,18 @@ public:
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virtual void fireItem (puObject * item);
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virtual void fireItem (puObject * item);
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/**
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* create a menubar based on a PropertyList within the PropertyTree
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*/
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void make_menubar (const SGPropertyNode * props);
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/**
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* destroy a menubar based on a PropertyList within the PropertyTree
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*/
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void destroy_menubar ();
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private:
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private:
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// Make a single menu.
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// Make a single menu.
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