Add convenience std::string versions for fg[G|S]etXXX
Add inline wrappers functions for fgGetXXX and fgSetXXX to make life with std::string easier
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@ -85,6 +85,18 @@ extern bool fgLoadProps (const char * path, SGPropertyNode * props,
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*/
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extern SGPropertyNode * fgGetNode (const char * path, bool create = false);
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/**
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* Get a property node.
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*
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* @param path The path of the node, relative to root.
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* @param create true to create the node if it doesn't exist.
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* @return The node, or 0 if none exists and none was created.
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*/
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inline SGPropertyNode * fgGetNode (const std::string & path, bool create = false)
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{
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return fgGetNode(path.c_str(), create );
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}
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/**
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* Get a property node with separate index.
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@ -103,6 +115,26 @@ extern SGPropertyNode * fgGetNode (const char * path, bool create = false);
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extern SGPropertyNode * fgGetNode (const char * path,
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int index, bool create = false);
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/**
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* Get a property node with separate index.
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*
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* This method separates the index from the path string, to make it
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* easier to iterate through multiple components without using sprintf
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* to add indices. For example, fgGetNode("foo[1]/bar", 3) will
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* return the same result as fgGetNode("foo[1]/bar[3]").
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*
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* @param path The path of the node, relative to root.
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* @param index The index for the last member of the path (overrides
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* any given in the string).
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* @param create true to create the node if it doesn't exist.
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* @return The node, or 0 if none exists and none was created.
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*/
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inline SGPropertyNode * fgGetNode (const std::string & path,
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int index, bool create = false)
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{
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return fgGetNode(path.c_str(), index, create );
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}
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/**
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* Test whether a given node exists.
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@ -112,6 +144,17 @@ extern SGPropertyNode * fgGetNode (const char * path,
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*/
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extern bool fgHasNode (const char * path);
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/**
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* Test whether a given node exists.
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*
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* @param path The path of the node, relative to root.
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* @return true if the node exists, false otherwise.
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*/
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inline bool fgHasNode (const std::string & path)
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{
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return fgHasNode( path.c_str() );
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}
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/**
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* Add a listener to a node.
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@ -124,6 +167,20 @@ extern bool fgHasNode (const char * path);
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extern void fgAddChangeListener (SGPropertyChangeListener * listener,
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const char * path);
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/**
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* Add a listener to a node.
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*
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* @param listener The listener to add to the node.
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* @param path The path of the node, relative to root.
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* @param index The index for the last member of the path (overrides
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* any given in the string).
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*/
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inline void fgAddChangeListener (SGPropertyChangeListener * listener,
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const std::string & path)
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{
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fgAddChangeListener( listener, path.c_str() );
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}
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/**
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* Add a listener to a node.
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@ -136,6 +193,20 @@ extern void fgAddChangeListener (SGPropertyChangeListener * listener,
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extern void fgAddChangeListener (SGPropertyChangeListener * listener,
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const char * path, int index);
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/**
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* Add a listener to a node.
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*
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* @param listener The listener to add to the node.
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* @param path The path of the node, relative to root.
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* @param index The index for the last member of the path (overrides
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* any given in the string).
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*/
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inline void fgAddChangeListener (SGPropertyChangeListener * listener,
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const std::string & path, int index)
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{
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fgAddChangeListener( listener, path.c_str(), index );
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}
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/**
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* Get a bool value for a property.
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@ -153,6 +224,25 @@ extern void fgAddChangeListener (SGPropertyChangeListener * listener,
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*/
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extern bool fgGetBool (const char * name, bool defaultValue = false);
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/**
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* Get a bool value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using fgGetNode and then
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* use the node's getBoolValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a bool, or the default value provided.
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*/
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inline bool fgGetBool (const std::string & name, bool defaultValue = false)
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{
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return fgGetBool( name.c_str(), defaultValue );
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}
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/**
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* Get an int value for a property.
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@ -170,6 +260,25 @@ extern bool fgGetBool (const char * name, bool defaultValue = false);
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*/
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extern int fgGetInt (const char * name, int defaultValue = 0);
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/**
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* Get an int value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using fgGetNode and then
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* use the node's getIntValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as an int, or the default value provided.
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*/
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inline int fgGetInt (const std::string & name, int defaultValue = 0)
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{
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return fgGetInt( name.c_str(), defaultValue );
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}
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/**
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* Get a long value for a property.
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@ -187,6 +296,25 @@ extern int fgGetInt (const char * name, int defaultValue = 0);
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*/
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extern int fgGetLong (const char * name, long defaultValue = 0L);
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/**
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* Get a long value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using fgGetNode and then
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* use the node's getLongValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a long, or the default value provided.
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*/
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inline int fgGetLong (const std::string & name, long defaultValue = 0L)
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{
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return fgGetLong( name.c_str(), defaultValue );
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}
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/**
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* Get a float value for a property.
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@ -204,6 +332,25 @@ extern int fgGetLong (const char * name, long defaultValue = 0L);
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*/
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extern float fgGetFloat (const char * name, float defaultValue = 0.0);
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/**
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* Get a float value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using fgGetNode and then
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* use the node's getFloatValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a float, or the default value provided.
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*/
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inline float fgGetFloat (const std::string & name, float defaultValue = 0.0)
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{
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return fgGetFloat( name.c_str(), defaultValue );
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}
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/**
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* Get a double value for a property.
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@ -221,6 +368,25 @@ extern float fgGetFloat (const char * name, float defaultValue = 0.0);
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*/
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extern double fgGetDouble (const char * name, double defaultValue = 0.0);
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/**
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* Get a double value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using fgGetNode and then
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* use the node's getDoubleValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a double, or the default value provided.
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*/
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inline double fgGetDouble (const std::string & name, double defaultValue = 0.0)
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{
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return fgGetDouble( name.c_str(), defaultValue );
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}
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/**
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* Get a string value for a property.
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@ -239,6 +405,26 @@ extern double fgGetDouble (const char * name, double defaultValue = 0.0);
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extern const char * fgGetString (const char * name,
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const char * defaultValue = "");
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/**
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* Get a string value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using fgGetNode and then
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* use the node's getStringValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a string, or the default value provided.
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*/
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inline const char * fgGetString (const std::string & name,
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const std::string & defaultValue = string(""))
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{
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return fgGetString( name.c_str(), defaultValue.c_str() );
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}
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/**
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* Set a bool value for a property.
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@ -255,6 +441,24 @@ extern const char * fgGetString (const char * name,
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*/
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extern bool fgSetBool (const char * name, bool val);
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/**
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* Set a bool value for a property.
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*
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* Assign a bool value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* BOOL; if it has a type of UNKNOWN, the type will also be set to
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* BOOL; otherwise, the bool value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool fgSetBool (const std::string & name, bool val)
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{
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return fgSetBool( name.c_str(), val );
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}
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/**
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* Set an int value for a property.
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@ -271,6 +475,23 @@ extern bool fgSetBool (const char * name, bool val);
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*/
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extern bool fgSetInt (const char * name, int val);
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/**
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* Set an int value for a property.
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*
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* Assign an int value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* INT; if it has a type of UNKNOWN, the type will also be set to
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* INT; otherwise, the bool value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool fgSetInt (const std::string & name, int val)
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{
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return fgSetInt( name.c_str(), val );
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}
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/**
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* Set a long value for a property.
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@ -287,6 +508,24 @@ extern bool fgSetInt (const char * name, int val);
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*/
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extern bool fgSetLong (const char * name, long val);
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/**
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* Set a long value for a property.
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*
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* Assign a long value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* LONG; if it has a type of UNKNOWN, the type will also be set to
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* LONG; otherwise, the bool value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool fgSetLong (const std::string & name, long val)
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{
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return fgSetLong( name.c_str(), val );
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}
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/**
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* Set a float value for a property.
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@ -303,6 +542,24 @@ extern bool fgSetLong (const char * name, long val);
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*/
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extern bool fgSetFloat (const char * name, float val);
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/**
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* Set a float value for a property.
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*
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* Assign a float value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* FLOAT; if it has a type of UNKNOWN, the type will also be set to
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* FLOAT; otherwise, the bool value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool fgSetFloat (const std::string & name, float val)
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{
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return fgSetBool( name.c_str(), val );
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}
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/**
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* Set a double value for a property.
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*/
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extern bool fgSetDouble (const char * name, double val);
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/**
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* Set a double value for a property.
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*
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* Assign a double value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* DOUBLE; if it has a type of UNKNOWN, the type will also be set to
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* DOUBLE; otherwise, the double value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool fgSetDouble (const std::string & name, double val)
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{
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return fgSetDouble( name.c_str(), val );
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}
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/**
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* Set a string value for a property.
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*/
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extern bool fgSetString (const char * name, const char * val);
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/**
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* Set a string value for a property.
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*
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* Assign a string value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* STRING; if it has a type of UNKNOWN, the type will also be set to
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* STRING; otherwise, the string value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool fgSetString (const std::string & name, const std::string & val)
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{
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return fgSetString( name.c_str(), val.c_str() );
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}
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////////////////////////////////////////////////////////////////////////
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