/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Header: FGPropertyManager.h Author: Tony Peden Based on work originally by David Megginson Date: 2/2002 ------------- Copyright (C) 2002 ------------- This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Further information about the GNU General Public License can also be found on the world wide web at http://www.gnu.org. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SENTRY %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ #ifndef FGPROPERTYMANAGER_H #define FGPROPERTYMANAGER_H /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% INCLUDES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ #include #include /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% DEFINITIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ #define ID_PROPERTYMANAGER "$Id$" /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FORWARD DECLARATIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ using namespace std; /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% COMMENTS, REFERENCES, and NOTES [use "class documentation" below for API docs] %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% CLASS DOCUMENTATION %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ /** Class wrapper for property handling. @author David Megginson, Tony Peden @see Header File @see Source File */ /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% CLASS DECLARATION %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ namespace JSBSim { class FGPropertyManager : public SGPropertyNode { public: /// Constructor FGPropertyManager(void) {} /// Destructor ~FGPropertyManager(void) {} /** Property-ify a name * replaces spaces with '-' and, optionally, makes name all lower case * @param name string to change * @param lowercase true to change all upper case chars to lower * NOTE: this function changes its argument and thus relies * on pass by value */ string mkPropertyName(string name, bool lowercase); /** * 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. */ FGPropertyManager* GetNode (const string &path, bool create = false); FGPropertyManager* GetNode (const string &relpath, 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. */ bool HasNode (const string &path); /** * Get the name of a node */ string GetName( void ); /** * Get the fully qualified name of a node * This function is very slow, so is probably useful for debugging only. */ string GetFullyQualifiedName(void); /** * 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 GetNode 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. */ bool GetBool (const string &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 GetNode 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. */ int GetInt (const string &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 GetNode 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. */ int GetLong (const string &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 GetNode 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. */ float GetFloat (const string &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 GetNode 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. */ double GetDouble (const string &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 GetNode 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. */ string GetString (const string &name, string 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. */ bool SetBool (const string &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. */ bool SetInt (const string &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. */ bool SetLong (const string &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. */ bool SetFloat (const string &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. */ bool SetDouble (const string &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. */ bool SetString (const string &name, const string &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). */ void SetArchivable (const string &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). */ void SetReadable (const string &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). */ void SetWritable (const string &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. */ void Untie (const string &name); // Templates cause ambiguity here /** * Tie a property to an external bool variable. * * The property's value will automatically mirror the variable's * value, and vice-versa, until the property is untied. * * @param name The property name to tie (full path). * @param pointer A pointer to the variable. * @param useDefault true if any existing property value should be * copied to the variable; false if the variable should not * be modified; defaults to true. */ void Tie (const string &name, bool *pointer, bool useDefault = true); /** * Tie a property to an external int variable. * * The property's value will automatically mirror the variable's * value, and vice-versa, until the property is untied. * * @param name The property name to tie (full path). * @param pointer A pointer to the variable. * @param useDefault true if any existing property value should be * copied to the variable; false if the variable should not * be modified; defaults to true. */ void Tie (const string &name, int *pointer, bool useDefault = true); /** * Tie a property to an external long variable. * * The property's value will automatically mirror the variable's * value, and vice-versa, until the property is untied. * * @param name The property name to tie (full path). * @param pointer A pointer to the variable. * @param useDefault true if any existing property value should be * copied to the variable; false if the variable should not * be modified; defaults to true. */ void Tie (const string &name, long *pointer, bool useDefault = true); /** * Tie a property to an external float variable. * * The property's value will automatically mirror the variable's * value, and vice-versa, until the property is untied. * * @param name The property name to tie (full path). * @param pointer A pointer to the variable. * @param useDefault true if any existing property value should be * copied to the variable; false if the variable should not * be modified; defaults to true. */ void Tie (const string &name, float *pointer, bool useDefault = true); /** * Tie a property to an external double variable. * * The property's value will automatically mirror the variable's * value, and vice-versa, until the property is untied. * * @param name The property name to tie (full path). * @param pointer A pointer to the variable. * @param useDefault true if any existing property value should be * copied to the variable; false if the variable should not * be modified; defaults to true. */ void Tie (const string &name, double *pointer, bool useDefault = true); //============================================================================ // // All of the following functions *must* be inlined, otherwise linker // errors will result // //============================================================================ /* template void Tie (const string &name, V (*getter)(), void (*setter)(V) = 0, bool useDefault = true); template void Tie (const string &name, int index, V (*getter)(int), void (*setter)(int, V) = 0, bool useDefault = true); template void Tie (const string &name, T * obj, V (T::*getter)() const, void (T::*setter)(V) = 0, bool useDefault = true); template void Tie (const string &name, T * obj, int index, V (T::*getter)(int) const, void (T::*setter)(int, V) = 0, bool useDefault = true); */ /** * 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 inline void Tie (const string &name, V (*getter)(), void (*setter)(V) = 0, bool useDefault = true) { if (!tie(name.c_str(), SGRawValueFunctions(getter, setter), useDefault)) cout << "Failed to tie property " << name << " to functions" << endl; } /** * 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 inline void Tie (const string &name, int index, V (*getter)(int), void (*setter)(int, V) = 0, bool useDefault = true) { if (!tie(name.c_str(), SGRawValueFunctionsIndexed(index, getter, setter), useDefault)) cout << "Failed to tie property " << name << " to indexed functions" << endl; } /** * 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 inline void Tie (const string &name, T * obj, V (T::*getter)() const, void (T::*setter)(V) = 0, bool useDefault = true) { if (!tie(name.c_str(), SGRawValueMethods(*obj, getter, setter), useDefault)) cout << "Failed to tie property " << name << " to object methods" << endl; } /** * 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 inline void Tie (const string &name, T * obj, int index, V (T::*getter)(int) const, void (T::*setter)(int, V) = 0, bool useDefault = true) { if (!tie(name.c_str(), SGRawValueMethodsIndexed(*obj, index, getter, setter), useDefault)) cout << "Failed to tie property " << name << " to indexed object methods" << endl; } }; } #endif // FGPROPERTYMANAGER_H