// menubar.hxx - XML-configured menu bar. #ifndef FG_PUI_MENUBAR_HXX #define FG_PUI_MENUBAR_HXX 1 #ifndef __cplusplus # error This library requires C++ #endif #include #include #include // forward decls, avoid pulling in PLIB headers here class puMenuBar; class puObject; class SGPropertyNode; class SGBinding; typedef void (*puCallback)(class puObject *) ; /** * XML-configured PUI menu bar. * * This class creates a menu bar from a tree of XML properties. These * properties are not part of the main FlightGear property tree, but * are read from a separate file ($FG_ROOT/gui/menubar.xml). * * WARNING: because PUI provides no easy way to attach user data to a * menu item, all menu item strings must be unique; otherwise, this * class will always use the first binding with any given name. */ class FGPUIMenuBar : public FGMenuBar { public: /** * Constructor. */ FGPUIMenuBar (); /** * Destructor. */ virtual ~FGPUIMenuBar (); /** * Initialize the menu bar from $FG_ROOT/gui/menubar.xml */ virtual void init (); /** * Make the menu bar visible. */ virtual void show (); /** * Make the menu bar invisible. */ virtual void hide (); /** * Test whether the menu bar is visible. */ virtual bool isVisible () const; void setHideIfOverlapsWindow(bool hide) override; bool getHideIfOverlapsWindow() const override; /** * IGNORE THIS METHOD!!! * * This is necessary only because plib does not provide any easy * way to attach user data to a menu item. FlightGear should not * have to know about PUI internals, but this method allows the * callback to pass the menu item one-shot on to the current menu. */ virtual void fireItem (puObject * item); /** * create a menubar based on a PropertyList within the PropertyTree */ void make_menubar (SGPropertyNode * props); /** * destroy a menubar based on a PropertyList within the PropertyTree */ void destroy_menubar (); /** * Disable/enable menu titles and entries */ bool enable_item (const SGPropertyNode * item, bool state); private: // Make a single menu. void make_menu (SGPropertyNode * node); // Make the top-level menubar. void make_menubar (); // Create a property-path -> puObject map for menu node void make_object_map(SGPropertyNode * node); // Add listener that enables/disables menu entries. void add_enabled_listener(SGPropertyNode * node); void recomputeVisibility(); // Is the menu visible? bool _visible; bool _hideOverlapping = false; // The top-level menubar itself. puMenuBar * _menuBar; // A map of bindings for the menubar. std::map > _bindings; // These are hoops that we have to jump through because PUI doesn't // do memory management for lists. We have to allocate the arrays, // hang onto pointers, and then delete them when the menubar is // freed. char ** make_char_array (int size); puCallback * make_callback_array (int size); std::vector _char_arrays; std::vector _callback_arrays; // A map for {menu node path}->puObject translation. std::map _objects; }; #endif // __MENUBAR_HXX