/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Header: FGPropertyManager.cpp 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. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% INCLUDES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ #include #include "FGPropertyManager.h" /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FORWARD DECLARATIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ using namespace std; /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% COMMENTS, REFERENCES, and NOTES [use "class documentation" below for API docs] %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% */ //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% string FGPropertyManager::mkPropertyName(string name, bool lowercase) { for(unsigned i=0;igetNode(path.c_str(), create); if(node == 0) cout << "FGPropertyManager::GetNode() No node found for " << path << endl; return (FGPropertyManager*)node; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FGPropertyManager* FGPropertyManager::GetNode (const string &relpath, int index, bool create) { return (FGPropertyManager*)getNode(relpath.c_str(),index,create); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% bool FGPropertyManager::HasNode (const string &path) { return (GetNode(path, false) != 0); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% string FGPropertyManager::GetName( void ) { return string( getName() ); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% bool FGPropertyManager::GetBool (const string &name, bool defaultValue) { return getBoolValue(name.c_str(), defaultValue); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% int FGPropertyManager::GetInt (const string &name, int defaultValue ) { return getIntValue(name.c_str(), defaultValue); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% int FGPropertyManager::GetLong (const string &name, long defaultValue ) { return getLongValue(name.c_str(), defaultValue); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% float FGPropertyManager::GetFloat (const string &name, float defaultValue ) { return getFloatValue(name.c_str(), defaultValue); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% double FGPropertyManager::GetDouble (const string &name, double defaultValue ) { return getDoubleValue(name.c_str(), defaultValue); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% string FGPropertyManager::GetString (const string &name, string defaultValue ) { return string(getStringValue(name.c_str(), defaultValue.c_str())); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% bool FGPropertyManager::SetBool (const string &name, bool val) { return setBoolValue(name.c_str(), val); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% bool FGPropertyManager::SetInt (const string &name, int val) { return setIntValue(name.c_str(), val); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% bool FGPropertyManager::SetLong (const string &name, long val) { return setLongValue(name.c_str(), val); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% bool FGPropertyManager::SetFloat (const string &name, float val) { return setFloatValue(name.c_str(), val); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% bool FGPropertyManager::SetDouble (const string &name, double val) { return setDoubleValue(name.c_str(), val); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% bool FGPropertyManager::SetString (const string &name, const string &val) { return setStringValue(name.c_str(), val.c_str()); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% void FGPropertyManager::SetArchivable (const string &name, bool state ) { SGPropertyNode * node = getNode(name.c_str()); if (node == 0) cout << "Attempt to set archive flag for non-existant property " << name << endl; else node->setAttribute(SGPropertyNode::ARCHIVE, state); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% void FGPropertyManager::SetReadable (const string &name, bool state ) { SGPropertyNode * node = getNode(name.c_str()); if (node == 0) cout << "Attempt to set read flag for non-existant property " << name << endl; else node->setAttribute(SGPropertyNode::READ, state); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% void FGPropertyManager::SetWritable (const string &name, bool state ) { SGPropertyNode * node = getNode(name.c_str()); if (node == 0) cout << "Attempt to set write flag for non-existant property " << name << endl; else node->setAttribute(SGPropertyNode::WRITE, state); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% void FGPropertyManager::Untie (const string &name) { if (!untie(name.c_str())) cout << "Failed to untie property " << name << endl; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% void FGPropertyManager::Tie (const string &name, bool *pointer, bool useDefault) { if (!tie(name.c_str(), SGRawValuePointer(pointer), useDefault)) cout << "Failed to tie property " << name << " to a pointer" << endl; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% void FGPropertyManager::Tie (const string &name, int *pointer, bool useDefault ) { if (!tie(name.c_str(), SGRawValuePointer(pointer), useDefault)) cout << "Failed to tie property " << name << " to a pointer" << endl; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% void FGPropertyManager::Tie (const string &name, long *pointer, bool useDefault ) { if (!tie(name.c_str(), SGRawValuePointer(pointer), useDefault)) cout << "Failed to tie property " << name << " to a pointer" << endl; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% void FGPropertyManager::Tie (const string &name, float *pointer, bool useDefault ) { if (!tie(name.c_str(), SGRawValuePointer(pointer), useDefault)) cout << "Failed to tie property " << name << " to a pointer" << endl; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% void FGPropertyManager::Tie (const string &name, double *pointer, bool useDefault) { if (!tie(name.c_str(), SGRawValuePointer(pointer), useDefault)) cout << "Failed to tie property " << name << " to a pointer" << endl; }