// new_gui.cxx: implementation of XML-configurable GUI support. #include "new_gui.hxx" #include #include SG_USING_STD(vector); #include #include
/** * Callback to update all property values. */ static void update_callback (puObject * object) { ((NewGUI *)object->getUserData())->updateProperties(); } /** * Callback to close the dialog. */ static void close_callback (puObject * object) { ((NewGUI *)object->getUserData())->closeActiveObject(); } /** * Callback to apply the property value for every field. */ static void apply_callback (puObject * object) { ((NewGUI *)object->getUserData())->applyProperties(); update_callback(object); } /** * Callback to apply the property values and close the dialog. */ static void close_apply_callback (puObject * object) { apply_callback(object); close_callback(object); } NewGUI::NewGUI () : _activeObject(0) { } NewGUI::~NewGUI () { } void NewGUI::init () { SGPropertyNode props; try { fgLoadProps("gui.xml", &props); } catch (const sg_exception &ex) { SG_LOG(SG_INPUT, SG_ALERT, "Error parsing gui.xml: " << ex.getMessage()); return; } int nChildren = props.nChildren(); for (int i = 0; i < nChildren; i++) { SGPropertyNode_ptr child = props.getChild(i); if (!child->hasValue("name")) { SG_LOG(SG_INPUT, SG_WARN, "GUI node " << child->getName() << " has no name; skipping."); } else { string name = child->getStringValue("name"); SG_LOG(SG_INPUT, SG_BULK, "Saving GUI node " << name); _objects[name] = child; } } } void NewGUI::update (double delta_time_sec) { // NO OP } void NewGUI::display (const string &name) { if (_activeObject != 0) { SG_LOG(SG_GENERAL, SG_ALERT, "Another GUI object is still active"); return; } if (_objects.find(name) == _objects.end()) { SG_LOG(SG_GENERAL, SG_ALERT, "Dialog " << name << " not defined"); return; } SGPropertyNode_ptr props = _objects[name]; _activeObject = makeObject(props, 1024, 768); if (_activeObject != 0) { _activeObject->reveal(); } else { SG_LOG(SG_GENERAL, SG_ALERT, "Dialog " << name << " does not contain a proper GUI definition"); } } void NewGUI::applyProperties () { for (int i = 0; i < _propertyObjects.size(); i++) { puObject * object = _propertyObjects[i].object; SGPropertyNode_ptr node = _propertyObjects[i].node; node->setStringValue(object->getStringValue()); } } void NewGUI::updateProperties () { for (int i = 0; i < _propertyObjects.size(); i++) { puObject * object = _propertyObjects[i].object; SGPropertyNode_ptr node = _propertyObjects[i].node; object->setValue(node->getStringValue()); } } void NewGUI::closeActiveObject () { delete _activeObject; _activeObject = 0; _propertyObjects.clear(); } puObject * NewGUI::makeObject (SGPropertyNode * props, int parentWidth, int parentHeight) { int width = props->getIntValue("width", parentWidth); int height = props->getIntValue("height", parentHeight); int x = props->getIntValue("x", (parentWidth - width) / 2); int y = props->getIntValue("y", (parentHeight - height) / 2); string type = props->getName(); if (type == "dialog") { puPopup * dialog; if (props->getBoolValue("modal", false)) dialog = new puDialogBox(x, y); else dialog = new puPopup(x, y); setupGroup(dialog, props, width, height, true); return dialog; } else if (type == "group") { puGroup * group = new puGroup(x, y); setupGroup(group, props, width, height, false); return group; } else if (type == "input") { puInput * input = new puInput(x, y, x + width, y + height); setupObject(input, props); return input; } else if (type == "text") { puText * text = new puText(x, y); setupObject(text, props); return text; } else if (type == "button") { puButton * b; const char * legend = props->getStringValue("legend", "[none]"); if (props->getBoolValue("one-shot", true)) b = new puOneShot(x, y, legend); else b = new puButton(x, y, legend); setupObject(b, props); return b; } else { return 0; } } void NewGUI::setupObject (puObject * object, SGPropertyNode * props) { object->setUserData(this); if (props->hasValue("legend")) object->setLegend(props->getStringValue("legend")); if (props->hasValue("label")) object->setLabel(props->getStringValue("label")); if (props->hasValue("default-value-prop")) { const char * name = props->getStringValue("default-value-prop"); SGPropertyNode_ptr node = fgGetNode(name, true); object->setValue(node->getStringValue()); _propertyObjects.push_back(PropertyObject(object, node)); } if (props->hasValue("action")) { string action = props->getStringValue("action"); if (action == "update") object->setCallback(update_callback); else if (action == "close") object->setCallback(close_callback); else if (action == "apply") object->setCallback(apply_callback); else if (action == "close-apply") object->setCallback(close_apply_callback); else SG_LOG(SG_GENERAL, SG_ALERT, "Unknown GUI action " + action); } object->makeReturnDefault(props->getBoolValue("default")); } void NewGUI::setupGroup (puGroup * group, SGPropertyNode * props, int width, int height, bool makeFrame) { setupObject(group, props); if (makeFrame) new puFrame(0, 0, width, height); int nChildren = props->nChildren(); for (int i = 0; i < nChildren; i++) makeObject(props->getChild(i), width, height); group->close(); } NewGUI::PropertyObject::PropertyObject (puObject * o, SGPropertyNode_ptr n) : object(o), node(n) { } // end of new_gui.cxx