#ifdef HAVE_CONFIG_H # include #endif #include #include #include "layout.hxx" // This file contains the code implementing the LayoutWidget class in // terms of a PropertyNode (plus a tiny bit of PUI glue). See // layout.cxx for the actual layout engine. puFont LayoutWidget::FONT; void LayoutWidget::setDefaultFont(puFont* font, int pixels) { UNIT = (int)(pixels * (1/3.) + 0.999); FONT = *font; } int LayoutWidget::stringLength(const char* s) { return (int)(FONT.getFloatStringWidth(s) + 0.999); } const char* LayoutWidget::type() { const char* t = _prop->getName(); return (*t == 0) ? "dialog" : t; } bool LayoutWidget::hasParent() { return _prop->getParent() ? true : false; } LayoutWidget LayoutWidget::parent() { return LayoutWidget(_prop->getParent()); } int LayoutWidget::nChildren() { // Hack: assume that any non-leaf nodes are widgets... int n = 0; for(int i=0; i<_prop->nChildren(); i++) if(_prop->getChild(i)->nChildren() != 0) n++; return n; } LayoutWidget LayoutWidget::getChild(int idx) { // Same hack. Note that access is linear time in the number of // children... int n = 0; for(int i=0; i<_prop->nChildren(); i++) { SGPropertyNode* p = _prop->getChild(i); if(p->nChildren() != 0) { if(idx == n) return LayoutWidget(p); n++; } } return LayoutWidget(0); } bool LayoutWidget::hasField(const char* f) { return _prop->hasChild(f); } int LayoutWidget::getNum(const char* f) { return _prop->getIntValue(f); } bool LayoutWidget::getBool(const char* f) { return _prop->getBoolValue(f); } const char* LayoutWidget::getStr(const char* f) { return _prop->getStringValue(f); } void LayoutWidget::setNum(const char* f, int num) { _prop->setIntValue(f, num); }