/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 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 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 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 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ class FGPropertyManager:public SGPropertyNode { public: /// Constructor FGPropertyManager(void) { } /// Destructor ~FGPropertyManager(void) { } /** * 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. */ inline FGPropertyManager* GetNode (const string &path, bool create = false) { SGPropertyNode* node=this->getNode(path.c_str(), create); if(node == 0) cout << "FGPropertyManager::GetNode() No node found for " << path << endl; return (FGPropertyManager*)node; } inline FGPropertyManager* GetNode (const string &relpath, int index, bool create = false) { return (FGPropertyManager*)getNode(relpath.c_str(),index,create); } /** * Test whether a given node exists. * * @param path The path of the node, relative to root. * @return true if the node exists, false otherwise. */ inline bool HasNode (const string &path) { return (GetNode(path, false) != 0); } /** * Get the name of a node */ inline string GetName( void ) { return string( getName() ); } /** * 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. */ inline bool GetBool (const string &name, bool defaultValue = false) { return getBoolValue(name.c_str(), defaultValue); } /** * 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. */ inline int GetInt (const string &name, int defaultValue = 0) { return getIntValue(name.c_str(), defaultValue); } /** * 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. */ inline int GetLong (const string &name, long defaultValue = 0L) { return getLongValue(name.c_str(), defaultValue); } /** * 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. */ inline float GetFloat (const string &name, float defaultValue = 0.0) { return getFloatValue(name.c_str(), defaultValue); } /** * 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. */ inline double GetDouble (const string &name, double defaultValue = 0.0) { return getDoubleValue(name.c_str(), defaultValue); } /** * 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. */ inline string GetString (const string &name, string defaultValue = "") { return string(getStringValue(name.c_str(), defaultValue.c_str())); } /** * 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. */ inline bool SetBool (const string &name, bool val) { return setBoolValue(name.c_str(), 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. */ inline bool SetInt (const string &name, int val) { return setIntValue(name.c_str(), 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. */ inline bool SetLong (const string &name, long val) { return setLongValue(name.c_str(), 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. */ inline bool SetFloat (const string &name, float val) { return setFloatValue(name.c_str(), 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. */ inline bool SetDouble (const string &name, double val) { return setDoubleValue(name.c_str(), 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. */ inline bool SetString (const string &name, const string &val) { return setStringValue(name.c_str(), val.c_str()); } //////////////////////////////////////////////////////////////////////// // 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). */ inline void SetArchivable (const string &name, bool state = true) { SGPropertyNode * node = getNode(name.c_str()); if (node == 0) cout << "Attempt to set archive flag for non-existant property " << name; else node->setAttribute(SGPropertyNode::ARCHIVE, state); } /** * 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). */ inline void SetReadable (const string &name, bool state = true) { SGPropertyNode * node = getNode(name.c_str()); if (node == 0) cout << "Attempt to set read flag for non-existant property " << name; else node->setAttribute(SGPropertyNode::READ, state); } /** * 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). */ inline void SetWritable (const string &name, bool state = true) { SGPropertyNode * node = getNode(name.c_str()); if (node == 0) cout << "Attempt to set write flag for non-existant property " << name; else node->setAttribute(SGPropertyNode::WRITE, state); } //////////////////////////////////////////////////////////////////////// // 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. */ inline void Untie (const string &name) { if (!untie(name.c_str())) cout << "Failed to untie property " << 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. */ inline void Tie (const string &name, bool *pointer, bool useDefault = true) { if (!tie(name.c_str(), SGRawValuePointer(pointer), useDefault)) cout << "Failed to tie property " << name << " to a pointer"; } /** * 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. */ inline void Tie (const string &name, int *pointer, bool useDefault = true) { if (!tie(name.c_str(), SGRawValuePointer(pointer), useDefault)) cout << "Failed to tie property " << name << " to a pointer"; } /** * 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. */ inline void Tie (const string &name, long *pointer, bool useDefault = true) { if (!tie(name.c_str(), SGRawValuePointer(pointer), useDefault)) cout << "Failed to tie property " << name << " to a pointer"; } /** * 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. */ inline void Tie (const string &name, float *pointer, bool useDefault = true) { if (!tie(name.c_str(), SGRawValuePointer(pointer), useDefault)) cout << "Failed to tie property " << name << " to a pointer"; } /** * 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. */ inline void Tie (const string &name, double *pointer, bool useDefault = true) { if (!tie(name.c_str(), SGRawValuePointer(pointer), useDefault)) cout << "Failed to tie property " << name << " to a pointer"; } /* 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"; } /** * 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"; } /** * 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"; } /** * 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"; } }; #endif // FGPROPERTYMANAGER_H