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flightgear/src/FDM/JSBSim/FGPropertyManager.h
curt 2119db35c3 This is step "1" of probably "many" in the process of separating out the
scene management code and organizing it within simgear.  My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies.  Then it will be free to move over into the simgear package.

- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
  in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
  related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
  state (all the globals-> stuff, the flightgear property tree, etc.)  SimGear
  code can't depend on it so that data has to be passed as parameters to the
  functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
  effect throughout the FlightGear code.
2003-05-06 23:46:24 +00:00

615 lines
23 KiB
C++

/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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 <string>
#include <simgear/props/props.hxx>
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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 <a href="http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/jsbsim/JSBSim/FGPropertyManager.h?rev=HEAD&content-type=text/vnd.viewcvs-markup">
Header File </a>
@see <a href="http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/jsbsim/JSBSim/FGPropertyManager.cpp?rev=HEAD&content-type=text/vnd.viewcvs-markup">
Source File </a>
*/
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS DECLARATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
namespace JSBSim {
class FGPropertyManager : public SGPropertyNode {
public:
/// Constructor
FGPropertyManager(void) {}
/// Destructor
~FGPropertyManager(void) {}
/** Property-ify a name
* replaces spaces with '-' and, optionally, makes name all lower case
* @param name string to change
* @param lowercase true to change all upper case chars to lower
* NOTE: this function changes its argument and thus relies
* on pass by value
*/
string mkPropertyName(string name, bool lowercase);
/**
* 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.
*/
FGPropertyManager*
GetNode (const string &path, bool create = false);
FGPropertyManager*
GetNode (const string &relpath, int index, bool create = false);
/**
* Test whether a given node exists.
*
* @param path The path of the node, relative to root.
* @return true if the node exists, false otherwise.
*/
bool HasNode (const string &path);
/**
* Get the name of a node
*/
string GetName( void );
/**
* Get the fully qualified name of a node
* This function is very slow, so is probably useful for debugging only.
*/
string GetFullyQualifiedName(void);
/**
* 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.
*/
bool GetBool (const string &name, bool defaultValue = false);
/**
* 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.
*/
int GetInt (const string &name, int defaultValue = 0);
/**
* 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.
*/
int GetLong (const string &name, long defaultValue = 0L);
/**
* 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.
*/
float GetFloat (const string &name, float defaultValue = 0.0);
/**
* 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.
*/
double GetDouble (const string &name, double defaultValue = 0.0);
/**
* 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.
*/
string GetString (const string &name, string defaultValue = "");
/**
* 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.
*/
bool SetBool (const string &name, bool 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.
*/
bool SetInt (const string &name, int 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.
*/
bool SetLong (const string &name, long 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.
*/
bool SetFloat (const string &name, float 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.
*/
bool SetDouble (const string &name, double 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.
*/
bool SetString (const string &name, const string &val);
////////////////////////////////////////////////////////////////////////
// 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).
*/
void SetArchivable (const string &name, bool state = true);
/**
* 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).
*/
void SetReadable (const string &name, bool state = true);
/**
* 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).
*/
void SetWritable (const string &name, bool state = true);
////////////////////////////////////////////////////////////////////////
// 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.
*/
void Untie (const string &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.
*/
void
Tie (const string &name, bool *pointer, bool useDefault = true);
/**
* 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.
*/
void
Tie (const string &name, int *pointer, bool useDefault = true);
/**
* 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.
*/
void
Tie (const string &name, long *pointer, bool useDefault = true);
/**
* 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.
*/
void
Tie (const string &name, float *pointer, bool useDefault = true);
/**
* 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.
*/
void
Tie (const string &name, double *pointer, bool useDefault = true);
//============================================================================
//
// All of the following functions *must* be inlined, otherwise linker
// errors will result
//
//============================================================================
/* template <class V> void
Tie (const string &name, V (*getter)(), void (*setter)(V) = 0,
bool useDefault = true);
template <class V> void
Tie (const string &name, int index, V (*getter)(int),
void (*setter)(int, V) = 0, bool useDefault = true);
template <class T, class V> void
Tie (const string &name, T * obj, V (T::*getter)() const,
void (T::*setter)(V) = 0, bool useDefault = true);
template <class T, class V> 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 <class V> inline void
Tie (const string &name, V (*getter)(), void (*setter)(V) = 0,
bool useDefault = true)
{
if (!tie(name.c_str(), SGRawValueFunctions<V>(getter, setter),
useDefault))
cout <<
"Failed to tie property " << name << " to functions" << endl;
}
/**
* 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 <class V> 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<V>(index,
getter,
setter),
useDefault))
cout <<
"Failed to tie property " << name << " to indexed functions" << endl;
}
/**
* 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 <class T, class V> 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<T,V>(*obj, getter, setter),
useDefault))
cout <<
"Failed to tie property " << name << " to object methods" << endl;
}
/**
* 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 <class T, class V> 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<T,V>(*obj,
index,
getter,
setter),
useDefault))
cout <<
"Failed to tie property " << name << " to indexed object methods" << endl;
}
};
}
#endif // FGPROPERTYMANAGER_H