721 lines
25 KiB
C++
721 lines
25 KiB
C++
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||
|
||
Header: FGPropertyManager.h
|
||
Author: Tony Peden
|
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Based on work originally by David Megginson
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Date: 2/2002
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------------- Copyright (C) 2002 -------------
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This program is free software; you can redistribute it and/or modify it under
|
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the terms of the GNU General Public License as published by the Free Software
|
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Foundation; either version 2 of the License, or (at your option) any later
|
||
version.
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||
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This program is distributed in the hope that it will be useful, but WITHOUT
|
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA.
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||
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Further information about the GNU General Public License can also be found on
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the world wide web at http://www.gnu.org.
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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SENTRY
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#ifndef FGPROPERTYMANAGER_H
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#define FGPROPERTYMANAGER_H
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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INCLUDES
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#include <simgear/misc/props.hxx>
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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DEFINITIONS
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#define ID_PROPERTYMANAGER "$Id$"
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FORWARD DECLARATIONS
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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using namespace std;
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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COMMENTS, REFERENCES, and NOTES [use "class documentation" below for API docs]
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS DOCUMENTATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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/** Class wrapper for property handling.
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@author David Megginson, Tony Peden
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@see <a href="http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/jsbsim/JSBSim/FGPropertyManager.h?rev=HEAD&content-type=text/vnd.viewcvs-markup">
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Header File </a>
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@see <a href="http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/jsbsim/JSBSim/FGPropertyManager.cpp?rev=HEAD&content-type=text/vnd.viewcvs-markup">
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Source File </a>
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*/
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS DECLARATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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class FGPropertyManager:public SGPropertyNode {
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public:
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/// Constructor
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FGPropertyManager(void) {
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}
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/// Destructor
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~FGPropertyManager(void) {
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}
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/**
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* Get a property node.
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*
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* @param path The path of the node, relative to root.
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* @param create true to create the node if it doesn't exist.
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* @return The node, or 0 if none exists and none was created.
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*/
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inline FGPropertyManager*
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GetNode (const string &path, bool create = false)
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{
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SGPropertyNode* node=this->getNode(path.c_str(), create);
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if(node == 0)
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cout << "FGPropertyManager::GetNode() No node found for "
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<< path << endl;
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return (FGPropertyManager*)node;
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}
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inline FGPropertyManager*
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GetNode (const string &relpath, int index, bool create = false)
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{
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return (FGPropertyManager*)getNode(relpath.c_str(),index,create);
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}
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/**
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* Test whether a given node exists.
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*
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* @param path The path of the node, relative to root.
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* @return true if the node exists, false otherwise.
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*/
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inline bool
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HasNode (const string &path)
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{
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return (GetNode(path, false) != 0);
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}
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/**
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* Get the name of a node
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*/
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inline string
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GetName( void ) {
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return string( getName() );
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}
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/**
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* Get a bool value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using GetNode and then
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* use the node's getBoolValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a bool, or the default value provided.
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*/
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inline bool GetBool (const string &name, bool defaultValue = false)
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{
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return getBoolValue(name.c_str(), defaultValue);
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}
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/**
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* Get an int value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using GetNode and then
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* use the node's getIntValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as an int, or the default value provided.
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*/
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inline int GetInt (const string &name, int defaultValue = 0)
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{
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return getIntValue(name.c_str(), defaultValue);
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}
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/**
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* Get a long value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using GetNode and then
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* use the node's getLongValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a long, or the default value provided.
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*/
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inline int GetLong (const string &name, long defaultValue = 0L)
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{
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return getLongValue(name.c_str(), defaultValue);
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}
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/**
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* Get a float value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using GetNode and then
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* use the node's getFloatValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a float, or the default value provided.
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*/
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inline float GetFloat (const string &name, float defaultValue = 0.0)
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{
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return getFloatValue(name.c_str(), defaultValue);
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}
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||
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/**
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* Get a double value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using GetNode and then
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* use the node's getDoubleValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a double, or the default value provided.
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*/
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inline double GetDouble (const string &name, double defaultValue = 0.0)
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{
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return getDoubleValue(name.c_str(), defaultValue);
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}
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/**
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* Get a string value for a property.
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*
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* This method is convenient but inefficient. It should be used
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||
* infrequently (i.e. for initializing, loading, saving, etc.),
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||
* not in the main loop. If you need to get a value frequently,
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||
* it is better to look up the node itself using GetNode and then
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* use the node's getStringValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a string, or the default value provided.
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*/
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inline string GetString (const string &name, string defaultValue = "")
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{
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return string(getStringValue(name.c_str(), defaultValue.c_str()));
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}
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||
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/**
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* Set a bool value for a property.
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*
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* Assign a bool value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* BOOL; if it has a type of UNKNOWN, the type will also be set to
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* BOOL; otherwise, the bool value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool SetBool (const string &name, bool val)
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||
{
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return setBoolValue(name.c_str(), val);
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}
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||
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||
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||
/**
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* Set an int value for a property.
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*
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* 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
|
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* 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
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool SetInt (const string &name, int val)
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{
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return setIntValue(name.c_str(), val);
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}
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|
||
|
||
/**
|
||
* 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
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||
* type.
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||
*
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* @param name The property name.
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* @param val The new value for the property.
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||
* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool SetLong (const string &name, long val)
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{
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return setLongValue(name.c_str(), val);
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||
}
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||
|
||
|
||
/**
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||
* Set a float value for a property.
|
||
*
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||
* 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.
|
||
*
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||
* @param name The property name.
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||
* @param val The new value for the property.
|
||
* @return true if the assignment succeeded, false otherwise.
|
||
*/
|
||
inline bool SetFloat (const string &name, float val)
|
||
{
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||
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<bool>(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<int>(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<long>(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<float>(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<double>(pointer),
|
||
useDefault))
|
||
cout <<
|
||
"Failed to tie property " << name << " to a pointer";
|
||
}
|
||
|
||
/* 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";
|
||
}
|
||
|
||
|
||
/**
|
||
* 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";
|
||
}
|
||
|
||
|
||
/**
|
||
* 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";
|
||
}
|
||
|
||
|
||
/**
|
||
* 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";
|
||
}
|
||
|
||
};
|
||
|
||
|
||
#endif // FGPROPERTYMANAGER_H
|
||
|