de38157916
Calls to updateValues can cause nested calls invalidating the char* passed as argument, if retrieved from a SGPropertyNode. Probably SGPropertyNode should also be modified to return a std::string instead of a pointer to an internal buffer.
204 lines
5.3 KiB
C++
204 lines
5.3 KiB
C++
// FGPUIDialog.hxx - XML-configured dialog box.
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#ifndef FG_PUI_DIALOG_HXX
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#define FG_PUI_DIALOG_HXX 1
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#include "dialog.hxx"
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#include <plib/puAux.h>
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#include <simgear/props/props.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/props/condition.hxx>
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#include <vector>
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// ugly temporary workaround for plib's lack of user defined class ids FIXME
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#define FGCLASS_LIST 0x00000001
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#define FGCLASS_AIRPORTLIST 0x00000002
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#define FGCLASS_PROPERTYLIST 0x00000004
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#define FGCLASS_WAYPOINTLIST 0x00000008
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#define FGCLASS_LOGLIST 0x00000010
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class GUI_ID { public: GUI_ID(int id) : id(id) {} virtual ~GUI_ID() {} int id; };
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class NewGUI;
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class FGColor;
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class puObject;
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class puFont;
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/**
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* An XML-configured dialog box.
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*
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* The GUI manager stores only the property tree for the dialog
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* boxes. This class creates a PUI dialog box on demand from
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* the properties in that tree. The manager recreates the dialog
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* every time it needs to show it.
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*/
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class FGPUIDialog : public FGDialog
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{
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public:
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/**
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* Construct a new GUI widget configured by a property tree.
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*
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* The configuration properties are not part of the main
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* FlightGear property tree; the GUI manager reads them
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* from individual configuration files.
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*
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* @param props A property tree describing the dialog.
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*/
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FGPUIDialog (SGPropertyNode * props);
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/**
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* Destructor.
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*/
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virtual ~FGPUIDialog ();
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/**
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* Update the values of all GUI objects with a specific name,
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* or all if an empty name is given (default).
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*
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* This method copies values from the FlightGear property tree to
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* the GUI object(s).
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*
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* @param objectName The name of the GUI object(s) to update.
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* Use the empty name for all objects.
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*/
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virtual void updateValues(const std::string& objectName = "");
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/**
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* Apply the values of all GUI objects with a specific name,
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* or all if an empty name is given (default).
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*
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* This method copies values from the GUI object(s) to the
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* FlightGear property tree.
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*
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* @param objectName The name of the GUI object(s) to update.
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* Use the empty name for all objects.
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*/
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virtual void applyValues(const std::string& objectName = "");
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/**
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* Update state. Called on active dialogs before rendering.
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*/
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virtual void update ();
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/**
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* Recompute the dialog's layout
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*/
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void relayout();
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void setNeedsLayout() {
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_needsRelayout = true;
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}
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class ActiveWidget
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{
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public:
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virtual void update() = 0;
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};
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private:
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enum {
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BACKGROUND = 0x01,
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FOREGROUND = 0x02,
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HIGHLIGHT = 0x04,
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LABEL = 0x08,
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LEGEND = 0x10,
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MISC = 0x20,
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EDITFIELD = 0x40
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};
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// Show the dialog.
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void display (SGPropertyNode * props);
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// Build the dialog or a subobject of it.
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puObject * makeObject (SGPropertyNode * props,
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int parentWidth, int parentHeight);
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// Common configuration for all GUI objects.
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void setupObject (puObject * object, SGPropertyNode * props);
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// Common configuration for all GUI group objects.
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void setupGroup (puGroup * group, SGPropertyNode * props,
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int width, int height, bool makeFrame = false);
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// Set object colors: the "which" argument defines which color qualities
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// (PUCOL_LABEL, etc.) should pick up the <color> property.
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void setColor(puObject * object, SGPropertyNode * props, int which = 0);
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// return key code number for keystring
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int getKeyCode(const char *keystring);
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/**
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* Apply layout sizes to a tree of puObjects
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*/
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void applySize(puObject *object);
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// The top-level PUI object.
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puObject * _object;
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// The GUI subsystem.
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NewGUI * _gui;
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// The dialog font. Defaults to the global gui font, but can get
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// overridden by a top level font definition.
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puFont * _font;
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// The source xml tree, so that we can pass data back, such as the
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// last position.
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SGPropertyNode_ptr _props;
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bool _needsRelayout;
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// Nasal module.
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std::string _module;
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SGPropertyNode_ptr _nasal_close;
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// PUI provides no way for userdata to be deleted automatically
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// with a GUI object, so we have to keep track of all the special
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// data we allocated and then free it manually when the dialog
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// closes.
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std::vector<void *> _info;
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struct PropertyObject {
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PropertyObject (const char * name,
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puObject * object,
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SGPropertyNode_ptr node);
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std::string name;
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puObject * object;
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SGPropertyNode_ptr node;
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};
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std::vector<PropertyObject *> _propertyObjects;
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std::vector<PropertyObject *> _liveObjects;
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class ConditionalObject : public SGConditional
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{
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public:
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ConditionalObject(const std::string& aName, puObject* aPu) :
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_name(aName),
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_pu(aPu)
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{ ; }
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void update(FGPUIDialog* aDlg);
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private:
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const std::string _name;
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puObject* _pu;
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};
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typedef SGSharedPtr<ConditionalObject> ConditionalObjectRef;
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std::vector<ConditionalObjectRef> _conditionalObjects;
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std::vector<ActiveWidget*> _activeWidgets;
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};
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#endif // __DIALOG_HXX
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