- Refactor CanvasMgr into PropertyBasedMgr to be also used for the Canvas GUI system. - Get rid of tied properties in the Canvas system. - Add new placement type 'window' for placing canvases onto windows - Pass mouse events to Window class (only if cursor is over window) - Refactor canvas placement clean up
89 lines
2.8 KiB
C++
89 lines
2.8 KiB
C++
// Some helper functions for accessing the property tree
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//
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// Copyright (C) 2012 Thomas Geymayer <tomgey@gmail.com>
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// 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
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifndef PROPERTY_HELPER_HXX_
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#define PROPERTY_HELPER_HXX_
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#include <simgear/props/props.hxx>
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#include <osg/Vec4>
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namespace canvas
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{
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/**
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* Get property node with default value
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*/
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template<typename T>
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SGPropertyNode* getChildDefault( SGPropertyNode* parent,
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const char* name,
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T def_val )
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{
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SGPropertyNode* node = parent->getNode(name);
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if( node )
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// also set value for existing nodes to enforce type...
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def_val = getValue<T>(node);
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else
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node = parent->getChild(name, 0, true);
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setValue(node, def_val);
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return node;
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}
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/**
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* Get vector of properties
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*/
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template<typename T, typename T_get /* = T */> // TODO use C++11 or traits
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std::vector<T> getVectorFromChildren( const SGPropertyNode* parent,
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const char* child_name )
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{
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const simgear::PropertyList& props = parent->getChildren(child_name);
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std::vector<T> values( props.size() );
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for( size_t i = 0; i < props.size(); ++i )
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values[i] = getValue<T_get>(props[i]);
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return values;
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}
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/**
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* @param name Name of color node
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* @param parent Parent for color channel nodes
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* @param nodes Vector to push color nodes into
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* @param def Default color
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*
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* <name>
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* <red type="float">def[0] or existing value</red>
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* <green type="float">def[1] or existing value</green>
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* <blue type="float">def[2] or existing value</blue>
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* <alpha type="float">def[3] or existing value</alpha>
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* </name>
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*/
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void linkColorNodes( const char* name,
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SGPropertyNode* parent,
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std::vector<SGPropertyNode_ptr>& nodes,
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const osg::Vec4& def = osg::Vec4(0,0,0,1) );
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/**
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* Trigger a childAdded and valueChanged event for every child of node
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* (Unlimited depth) and node itself.
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*/
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void triggerChangeRecursive(SGPropertyNode* node);
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} // namespace canvas
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#endif /* PROPERTY_HELPER_HXX_ */
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