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flightgear/src/FDM/JSBSim/input_output/FGPropertyManager.h
ThorstenB ad8d46ba64 Improved fix for and : JSBSim::unbind() needs to untie _all_ its properties
Extends and partially reverts commit 287cc74965
Previous fix did not consider properties outside the /fdm/jsbsim branch.
FGPropertyManager now keeps track of all its tied properties - and provides
a method to cleanly untie them again.
2011-02-05 17:49:26 +01:00

630 lines
24 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 Lesser 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 Lesser General Public License for more
details.
You should have received a copy of the GNU Lesser 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 Lesser 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
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
// This is needed by MSVC9 when included in FlightGear because of
// the new Vec4d class in props.hxx
#if defined( HAVE_CONFIG_H )
# include <config.h>
#endif
#include <string>
#include "simgear/props/props.hxx"
#if !PROPS_STANDALONE
# include "simgear/math/SGMath.hxx"
#endif
#include "FGJSBBase.h"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
DEFINITIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#define ID_PROPERTYMANAGER "$Id: FGPropertyManager.h,v 1.17 2010/07/08 11:36:28 jberndt Exp $"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FORWARD DECLARATIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
namespace JSBSim {
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS DOCUMENTATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
/** Class wrapper for property handling.
@author David Megginson, Tony Peden
*/
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS DECLARATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
class FGPropertyManager : public SGPropertyNode, public FGJSBBase
{
private:
static bool suppress_warning;
static std::vector<std::string> tied_properties;
public:
/// Constructor
FGPropertyManager(void) {suppress_warning = false;}
/// Destructor
virtual ~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
*/
std::string mkPropertyName(std::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 std::string &path, bool create = false);
FGPropertyManager*
GetNode (const std::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 std::string &path);
/**
* Get the name of a node
*/
std::string GetName( void );
/**
* Get the name of a node without underscores, etc.
*/
std::string GetPrintableName( void );
/**
* Get the fully qualified name of a node
* This function is very slow, so is probably useful for debugging only.
*/
std::string GetFullyQualifiedName(void);
/**
* Get the qualified name of a node relative to given base path,
* otherwise the fully qualified name.
* This function is very slow, so is probably useful for debugging only.
*
* @param path The path to strip off, if found.
*/
std::string GetRelativeName( const std::string &path = "/fdm/jsbsim/" );
/**
* 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 std::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 std::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 std::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 std::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 std::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.
*/
std::string GetString (const std::string &name, std::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 std::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 std::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 std::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 std::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 std::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 std::string &name, const std::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 std::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 std::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 std::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 std::string &name);
/**
* Unbind all properties bound by this manager to an external data source.
*
* Classes should use this function to release control of any
* properties they have bound using this property manager.
*/
void unbind (void);
// 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 std::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 std::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 std::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 std::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 std::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 std::string &name, V (*getter)(), void (*setter)(V) = 0,
bool useDefault = true);
template <class V> void
Tie (const std::string &name, int index, V (*getter)(int),
void (*setter)(int, V) = 0, bool useDefault = true);
template <class T, class V> void
Tie (const std::string &name, T * obj, V (T::*getter)() const,
void (T::*setter)(V) = 0, bool useDefault = true);
template <class T, class V> void
Tie (const std::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 std::string &name, V (*getter)(), void (*setter)(V) = 0, bool useDefault = true)
{
if (!tie(name.c_str(), SGRawValueFunctions<V>(getter, setter), useDefault))
std::cout << "Failed to tie property " << name << " to functions" << std::endl;
else if (debug_lvl & 0x20)
std::cout << name << std::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 there be one; false if the old value should be
* discarded; defaults to true.
*/
template <class V> inline void Tie (const std::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))
std::cout << "Failed to tie property " << name << " to indexed functions" << std::endl;
else if (debug_lvl & 0x20)
std::cout << name << std::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 there be one; false if the old value should be
* discarded; defaults to true.
*/
template <class T, class V> inline void
Tie (const std::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))
std::cout << "Failed to tie property " << name << " to object methods" << std::endl;
else if (debug_lvl & 0x20)
std::cout << name << std::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 std::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))
std::cout << "Failed to tie property " << name << " to indexed object methods" << std::endl;
else if (debug_lvl & 0x20)
std::cout << name << std::endl;
}
};
}
#endif // FGPROPERTYMANAGER_H