1
0
Fork 0
flightgear/src/FDM/JSBSim/FGPropertyManager.cpp

318 lines
9.5 KiB
C++

/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Header: FGPropertyManager.cpp
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.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
INCLUDES
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include <simgear/props/props.hxx>
#include "FGPropertyManager.h"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
DEFINITIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FORWARD DECLARATIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
using namespace std;
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
COMMENTS, REFERENCES, and NOTES [use "class documentation" below for API docs]
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
*/
namespace JSBSim {
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
string FGPropertyManager::mkPropertyName(string name, bool lowercase) {
/* do this two pass to avoid problems with characters getting skipped
because the index changed */
unsigned i;
for(i=0;i<name.length();i++) {
if( lowercase && isupper(name[i]) )
name[i]=tolower(name[i]);
else if( isspace(name[i]) )
name[i]='-';
}
for(i=0;i<name.length();i++) {
if( name[i] == '/' )
name.erase(i,1);
}
return name;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FGPropertyManager*
FGPropertyManager::GetNode (const string &path, bool create)
{
SGPropertyNode* node=this->getNode(path.c_str(), create);
if(node == 0)
cout << "FGPropertyManager::GetNode() No node found for "
<< path << endl;
return (FGPropertyManager*)node;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FGPropertyManager*
FGPropertyManager::GetNode (const string &relpath, int index, bool create)
{
return (FGPropertyManager*)getNode(relpath.c_str(),index,create);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGPropertyManager::HasNode (const string &path)
{
return (GetNode(path, false) != 0);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
string FGPropertyManager::GetName( void ) {
return string( getName() );
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
string FGPropertyManager::GetFullyQualifiedName(void) {
vector<string> stack;
stack.push_back( getDisplayName(true) );
SGPropertyNode* tmpn=getParent();
bool atroot=false;
while( !atroot ) {
stack.push_back( tmpn->getDisplayName(true) );
if( !tmpn->getParent() )
atroot=true;
else
tmpn=tmpn->getParent();
}
string fqname="";
for(unsigned i=stack.size()-1;i>0;i--) {
fqname+= stack[i];
fqname+= "/";
}
fqname+= stack[0];
return fqname;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGPropertyManager::GetBool (const string &name, bool defaultValue)
{
return getBoolValue(name.c_str(), defaultValue);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
int FGPropertyManager::GetInt (const string &name, int defaultValue )
{
return getIntValue(name.c_str(), defaultValue);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
int FGPropertyManager::GetLong (const string &name, long defaultValue )
{
return getLongValue(name.c_str(), defaultValue);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
float FGPropertyManager::GetFloat (const string &name, float defaultValue )
{
return getFloatValue(name.c_str(), defaultValue);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
double FGPropertyManager::GetDouble (const string &name, double defaultValue )
{
return getDoubleValue(name.c_str(), defaultValue);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
string FGPropertyManager::GetString (const string &name, string defaultValue )
{
return string(getStringValue(name.c_str(), defaultValue.c_str()));
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGPropertyManager::SetBool (const string &name, bool val)
{
return setBoolValue(name.c_str(), val);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGPropertyManager::SetInt (const string &name, int val)
{
return setIntValue(name.c_str(), val);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGPropertyManager::SetLong (const string &name, long val)
{
return setLongValue(name.c_str(), val);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGPropertyManager::SetFloat (const string &name, float val)
{
return setFloatValue(name.c_str(), val);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGPropertyManager::SetDouble (const string &name, double val)
{
return setDoubleValue(name.c_str(), val);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGPropertyManager::SetString (const string &name, const string &val)
{
return setStringValue(name.c_str(), val.c_str());
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGPropertyManager::SetArchivable (const string &name, bool state )
{
SGPropertyNode * node = getNode(name.c_str());
if (node == 0)
cout <<
"Attempt to set archive flag for non-existant property "
<< name << endl;
else
node->setAttribute(SGPropertyNode::ARCHIVE, state);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGPropertyManager::SetReadable (const string &name, bool state )
{
SGPropertyNode * node = getNode(name.c_str());
if (node == 0)
cout <<
"Attempt to set read flag for non-existant property "
<< name << endl;
else
node->setAttribute(SGPropertyNode::READ, state);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGPropertyManager::SetWritable (const string &name, bool state )
{
SGPropertyNode * node = getNode(name.c_str());
if (node == 0)
cout <<
"Attempt to set write flag for non-existant property "
<< name << endl;
else
node->setAttribute(SGPropertyNode::WRITE, state);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGPropertyManager::Untie (const string &name)
{
if (!untie(name.c_str()))
cout << "Failed to untie property " << name << endl;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGPropertyManager::Tie (const string &name, bool *pointer, bool useDefault)
{
if (!tie(name.c_str(), SGRawValuePointer<bool>(pointer),
useDefault))
cout <<
"Failed to tie property " << name << " to a pointer" << endl;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGPropertyManager::Tie (const string &name, int *pointer,
bool useDefault )
{
if (!tie(name.c_str(), SGRawValuePointer<int>(pointer),
useDefault))
cout <<
"Failed to tie property " << name << " to a pointer" << endl;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGPropertyManager::Tie (const string &name, long *pointer,
bool useDefault )
{
if (!tie(name.c_str(), SGRawValuePointer<long>(pointer),
useDefault))
cout <<
"Failed to tie property " << name << " to a pointer" << endl;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGPropertyManager::Tie (const string &name, float *pointer,
bool useDefault )
{
if (!tie(name.c_str(), SGRawValuePointer<float>(pointer),
useDefault))
cout <<
"Failed to tie property " << name << " to a pointer" << endl;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGPropertyManager::Tie (const string &name, double *pointer,
bool useDefault)
{
if (!tie(name.c_str(), SGRawValuePointer<double>(pointer),
useDefault))
cout <<
"Failed to tie property " << name << " to a pointer" << endl;
}
} // namespace JSBSim