859 lines
29 KiB
C++
859 lines
29 KiB
C++
// fg_props.hxx - Declarations and inline methods for property handling.
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// Written by David Megginson, started 2000.
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//
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// This file is in the Public Domain, and comes with no warranty.
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#ifndef __FG_PROPS_HXX
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#define __FG_PROPS_HXX 1
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#include <iosfwd>
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#include <simgear/structure/subsystem_mgr.hxx>
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#include <simgear/props/tiedpropertylist.hxx>
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#include <Main/globals.hxx>
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////////////////////////////////////////////////////////////////////////
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// Property management.
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////////////////////////////////////////////////////////////////////////
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class FGProperties : public SGSubsystem
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{
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public:
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FGProperties ();
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virtual ~FGProperties ();
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// Subsystem API.
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void bind() override;
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void init() override;
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void unbind() override;
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void update(double dt) override;
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// Subsystem identification.
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static const char* staticSubsystemClassId() { return "properties"; }
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private:
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simgear::TiedPropertyList _tiedProperties;
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static const char* getLatitudeString ();
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static const char* getLongitudeString ();
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static SGConstPropertyNode_ptr _longDeg, _latDeg, _lonLatformat;
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SGPropertyNode_ptr _offset;
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SGPropertyNode_ptr _uyear, _umonth, _uday, _uhour, _umin, _usec, _uwday, _udsec;
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SGPropertyNode_ptr _ryear, _rmonth, _rday, _rhour, _rmin, _rsec, _rwday, _rdsec;
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};
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/**
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* Save a flight to disk.
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*
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* This function saves all of the archivable properties to a stream
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* so that the current flight can be restored later.
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*
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* @param output The output stream to write the XML save file to.
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* @param write_all If true, write all properties rather than
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* just the ones flagged as archivable.
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* @return true if the flight was saved successfully.
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*/
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extern bool fgSaveFlight (std::ostream &output, bool write_all = false);
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/**
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* Load a flight from disk.
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*
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* This function loads an XML save file from a stream to restore
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* a flight.
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*
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* @param input The input stream to read the XML from.
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* @return true if the flight was restored successfully.
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*/
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extern bool fgLoadFlight (std::istream &input);
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/**
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* Load properties from a file.
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*
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* @param file The relative or absolute filename.
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* @param props The property node to load the properties into.
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* @param in_fg_root If true, look for the file relative to
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* $FG_ROOT; otherwise, look for the file relative to the
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* current working directory.
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* @return true if the properties loaded successfully, false
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* otherwise.
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*/
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extern bool fgLoadProps (const std::string& path, SGPropertyNode * props,
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bool in_fg_root = true, int default_mode = 0);
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void setLoggingClasses (const char * c);
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void setLoggingPriority (const char * p);
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////////////////////////////////////////////////////////////////////////
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// Convenience functions for getting property values.
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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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extern SGPropertyNode * fgGetNode (const char * path, bool create = false);
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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 SGPropertyNode * fgGetNode (const std::string & path, bool create = false)
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{
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return fgGetNode(path.c_str(), create );
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}
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/**
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* Get a property node with separate index.
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*
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* This method separates the index from the path string, to make it
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* easier to iterate through multiple components without using sprintf
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* to add indices. For example, fgGetNode("foo[1]/bar", 3) will
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* return the same result as fgGetNode("foo[1]/bar[3]").
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*
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* @param path The path of the node, relative to root.
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* @param index The index for the last member of the path (overrides
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* any given in the string).
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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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extern SGPropertyNode * fgGetNode (const char * path,
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int index, bool create = false);
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/**
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* Get a property node with separate index.
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*
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* This method separates the index from the path string, to make it
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* easier to iterate through multiple components without using sprintf
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* to add indices. For example, fgGetNode("foo[1]/bar", 3) will
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* return the same result as fgGetNode("foo[1]/bar[3]").
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*
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* @param path The path of the node, relative to root.
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* @param index The index for the last member of the path (overrides
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* any given in the string).
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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 SGPropertyNode * fgGetNode (const std::string & path,
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int index, bool create = false)
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{
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return fgGetNode(path.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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extern bool fgHasNode (const char * path);
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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 fgHasNode (const std::string & path)
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{
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return fgHasNode( path.c_str() );
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}
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/**
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* Add a listener to a node.
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*
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* @param listener The listener to add to the node.
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* @param path The path of the node, relative to root.
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* @param index The index for the last member of the path (overrides
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* any given in the string).
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*/
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extern void fgAddChangeListener (SGPropertyChangeListener * listener,
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const char * path);
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/**
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* Add a listener to a node.
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*
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* @param listener The listener to add to the node.
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* @param path The path of the node, relative to root.
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* @param index The index for the last member of the path (overrides
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* any given in the string).
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*/
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inline void fgAddChangeListener (SGPropertyChangeListener * listener,
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const std::string & path)
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{
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fgAddChangeListener( listener, path.c_str() );
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}
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/**
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* Add a listener to a node.
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*
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* @param listener The listener to add to the node.
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* @param path The path of the node, relative to root.
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* @param index The index for the last member of the path (overrides
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* any given in the string).
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*/
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extern void fgAddChangeListener (SGPropertyChangeListener * listener,
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const char * path, int index);
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/**
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* Add a listener to a node.
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*
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* @param listener The listener to add to the node.
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* @param path The path of the node, relative to root.
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* @param index The index for the last member of the path (overrides
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* any given in the string).
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*/
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inline void fgAddChangeListener (SGPropertyChangeListener * listener,
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const std::string & path, int index)
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{
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fgAddChangeListener( listener, path.c_str(), index );
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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 fgGetNode 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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extern bool fgGetBool (const char * name, bool defaultValue = false);
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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 fgGetNode 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 fgGetBool (const std::string & name, bool defaultValue = false)
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{
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return fgGetBool( 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 fgGetNode 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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extern int fgGetInt (const char * name, int defaultValue = 0);
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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 fgGetNode 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 fgGetInt (const std::string & name, int defaultValue = 0)
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{
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return fgGetInt( 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 fgGetNode 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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extern long fgGetLong (const char * name, long defaultValue = 0L);
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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 fgGetNode 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 long fgGetLong (const std::string & name, long defaultValue = 0L)
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{
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return fgGetLong( 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 fgGetNode 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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extern float fgGetFloat (const char * name, float defaultValue = 0.0);
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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 fgGetNode 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 fgGetFloat (const std::string & name, float defaultValue = 0.0)
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{
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return fgGetFloat( name.c_str(), defaultValue );
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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 fgGetNode 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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extern double fgGetDouble (const char * name, double defaultValue = 0.0);
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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 fgGetNode 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 fgGetDouble (const std::string & name, double defaultValue = 0.0)
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{
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return fgGetDouble( 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 fgGetNode 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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extern const char * fgGetString (const char * name,
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const char * defaultValue = "");
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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 fgGetNode 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 const char * fgGetString (const std::string & name,
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const std::string & defaultValue = std::string(""))
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{
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return fgGetString( name.c_str(), defaultValue.c_str() );
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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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extern bool fgSetBool (const char * name, bool val);
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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 fgSetBool (const std::string & name, bool val)
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{
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return fgSetBool( name.c_str(), val );
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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
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* 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
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* 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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extern bool fgSetInt (const char * name, int val);
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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
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* 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
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* 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 fgSetInt (const std::string & name, int val)
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{
|
||
return fgSetInt( name.c_str(), 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.
|
||
*/
|
||
extern bool fgSetLong (const char * name, long 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.
|
||
*/
|
||
inline bool fgSetLong (const std::string & name, long val)
|
||
{
|
||
return fgSetLong( name.c_str(), 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.
|
||
*/
|
||
extern bool fgSetFloat (const char * name, float 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.
|
||
*/
|
||
inline bool fgSetFloat (const std::string & name, float val)
|
||
{
|
||
return fgSetFloat( 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.
|
||
*/
|
||
extern bool fgSetDouble (const char * name, double 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 fgSetDouble (const std::string & name, double val)
|
||
{
|
||
return fgSetDouble( 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.
|
||
*/
|
||
extern bool fgSetString (const char * name, const char * 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 fgSetString (const std::string & name, const std::string & val)
|
||
{
|
||
return fgSetString( 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).
|
||
*/
|
||
extern void fgSetArchivable (const char * 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).
|
||
*/
|
||
extern void fgSetReadable (const char * 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).
|
||
*/
|
||
extern void fgSetWritable (const char * 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.
|
||
*/
|
||
extern void fgUntie (const char * name);
|
||
|
||
|
||
/**
|
||
* 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
|
||
fgTie (const char * name, V (*getter)(), void (*setter)(V) = 0,
|
||
bool useDefault = true)
|
||
{
|
||
if (!globals->get_props()->tie(name, SGRawValueFunctions<V>(getter, setter),
|
||
useDefault))
|
||
SG_LOG(SG_GENERAL, SG_WARN,
|
||
"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
|
||
fgTie (const char * name, int index, V (*getter)(int),
|
||
void (*setter)(int, V) = 0, bool useDefault = true)
|
||
{
|
||
if (!globals->get_props()->tie(name,
|
||
SGRawValueFunctionsIndexed<V>(index,
|
||
getter,
|
||
setter),
|
||
useDefault))
|
||
SG_LOG(SG_GENERAL, SG_WARN,
|
||
"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
|
||
fgTie (const char * name, T * obj, V (T::*getter)() const,
|
||
void (T::*setter)(V) = 0, bool useDefault = true)
|
||
{
|
||
if (!globals->get_props()->tie(name,
|
||
SGRawValueMethods<T,V>(*obj, getter, setter),
|
||
useDefault))
|
||
SG_LOG(SG_GENERAL, SG_WARN,
|
||
"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
|
||
fgTie (const char * name, T * obj, int index,
|
||
V (T::*getter)(int) const, void (T::*setter)(int, V) = 0,
|
||
bool useDefault = true)
|
||
{
|
||
if (!globals->get_props()->tie(name,
|
||
SGRawValueMethodsIndexed<T,V>(*obj,
|
||
index,
|
||
getter,
|
||
setter),
|
||
useDefault))
|
||
SG_LOG(SG_GENERAL, SG_WARN,
|
||
"Failed to tie property " << name << " to indexed object methods");
|
||
}
|
||
|
||
|
||
class FGMakeUpperCase : public SGPropertyChangeListener {
|
||
public:
|
||
void valueChanged(SGPropertyNode *node) {
|
||
if (node->getType() != simgear::props::STRING)
|
||
return;
|
||
|
||
char *s = const_cast<char *>(node->getStringValue());
|
||
for (; *s; s++)
|
||
*s = toupper(*s);
|
||
}
|
||
};
|
||
|
||
|
||
#endif // __FG_PROPS_HXX
|
||
|