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flightgear/src/GUI/new_gui.cxx
James Turner 45ea8b5daa Bug 947, menu item state wrong after reset.
Mark the entire /sim/menubar tree as PRESERVED, so reset doesn't
mess up all the state.
2013-06-25 21:28:56 +01:00

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// new_gui.cxx: implementation of XML-configurable GUI support.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "new_gui.hxx"
#include <algorithm>
#include <iostream>
#include <cstring>
#include <sys/types.h>
#include <plib/pu.h>
#include <simgear/compiler.h>
#include <simgear/structure/exception.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/misc/sg_dir.hxx>
#include <boost/algorithm/string/case_conv.hpp>
#include <boost/foreach.hpp>
#include <Main/fg_props.hxx>
#if defined(SG_UNIX) && !defined(SG_MAC)
#include "GL/glx.h"
#endif
#include "FGPUIMenuBar.hxx"
#if defined(SG_MAC)
#include "FGCocoaMenuBar.hxx"
#endif
#include "FGPUIDialog.hxx"
#include "FGFontCache.hxx"
#include "FGColor.hxx"
// ignore the word Navaid here, it's a DataCache
#include <Navaids/NavDataCache.hxx>
using std::map;
using std::string;
////////////////////////////////////////////////////////////////////////
// Implementation of NewGUI.
////////////////////////////////////////////////////////////////////////
NewGUI::NewGUI () :
_active_dialog(0)
{
#if defined(SG_MAC)
if (fgGetBool("/sim/menubar/native", true)) {
_menubar.reset(new FGCocoaMenuBar);
return;
}
#endif
_menubar.reset(new FGPUIMenuBar);
}
NewGUI::~NewGUI ()
{
_dialog_props.clear();
for (_itt_t it = _colors.begin(); it != _colors.end(); ++it)
delete it->second;
}
void
NewGUI::init ()
{
setStyle();
SGPath p(globals->get_fg_root(), "gui/dialogs");
readDir(p);
const std::string aircraft_dir(fgGetString("/sim/aircraft-dir"));
readDir( SGPath(aircraft_dir, "gui/dialogs") );
// Fix for http://code.google.com/p/flightgear-bugs/issues/detail?id=947
fgGetNode("sim/menubar")->setAttribute(SGPropertyNode::PRESERVE, true);
_menubar->init();
}
void
NewGUI::reinit ()
{
reset(true);
fgSetBool("/sim/signals/reinit-gui", true);
}
void
NewGUI::redraw ()
{
reset(false);
}
void
NewGUI::reset (bool reload)
{
map<string,FGDialog *>::iterator iter;
string_list openDialogs;
// close all open dialogs and remember them ...
for (iter = _active_dialogs.begin(); iter != _active_dialogs.end(); ++iter)
openDialogs.push_back(iter->first);
BOOST_FOREACH(string d, openDialogs)
closeDialog(d);
setStyle();
unbind();
#if !defined(SG_MAC)
_menubar.reset(new FGPUIMenuBar);
#endif
if (reload) {
_dialog_props.clear();
_dialog_names.clear();
init();
} else {
_menubar->init();
}
bind();
// open dialogs again
BOOST_FOREACH(string d, openDialogs)
showDialog(d);
}
void
NewGUI::bind ()
{
fgTie("/sim/menubar/visibility", this,
&NewGUI::getMenuBarVisible, &NewGUI::setMenuBarVisible);
}
void
NewGUI::unbind ()
{
fgUntie("/sim/menubar/visibility");
}
void
NewGUI::update (double delta_time_sec)
{
SG_UNUSED(delta_time_sec);
map<string,FGDialog *>::iterator iter = _active_dialogs.begin();
for(/**/; iter != _active_dialogs.end(); iter++)
iter->second->update();
}
bool
NewGUI::showDialog (const string &name)
{
// first, check if it's already shown
if (_active_dialogs.find(name) != _active_dialogs.end())
return true;
// check we know about the dialog by name
if (_dialog_names.find(name) == _dialog_names.end()) {
SG_LOG(SG_GENERAL, SG_ALERT, "Dialog " << name << " not defined");
return false;
}
_active_dialogs[name] = new FGPUIDialog(getDialogProperties(name));
return true;
}
bool
NewGUI::closeActiveDialog ()
{
if (_active_dialog == 0)
return false;
// Kill any entries in _active_dialogs... Is there an STL
// algorithm to do (delete map entries by value, not key)? I hate
// the STL :) -Andy
map<string,FGDialog *>::iterator iter = _active_dialogs.begin();
for(/**/; iter != _active_dialogs.end(); iter++) {
if(iter->second == _active_dialog) {
_active_dialogs.erase(iter);
// iter is no longer valid
break;
}
}
delete _active_dialog;
_active_dialog = 0;
return true;
}
bool
NewGUI::closeDialog (const string& name)
{
if(_active_dialogs.find(name) != _active_dialogs.end()) {
if(_active_dialog == _active_dialogs[name])
_active_dialog = 0;
delete _active_dialogs[name];
_active_dialogs.erase(name);
return true;
}
return false; // dialog wasn't open...
}
SGPropertyNode_ptr
NewGUI::getDialogProperties (const string &name)
{
if (_dialog_names.find(name) == _dialog_names.end()) {
SG_LOG(SG_GENERAL, SG_ALERT, "Dialog " << name << " not defined");
return NULL;
}
NameDialogDict::iterator it = _dialog_props.find(name);
if (it == _dialog_props.end()) {
// load the XML
SGPath path = _dialog_names[name];
SGPropertyNode_ptr props = new SGPropertyNode;
try {
readProperties(path.str(), props);
} catch (const sg_exception &) {
SG_LOG(SG_INPUT, SG_ALERT, "Error parsing dialog " << path);
return NULL;
}
it = _dialog_props.insert(it, std::make_pair(name, props));
}
return it->second;
}
FGDialog *
NewGUI::getDialog (const string &name)
{
if(_active_dialogs.find(name) != _active_dialogs.end())
return _active_dialogs[name];
SG_LOG(SG_GENERAL, SG_DEBUG, "dialog '" << name << "' missing");
return 0;
}
void
NewGUI::setActiveDialog (FGDialog * dialog)
{
_active_dialog = dialog;
}
FGDialog *
NewGUI::getActiveDialog ()
{
return _active_dialog;
}
FGMenuBar *
NewGUI::getMenuBar ()
{
return _menubar.get();
}
bool
NewGUI::getMenuBarVisible () const
{
return _menubar->isVisible();
}
void
NewGUI::setMenuBarVisible (bool visible)
{
if (visible)
_menubar->show();
else
_menubar->hide();
}
void
NewGUI::newDialog (SGPropertyNode* props)
{
const char* cname = props->getStringValue("name");
if(!cname) {
SG_LOG(SG_GENERAL, SG_ALERT, "New dialog has no <name> property");
return;
}
string name = cname;
if(_active_dialogs.find(name) == _active_dialogs.end()) {
_dialog_props[name] = props;
// add a dummy path entry, so we believe the dialog exists
_dialog_names[name] = SGPath();
}
}
void
NewGUI::readDir (const SGPath& path)
{
simgear::Dir dir(path);
if( !dir.exists() )
{
SG_LOG(SG_INPUT, SG_INFO, "directory does not exist: " << path.str());
return;
}
flightgear::NavDataCache* cache = flightgear::NavDataCache::instance();
flightgear::NavDataCache::Transaction txn(cache);
simgear::PathList xmls = dir.children(simgear::Dir::TYPE_FILE, ".xml");
BOOST_FOREACH(SGPath xmlPath, xmls) {
if (!cache->isCachedFileModified(xmlPath)) {
// cached, easy
string name = cache->readStringProperty(xmlPath.str());
_dialog_names[name] = xmlPath;
continue;
}
// we need to parse the actual XML
SGPropertyNode_ptr props = new SGPropertyNode;
try {
readProperties(xmlPath.str(), props);
} catch (const sg_exception &) {
SG_LOG(SG_INPUT, SG_ALERT, "Error parsing dialog " << xmlPath);
continue;
}
SGPropertyNode *nameprop = props->getNode("name");
if (!nameprop) {
SG_LOG(SG_INPUT, SG_WARN, "dialog " << xmlPath << " has no name; skipping.");
continue;
}
string name = nameprop->getStringValue();
_dialog_names[name] = xmlPath;
// update cached values
cache->stampCacheFile(xmlPath);
cache->writeStringProperty(xmlPath.str(), name);
} // of directory children iteration
txn.commit();
}
////////////////////////////////////////////////////////////////////////
// Style handling.
////////////////////////////////////////////////////////////////////////
void
NewGUI::setStyle (void)
{
_itt_t it;
for (it = _colors.begin(); it != _colors.end(); ++it)
delete it->second;
_colors.clear();
// set up the traditional colors as default
_colors["background"] = new FGColor(0.8f, 0.8f, 0.9f, 0.85f);
_colors["foreground"] = new FGColor(0.0f, 0.0f, 0.0f, 1.0f);
_colors["highlight"] = new FGColor(0.7f, 0.7f, 0.7f, 1.0f);
_colors["label"] = new FGColor(0.0f, 0.0f, 0.0f, 1.0f);
_colors["legend"] = new FGColor(0.0f, 0.0f, 0.0f, 1.0f);
_colors["misc"] = new FGColor(0.0f, 0.0f, 0.0f, 1.0f);
_colors["inputfield"] = new FGColor(0.8f, 0.7f, 0.7f, 1.0f);
//puSetDefaultStyle();
int which = fgGetInt("/sim/gui/current-style", 0);
SGPropertyNode *sim = globals->get_props()->getNode("sim/gui", true);
SGPropertyNode *n = sim->getChild("style", which);
if (!n)
n = sim->getChild("style", 0, true);
setupFont(n->getNode("fonts/gui", true));
n = n->getNode("colors", true);
for (int i = 0; i < n->nChildren(); i++) {
SGPropertyNode *child = n->getChild(i);
_colors[child->getName()] = new FGColor(child);
}
FGColor *c = _colors["background"];
puSetDefaultColourScheme(c->red(), c->green(), c->blue(), c->alpha());
}
void
NewGUI::setupFont (SGPropertyNode *node)
{
_font = globals->get_fontcache()->get(node);
puSetDefaultFonts(*_font, *_font);
return;
}
// end of new_gui.cxx