615 lines
23 KiB
C++
615 lines
23 KiB
C++
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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Header: FGPropertyManager.h
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Author: Tony Peden
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Based on work originally by David Megginson
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Date: 2/2002
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------------- Copyright (C) 2002 -------------
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA.
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Further information about the GNU General Public License can also be found on
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the world wide web at http://www.gnu.org.
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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SENTRY
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#ifndef FGPROPERTYMANAGER_H
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#define FGPROPERTYMANAGER_H
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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INCLUDES
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#include <string>
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#include <simgear/misc/props.hxx>
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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DEFINITIONS
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#define ID_PROPERTYMANAGER "$Id$"
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FORWARD DECLARATIONS
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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using namespace std;
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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COMMENTS, REFERENCES, and NOTES [use "class documentation" below for API docs]
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS DOCUMENTATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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/** Class wrapper for property handling.
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@author David Megginson, Tony Peden
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@see <a href="http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/jsbsim/JSBSim/FGPropertyManager.h?rev=HEAD&content-type=text/vnd.viewcvs-markup">
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Header File </a>
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@see <a href="http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/jsbsim/JSBSim/FGPropertyManager.cpp?rev=HEAD&content-type=text/vnd.viewcvs-markup">
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Source File </a>
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*/
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS DECLARATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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namespace JSBSim {
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class FGPropertyManager : public SGPropertyNode {
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public:
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/// Constructor
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FGPropertyManager(void) {}
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/// Destructor
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~FGPropertyManager(void) {}
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/** Property-ify a name
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* replaces spaces with '-' and, optionally, makes name all lower case
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* @param name string to change
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* @param lowercase true to change all upper case chars to lower
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* NOTE: this function changes its argument and thus relies
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* on pass by value
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*/
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string mkPropertyName(string name, bool lowercase);
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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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FGPropertyManager*
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GetNode (const string &path, bool create = false);
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FGPropertyManager*
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GetNode (const string &relpath, int index, bool create = false);
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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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bool HasNode (const string &path);
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/**
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* Get the name of a node
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*/
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string GetName( void );
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/**
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* Get the fully qualified name of a node
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* This function is very slow, so is probably useful for debugging only.
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*/
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string GetFullyQualifiedName(void);
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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 GetNode 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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bool GetBool (const string &name, bool defaultValue = false);
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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 GetNode 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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int GetInt (const string &name, int defaultValue = 0);
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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 GetNode 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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int GetLong (const string &name, long defaultValue = 0L);
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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 GetNode 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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float GetFloat (const string &name, float 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 GetNode 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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double GetDouble (const string &name, double defaultValue = 0.0);
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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 GetNode 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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string GetString (const string &name, string defaultValue = "");
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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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bool SetBool (const string &name, bool 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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bool SetInt (const string &name, int val);
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/**
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* Set a long value for a property.
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*
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* Assign a long 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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* LONG; if it has a type of UNKNOWN, the type will also be set to
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* LONG; 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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bool SetLong (const string &name, long val);
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/**
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* Set a float value for a property.
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*
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* Assign a float 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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* FLOAT; if it has a type of UNKNOWN, the type will also be set to
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* FLOAT; 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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bool SetFloat (const string &name, float val);
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/**
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* Set a double value for a property.
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*
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* Assign a double 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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* DOUBLE; if it has a type of UNKNOWN, the type will also be set to
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* DOUBLE; otherwise, the double 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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bool SetDouble (const string &name, double val);
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/**
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* Set a string value for a property.
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*
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* Assign a string 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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* STRING; if it has a type of UNKNOWN, the type will also be set to
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* STRING; otherwise, the string 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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bool SetString (const string &name, const string &val);
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////////////////////////////////////////////////////////////////////////
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// Convenience functions for setting property attributes.
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////////////////////////////////////////////////////////////////////////
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/**
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* Set the state of the archive attribute for a property.
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*
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* If the archive attribute is true, the property will be written
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* when a flight is saved; if it is false, the property will be
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* skipped.
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*
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* A warning message will be printed if the property does not exist.
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*
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* @param name The property name.
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* @param state The state of the archive attribute (defaults to true).
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*/
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void SetArchivable (const string &name, bool state = true);
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/**
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* Set the state of the read attribute for a property.
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*
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* If the read attribute is true, the property value will be readable;
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* if it is false, the property value will always be the default value
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* for its type.
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*
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* A warning message will be printed if the property does not exist.
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*
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* @param name The property name.
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* @param state The state of the read attribute (defaults to true).
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*/
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void SetReadable (const string &name, bool state = true);
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/**
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* Set the state of the write attribute for a property.
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*
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* If the write attribute is true, the property value may be modified
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* (depending on how it is tied); if the write attribute is false, the
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* property value may not be modified.
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*
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* A warning message will be printed if the property does not exist.
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*
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* @param name The property name.
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* @param state The state of the write attribute (defaults to true).
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*/
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void SetWritable (const string &name, bool state = true);
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////////////////////////////////////////////////////////////////////////
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// Convenience functions for tying properties, with logging.
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////////////////////////////////////////////////////////////////////////
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/**
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* Untie a property from an external data source.
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*
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* Classes should use this function to release control of any
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* properties they are managing.
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*/
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void Untie (const string &name);
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// Templates cause ambiguity here
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/**
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* Tie a property to an external bool variable.
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*
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* The property's value will automatically mirror the variable's
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* value, and vice-versa, until the property is untied.
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*
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* @param name The property name to tie (full path).
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* @param pointer A pointer to the variable.
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* @param useDefault true if any existing property value should be
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* copied to the variable; false if the variable should not
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* be modified; defaults to true.
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*/
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void
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Tie (const string &name, bool *pointer, bool useDefault = true);
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/**
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* Tie a property to an external int variable.
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*
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* The property's value will automatically mirror the variable's
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* value, and vice-versa, until the property is untied.
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*
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* @param name The property name to tie (full path).
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* @param pointer A pointer to the variable.
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* @param useDefault true if any existing property value should be
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* copied to the variable; false if the variable should not
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* be modified; defaults to true.
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*/
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void
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Tie (const string &name, int *pointer, bool useDefault = true);
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/**
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* Tie a property to an external long variable.
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*
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* The property's value will automatically mirror the variable's
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* value, and vice-versa, until the property is untied.
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*
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* @param name The property name to tie (full path).
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* @param pointer A pointer to the variable.
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* @param useDefault true if any existing property value should be
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* copied to the variable; false if the variable should not
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* be modified; defaults to true.
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*/
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void
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Tie (const string &name, long *pointer, bool useDefault = true);
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/**
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* Tie a property to an external float variable.
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*
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* The property's value will automatically mirror the variable's
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* value, and vice-versa, until the property is untied.
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*
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* @param name The property name to tie (full path).
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* @param pointer A pointer to the variable.
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* @param useDefault true if any existing property value should be
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* copied to the variable; false if the variable should not
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* be modified; defaults to true.
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*/
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void
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Tie (const string &name, float *pointer, bool useDefault = true);
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/**
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* Tie a property to an external double variable.
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*
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* The property's value will automatically mirror the variable's
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* value, and vice-versa, until the property is untied.
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*
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* @param name The property name to tie (full path).
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* @param pointer A pointer to the variable.
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* @param useDefault true if any existing property value should be
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* copied to the variable; false if the variable should not
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* be modified; defaults to true.
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*/
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void
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Tie (const string &name, double *pointer, bool useDefault = true);
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//============================================================================
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//
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// All of the following functions *must* be inlined, otherwise linker
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// errors will result
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//
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//============================================================================
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/* template <class V> void
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Tie (const string &name, V (*getter)(), void (*setter)(V) = 0,
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bool useDefault = true);
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template <class V> void
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Tie (const string &name, int index, V (*getter)(int),
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void (*setter)(int, V) = 0, bool useDefault = true);
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template <class T, class V> void
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Tie (const string &name, T * obj, V (T::*getter)() const,
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void (T::*setter)(V) = 0, bool useDefault = true);
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template <class T, class V> void
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Tie (const string &name, T * obj, int index,
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V (T::*getter)(int) const, void (T::*setter)(int, V) = 0,
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bool useDefault = true); */
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/**
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* Tie a property to a pair of simple functions.
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*
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* Every time the property value is queried, the getter (if any) will
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* be invoked; every time the property value is modified, the setter
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* (if any) will be invoked. The getter can be 0 to make the property
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* unreadable, and the setter can be 0 to make the property
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* unmodifiable.
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*
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* @param name The property name to tie (full path).
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* @param getter The getter function, or 0 if the value is unreadable.
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* @param setter The setter function, or 0 if the value is unmodifiable.
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* @param useDefault true if the setter should be invoked with any existing
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* property value should be; false if the old value should be
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* discarded; defaults to true.
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*/
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template <class V> inline void
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Tie (const string &name, V (*getter)(), void (*setter)(V) = 0,
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bool useDefault = true)
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{
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if (!tie(name.c_str(), SGRawValueFunctions<V>(getter, setter),
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useDefault))
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cout <<
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"Failed to tie property " << name << " to functions" << endl;
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}
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/**
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* Tie a property to a pair of indexed functions.
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*
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* Every time the property value is queried, the getter (if any) will
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* be invoked with the index provided; every time the property value
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* is modified, the setter (if any) will be invoked with the index
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* provided. The getter can be 0 to make the property unreadable, and
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* the setter can be 0 to make the property unmodifiable.
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*
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* @param name The property name to tie (full path).
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* @param index The integer argument to pass to the getter and
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* setter functions.
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* @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 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))
|
|
cout <<
|
|
"Failed to tie property " << name << " to indexed functions" << 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 be; false if the old value should be
|
|
* discarded; defaults to true.
|
|
*/
|
|
template <class T, class V> inline void
|
|
Tie (const 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))
|
|
cout <<
|
|
"Failed to tie property " << name << " to object methods" << 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 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))
|
|
cout <<
|
|
"Failed to tie property " << name << " to indexed object methods" << endl;
|
|
}
|
|
};
|
|
}
|
|
#endif // FGPROPERTYMANAGER_H
|
|
|