#endif
#include "props.hxx"
+#include "vectorPropTemplates.hxx"
#include <algorithm>
+#include <limits>
+#include <set>
#include <sstream>
#include <iomanip>
#include <iterator>
#include <boost/functional/hash.hpp>
#include <boost/range.hpp>
-#include <simgear/math/SGMath.hxx>
-
#if PROPS_STANDALONE
#include <iostream>
#else
using namespace simgear;
-\f
////////////////////////////////////////////////////////////////////////
// Local classes.
////////////////////////////////////////////////////////////////////////
};
-\f
////////////////////////////////////////////////////////////////////////
// Convenience macros for value access.
////////////////////////////////////////////////////////////////////////
#define TEST_READ(dflt) if (!getAttribute(READ)) return dflt
#define TEST_WRITE if (!getAttribute(WRITE)) return false
-\f
////////////////////////////////////////////////////////////////////////
// Local path normalization code.
is_alnum() || is_any_of("_-."));
}
-\f
////////////////////////////////////////////////////////////////////////
// Other static utility functions.
////////////////////////////////////////////////////////////////////////
for (int i = 0; i < nNodes; i++) {
SGPropertyNode * node = nodes[i];
- // searching for a mathing index is a lot less time consuming than
+ // searching for a matching index is a lot less time consuming than
// comparing two strings so do that first.
if (node->getIndex() == index && boost::equals(node->getName(), name))
return i;
find_last_child (const char * name, const PropertyList& nodes)
{
int nNodes = nodes.size();
- int index = 0;
+ int index = -1;
for (int i = 0; i < nNodes; i++) {
SGPropertyNode * node = nodes[i];
return index;
}
+/**
+ * Get first unused index for child nodes with the given name
+ */
+static int
+first_unused_index( const char * name,
+ const PropertyList& nodes,
+ int min_index )
+{
+ const char* nameEnd = name + strlen(name);
+
+ for( int index = min_index; index < std::numeric_limits<int>::max(); ++index )
+ {
+ if( find_child(name, nameEnd, index, nodes) < 0 )
+ return index;
+ }
+
+ SG_LOG(SG_GENERAL, SG_ALERT, "Too many nodes: " << name);
+ return -1;
+}
+
template<typename Itr>
inline SGPropertyNode*
SGPropertyNode::getExistingChild (Itr begin, Itr end, int index, bool create)
return find_node_aux(current, itr, create, last_index);
}
-\f
////////////////////////////////////////////////////////////////////////
// Private methods from SGPropertyNode (may be inlined for speed).
////////////////////////////////////////////////////////////////////////
#endif
}
-\f
////////////////////////////////////////////////////////////////////////
// Public methods from SGPropertyNode.
////////////////////////////////////////////////////////////////////////
* Last used attribute
* Update as needed when enum Attribute is changed
*/
-const int SGPropertyNode::LAST_USED_ATTRIBUTE = USERARCHIVE;
+const int SGPropertyNode::LAST_USED_ATTRIBUTE = PRESERVE;
/**
* Default constructor: always creates a root node.
* Copy constructor.
*/
SGPropertyNode::SGPropertyNode (const SGPropertyNode &node)
- : _index(node._index),
+ : SGReferenced(node),
+ _index(node._index),
_name(node._name),
_parent(0), // don't copy the parent
_type(node._type),
bool
SGPropertyNode::alias (SGPropertyNode * target)
{
- if (target == 0 || _type == props::ALIAS || _tied)
- return false;
- clearValue();
- get(target);
- _value.alias = target;
- _type = props::ALIAS;
- return true;
+ if (target && (_type != props::ALIAS) && (!_tied))
+ {
+ clearValue();
+ get(target);
+ _value.alias = target;
+ _type = props::ALIAS;
+ return true;
+ }
+
+#if PROPS_STANDALONE
+#else
+ if (!target)
+ {
+ SG_LOG(SG_GENERAL, SG_ALERT,
+ "Failed to create alias for " << getPath() << ". "
+ "The target property does not exist.");
+ }
+ else
+ if (_type == props::ALIAS)
+ {
+ if (_value.alias == target)
+ return true; // ok, identical alias requested
+ SG_LOG(SG_GENERAL, SG_ALERT,
+ "Failed to create alias at " << target->getPath() << ". "
+ "Source "<< getPath() << " is already aliasing another property.");
+ }
+ else
+ if (_tied)
+ {
+ SG_LOG(SG_GENERAL, SG_ALERT, "Failed to create alias at " << target->getPath() << ". "
+ "Source " << getPath() << " is a tied property.");
+ }
+#endif
+
+ return false;
}
* create a non-const child by name after the last node with the same name.
*/
SGPropertyNode *
-SGPropertyNode::addChild (const char * name)
+SGPropertyNode::addChild(const char * name, int min_index, bool append)
{
- int pos = find_last_child(name, _children)+1;
+ int pos = append
+ ? std::max(find_last_child(name, _children) + 1, min_index)
+ : first_unused_index(name, _children, min_index);
SGPropertyNode_ptr node;
node = new SGPropertyNode(name, name + strlen(name), pos, this);
return node;
}
+/**
+ * Create multiple children with unused indices
+ */
+simgear::PropertyList
+SGPropertyNode::addChildren( const std::string& name,
+ size_t count,
+ int min_index,
+ bool append )
+{
+ simgear::PropertyList nodes;
+ std::set<int> used_indices;
+
+ if( !append )
+ {
+ // First grab all used indices. This saves us of testing every index if it
+ // is used for every element to be created
+ for( size_t i = 0; i < nodes.size(); i++ )
+ {
+ const SGPropertyNode* node = nodes[i];
+
+ if( node->getNameString() == name && node->getIndex() >= min_index )
+ used_indices.insert(node->getIndex());
+ }
+ }
+ else
+ {
+ // If we don't want to fill the holes just find last node
+ min_index = std::max(find_last_child(name.c_str(), _children) + 1, min_index);
+ }
+
+ for( int index = min_index;
+ index < std::numeric_limits<int>::max() && nodes.size() < count;
+ ++index )
+ {
+ if( used_indices.find(index) == used_indices.end() )
+ {
+ SGPropertyNode_ptr node;
+ node = new SGPropertyNode(name, index, this);
+ _children.push_back(node);
+ fireChildAdded(node);
+ nodes.push_back(node);
+ }
+ }
+
+ return nodes;
+}
/**
* Get a non-const child by index.
return ((SGPropertyNode *)this)->getNode(relative_path, index, false);
}
-\f
////////////////////////////////////////////////////////////////////////
// Convenience methods using relative paths.
////////////////////////////////////////////////////////////////////////
fireChildAdded(this, child);
}
+void
+SGPropertyNode::fireCreatedRecursive()
+{
+ _parent->fireChildAdded(this);
+
+ if( _children.empty() && getType() != simgear::props::NONE )
+ return fireValueChanged();
+
+ for(size_t i = 0; i < _children.size(); ++i)
+ _children[i]->fireCreatedRecursive();
+}
+
void
SGPropertyNode::fireChildRemoved (SGPropertyNode * child)
{
fireChildRemoved(this, child);
}
+void
+SGPropertyNode::fireChildrenRemovedRecursive()
+{
+ for(size_t i = 0; i < _children.size(); ++i)
+ {
+ SGPropertyNode* child = _children[i];
+ fireChildRemoved(this, child);
+ child->fireChildrenRemovedRecursive();
+ }
+}
+
void
SGPropertyNode::fireValueChanged (SGPropertyNode * node)
{
_parent->fireChildRemoved(parent, child);
}
-\f
////////////////////////////////////////////////////////////////////////
// Implementation of SGPropertyChangeListener.
////////////////////////////////////////////////////////////////////////