#ifndef __FG_PROPS_HXX
#define __FG_PROPS_HXX 1
-#include <simgear/debug/logstream.hxx>
-#include <simgear/misc/props.hxx>
-#include <simgear/misc/props_io.hxx>
+#include <iosfwd>
-#include "globals.hxx"
+#include <simgear/structure/subsystem_mgr.hxx>
+#include <simgear/props/tiedpropertylist.hxx>
+
+#include <Main/globals.hxx>
-\f
////////////////////////////////////////////////////////////////////////
// Property management.
////////////////////////////////////////////////////////////////////////
+class FGProperties : public SGSubsystem
+{
+public:
+ FGProperties ();
+ virtual ~FGProperties ();
-/**
- * Initialize the default FlightGear properties.
- *
- * These are mostly properties that haven't been claimed by a
- * specific module yet. This function should be invoked once,
- * while the program is starting (and after the global property
- * tree has been created).
- */
-extern void fgInitProps (); // fixme: how are they untied?
+ void init ();
+ void bind ();
+ void unbind ();
+ void update (double dt);
+private:
+ simgear::TiedPropertyList _tiedProperties;
-/**
- * Update the default FlightGear properties.
- *
- * This function should be invoked once in each loop to update all
- * of the default properties.
- */
-extern void fgUpdateProps ();
+ static const char* getLatitudeString ();
+ static const char* getLongitudeString ();
+
+ static SGConstPropertyNode_ptr _longDeg, _latDeg, _lonLatformat;
+
+ SGPropertyNode_ptr _offset;
+ SGPropertyNode_ptr _uyear, _umonth, _uday, _uhour, _umin, _usec, _uwday, _udsec;
+ SGPropertyNode_ptr _ryear, _rmonth, _rday, _rhour, _rmin, _rsec, _rwday, _rdsec;
+};
/**
* just the ones flagged as archivable.
* @return true if the flight was saved successfully.
*/
-extern bool fgSaveFlight (ostream &output, bool write_all = false);
+extern bool fgSaveFlight (std::ostream &output, bool write_all = false);
/**
* @param input The input stream to read the XML from.
* @return true if the flight was restored successfully.
*/
-extern bool fgLoadFlight (istream &input);
+extern bool fgLoadFlight (std::istream &input);
/**
* otherwise.
*/
extern bool fgLoadProps (const char * path, SGPropertyNode * props,
- bool in_fg_root = true);
+ bool in_fg_root = true, int default_mode = 0);
+void setLoggingClasses (const char * c);
+void setLoggingPriority (const char * p);
\f
////////////////////////////////////////////////////////////////////////
*/
extern SGPropertyNode * fgGetNode (const char * path, bool create = false);
+/**
+ * Get a property node.
+ *
+ * @param path The path of the node, relative to root.
+ * @param create true to create the node if it doesn't exist.
+ * @return The node, or 0 if none exists and none was created.
+ */
+inline SGPropertyNode * fgGetNode (const std::string & path, bool create = false)
+{
+ return fgGetNode(path.c_str(), create );
+}
+
/**
* Get a property node with separate index.
extern SGPropertyNode * fgGetNode (const char * path,
int index, bool create = false);
+/**
+ * Get a property node with separate index.
+ *
+ * This method separates the index from the path string, to make it
+ * easier to iterate through multiple components without using sprintf
+ * to add indices. For example, fgGetNode("foo[1]/bar", 3) will
+ * return the same result as fgGetNode("foo[1]/bar[3]").
+ *
+ * @param path The path of the node, relative to root.
+ * @param index The index for the last member of the path (overrides
+ * any given in the string).
+ * @param create true to create the node if it doesn't exist.
+ * @return The node, or 0 if none exists and none was created.
+ */
+inline SGPropertyNode * fgGetNode (const std::string & path,
+ int index, bool create = false)
+{
+ return fgGetNode(path.c_str(), index, create );
+}
+
/**
* Test whether a given node exists.
*/
extern bool fgHasNode (const char * path);
+/**
+ * Test whether a given node exists.
+ *
+ * @param path The path of the node, relative to root.
+ * @return true if the node exists, false otherwise.
+ */
+inline bool fgHasNode (const std::string & path)
+{
+ return fgHasNode( path.c_str() );
+}
+
/**
* Add a listener to a node.
extern void fgAddChangeListener (SGPropertyChangeListener * listener,
const char * path);
+/**
+ * Add a listener to a node.
+ *
+ * @param listener The listener to add to the node.
+ * @param path The path of the node, relative to root.
+ * @param index The index for the last member of the path (overrides
+ * any given in the string).
+ */
+inline void fgAddChangeListener (SGPropertyChangeListener * listener,
+ const std::string & path)
+{
+ fgAddChangeListener( listener, path.c_str() );
+}
+
/**
* Add a listener to a node.
extern void fgAddChangeListener (SGPropertyChangeListener * listener,
const char * path, int index);
+/**
+ * Add a listener to a node.
+ *
+ * @param listener The listener to add to the node.
+ * @param path The path of the node, relative to root.
+ * @param index The index for the last member of the path (overrides
+ * any given in the string).
+ */
+inline void fgAddChangeListener (SGPropertyChangeListener * listener,
+ const std::string & path, int index)
+{
+ fgAddChangeListener( listener, path.c_str(), index );
+}
+
/**
* Get a bool value for a property.
*/
extern bool fgGetBool (const char * name, bool defaultValue = false);
+/**
+ * Get a bool value for a property.
+ *
+ * This method is convenient but inefficient. It should be used
+ * infrequently (i.e. for initializing, loading, saving, etc.),
+ * not in the main loop. If you need to get a value frequently,
+ * it is better to look up the node itself using fgGetNode and then
+ * use the node's getBoolValue() method, to avoid the lookup overhead.
+ *
+ * @param name The property name.
+ * @param defaultValue The default value to return if the property
+ * does not exist.
+ * @return The property's value as a bool, or the default value provided.
+ */
+inline bool fgGetBool (const std::string & name, bool defaultValue = false)
+{
+ return fgGetBool( name.c_str(), defaultValue );
+}
+
/**
* Get an int value for a property.
*/
extern int fgGetInt (const char * name, int defaultValue = 0);
+/**
+ * Get an int value for a property.
+ *
+ * This method is convenient but inefficient. It should be used
+ * infrequently (i.e. for initializing, loading, saving, etc.),
+ * not in the main loop. If you need to get a value frequently,
+ * it is better to look up the node itself using fgGetNode and then
+ * use the node's getIntValue() method, to avoid the lookup overhead.
+ *
+ * @param name The property name.
+ * @param defaultValue The default value to return if the property
+ * does not exist.
+ * @return The property's value as an int, or the default value provided.
+ */
+inline int fgGetInt (const std::string & name, int defaultValue = 0)
+{
+ return fgGetInt( name.c_str(), defaultValue );
+}
+
/**
* Get a long value for a property.
* does not exist.
* @return The property's value as a long, or the default value provided.
*/
-extern int fgGetLong (const char * name, long defaultValue = 0L);
+extern long fgGetLong (const char * name, long defaultValue = 0L);
+
+/**
+ * Get a long value for a property.
+ *
+ * This method is convenient but inefficient. It should be used
+ * infrequently (i.e. for initializing, loading, saving, etc.),
+ * not in the main loop. If you need to get a value frequently,
+ * it is better to look up the node itself using fgGetNode and then
+ * use the node's getLongValue() method, to avoid the lookup overhead.
+ *
+ * @param name The property name.
+ * @param defaultValue The default value to return if the property
+ * does not exist.
+ * @return The property's value as a long, or the default value provided.
+ */
+inline long fgGetLong (const std::string & name, long defaultValue = 0L)
+{
+ return fgGetLong( name.c_str(), defaultValue );
+}
/**
*/
extern float fgGetFloat (const char * name, float defaultValue = 0.0);
+/**
+ * Get a float value for a property.
+ *
+ * This method is convenient but inefficient. It should be used
+ * infrequently (i.e. for initializing, loading, saving, etc.),
+ * not in the main loop. If you need to get a value frequently,
+ * it is better to look up the node itself using fgGetNode and then
+ * use the node's getFloatValue() method, to avoid the lookup overhead.
+ *
+ * @param name The property name.
+ * @param defaultValue The default value to return if the property
+ * does not exist.
+ * @return The property's value as a float, or the default value provided.
+ */
+inline float fgGetFloat (const std::string & name, float defaultValue = 0.0)
+{
+ return fgGetFloat( name.c_str(), defaultValue );
+}
+
/**
* Get a double value for a property.
*/
extern double fgGetDouble (const char * name, double defaultValue = 0.0);
+/**
+ * Get a double value for a property.
+ *
+ * This method is convenient but inefficient. It should be used
+ * infrequently (i.e. for initializing, loading, saving, etc.),
+ * not in the main loop. If you need to get a value frequently,
+ * it is better to look up the node itself using fgGetNode and then
+ * use the node's getDoubleValue() method, to avoid the lookup overhead.
+ *
+ * @param name The property name.
+ * @param defaultValue The default value to return if the property
+ * does not exist.
+ * @return The property's value as a double, or the default value provided.
+ */
+inline double fgGetDouble (const std::string & name, double defaultValue = 0.0)
+{
+ return fgGetDouble( name.c_str(), defaultValue );
+}
+
/**
* Get a string value for a property.
extern const char * fgGetString (const char * name,
const char * defaultValue = "");
+/**
+ * Get a string value for a property.
+ *
+ * This method is convenient but inefficient. It should be used
+ * infrequently (i.e. for initializing, loading, saving, etc.),
+ * not in the main loop. If you need to get a value frequently,
+ * it is better to look up the node itself using fgGetNode and then
+ * use the node's getStringValue() method, to avoid the lookup overhead.
+ *
+ * @param name The property name.
+ * @param defaultValue The default value to return if the property
+ * does not exist.
+ * @return The property's value as a string, or the default value provided.
+ */
+inline const char * fgGetString (const std::string & name,
+ const std::string & defaultValue = std::string(""))
+{
+ return fgGetString( name.c_str(), defaultValue.c_str() );
+}
+
/**
* Set a bool value for a property.
*/
extern bool fgSetBool (const char * name, bool val);
+/**
+ * Set a bool value for a property.
+ *
+ * Assign a bool value to a property. If the property does not
+ * yet exist, it will be created and its type will be set to
+ * BOOL; if it has a type of UNKNOWN, the type will also be set to
+ * BOOL; 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 fgSetBool (const std::string & name, bool val)
+{
+ return fgSetBool( name.c_str(), val );
+}
+
/**
* Set an int value for a property.
*/
extern bool fgSetInt (const char * name, int val);
+/**
+ * Set an int value for a property.
+ *
+ * Assign an int value to a property. If the property does not
+ * yet exist, it will be created and its type will be set to
+ * INT; if it has a type of UNKNOWN, the type will also be set to
+ * INT; 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 fgSetInt (const std::string & name, int val)
+{
+ return fgSetInt( name.c_str(), val );
+}
/**
* Set a long value for a property.
*/
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.
*/
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.
*/
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.
*/
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() );
+}
+
\f
////////////////////////////////////////////////////////////////////////
}
-\f
-////////////////////////////////////////////////////////////////////////
-// Conditions.
-////////////////////////////////////////////////////////////////////////
-
-
-/**
- * An encoded condition.
- *
- * This class encodes a single condition of some sort, possibly
- * connected with properties.
- *
- * This class should migrate to somewhere more general.
- */
-class FGCondition
-{
-public:
- FGCondition ();
- virtual ~FGCondition ();
- virtual bool test () const = 0;
-};
-
-
-/**
- * Condition for a single property.
- *
- * This condition is true only if the property returns a boolean
- * true value.
- */
-class FGPropertyCondition : public FGCondition
-{
-public:
- FGPropertyCondition (const char * propname);
- virtual ~FGPropertyCondition ();
- virtual bool test () const { return _node->getBoolValue(); }
-private:
- const SGPropertyNode * _node;
-};
-
-
-/**
- * Condition for a 'not' operator.
- *
- * This condition is true only if the child condition is false.
- */
-class FGNotCondition : public FGCondition
-{
-public:
- // transfer pointer ownership
- FGNotCondition (FGCondition * condition);
- virtual ~FGNotCondition ();
- virtual bool test () const;
-private:
- FGCondition * _condition;
-};
-
-
-/**
- * Condition for an 'and' group.
- *
- * This condition is true only if all of the conditions
- * in the group are true.
- */
-class FGAndCondition : public FGCondition
-{
-public:
- FGAndCondition ();
- virtual ~FGAndCondition ();
- virtual bool test () const;
- // transfer pointer ownership
- virtual void addCondition (FGCondition * condition);
-private:
- vector<FGCondition *> _conditions;
-};
-
-
-/**
- * Condition for an 'or' group.
- *
- * This condition is true if at least one of the conditions in the
- * group is true.
- */
-class FGOrCondition : public FGCondition
-{
-public:
- FGOrCondition ();
- virtual ~FGOrCondition ();
- virtual bool test () const;
- // transfer pointer ownership
- virtual void addCondition (FGCondition * condition);
-private:
- vector<FGCondition *> _conditions;
-};
-
-
-/**
- * Abstract base class for property comparison conditions.
- */
-class FGComparisonCondition : public FGCondition
-{
+class FGMakeUpperCase : public SGPropertyChangeListener {
public:
- enum Type {
- LESS_THAN,
- GREATER_THAN,
- EQUALS
- };
- FGComparisonCondition (Type type, bool reverse = false);
- virtual ~FGComparisonCondition ();
- virtual bool test () const;
- virtual void setLeftProperty (const char * propname);
- virtual void setRightProperty (const char * propname);
- // will make a local copy
- virtual void setRightValue (const SGPropertyNode * value);
-private:
- Type _type;
- bool _reverse;
- const SGPropertyNode * _left_property;
- const SGPropertyNode * _right_property;
- const SGPropertyNode * _right_value;
+ void valueChanged(SGPropertyNode *node) {
+ if (node->getType() != simgear::props::STRING)
+ return;
+
+ char *s = const_cast<char *>(node->getStringValue());
+ for (; *s; s++)
+ *s = toupper(*s);
+ }
};
-/**
- * Base class for a conditional components.
- *
- * This class manages the conditions and tests; the component should
- * invoke the test() method whenever it needs to decide whether to
- * active itself, draw itself, and so on.
- */
-class FGConditional
-{
-public:
- FGConditional ();
- virtual ~FGConditional ();
- // transfer pointer ownership
- virtual void setCondition (FGCondition * condition);
- virtual const FGCondition * getCondition () const { return _condition; }
- virtual bool test () const;
-private:
- FGCondition * _condition;
-};
-
-
-/**
- * Global function to make a condition out of properties.
- *
- * The top-level is always an implicit 'and' group, whatever the
- * node's name (it should usually be "condition").
- *
- * @param node The top-level condition node (usually named "condition").
- * @return A pointer to a newly-allocated condition; it is the
- * responsibility of the caller to delete the condition when
- * it is no longer needed.
- */
-FGCondition * fgReadCondition (const SGPropertyNode * node);
-
-
#endif // __FG_PROPS_HXX