necessary to edit dialog contents from C++, and will allow us to
finally let all the hardcoded dialogs be handled by the "gui"
subsystem.
return false; // dialog wasn't open...
}
+SGPropertyNode_ptr
+NewGUI::getDialog (const string &name)
+{
+ if(_dialog_props.find(name) != _dialog_props.end())
+ return _dialog_props[name];
+ else
+ return 0;
+}
+
void
NewGUI::setActiveDialog (FGDialog * dialog)
{
*/
virtual bool closeDialog (const string &name);
+ /**
+ * Get dialog property tree's root node.
+ * @param name The name of the dialog box.
+ * @return node pointer if the dialog was found, zero otherwise.
+ */
+ virtual SGPropertyNode_ptr getDialog (const string &name);
+
/**
* Return a pointer to the current menubar.
*/