--- /dev/null
+// FGPropertyManager.h
+// Class wrapper for property handling.
+// based on FlightGear source src/Main/fg_props.hxx
+// Originally written by David Megginson, started 2000.
+//
+// This file is in the Public Domain, and comes with no warranty.
+
+#ifndef FGPROPERTYMANAGER_H
+#define FGPROPERTYMANAGER_H
+
+#include <simgear/misc/props.hxx>
+
+using namespace std;
+
+class FGPropertyManager:public SGPropertyNode {
+ public:
+ FGPropertyManager::FGPropertyManager(void) {
+
+ }
+
+ FGPropertyManager::~FGPropertyManager(void) {
+
+ }
+ /**
+ * 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 FGPropertyManager*
+ GetNode (const string &path, bool create = false)
+ {
+ SGPropertyNode* node=this->getNode(path.c_str(), create);
+ if(node == 0)
+ cout << "FGPropertyManager::GetNode() No node found for "
+ << path << endl;
+ return (FGPropertyManager*)node;
+ }
+
+ inline FGPropertyManager*
+ GetNode (const string &relpath, int index, bool create = false)
+ {
+ return (FGPropertyManager*)getNode(relpath.c_str(),index,create);
+ }
+
+
+ /**
+ * 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
+ HasNode (const string &path)
+ {
+ return (GetNode(path, false) != 0);
+ }
+
+
+ /**
+ * 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 GetNode 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 GetBool (const string &name, bool defaultValue = false)
+ {
+ return getBoolValue(name.c_str(), defaultValue);
+ }
+
+
+ /**
+ * 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 GetNode 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 GetInt (const string &name, int defaultValue = 0)
+ {
+ return getIntValue(name.c_str(), defaultValue);
+ }
+
+
+ /**
+ * 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 GetNode 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 int GetLong (const string &name, long defaultValue = 0L)
+ {
+ return getLongValue(name.c_str(), defaultValue);
+ }
+
+
+ /**
+ * 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 GetNode 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 GetFloat (const string &name, float defaultValue = 0.0)
+ {
+ return getFloatValue(name.c_str(), defaultValue);
+ }
+
+
+ /**
+ * 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 GetNode 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 GetDouble (const string &name, double defaultValue = 0.0)
+ {
+ return getDoubleValue(name.c_str(), 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 GetNode 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 string GetString (const string &name, string defaultValue = "")
+ {
+ return string(getStringValue(name.c_str(), defaultValue.c_str()));
+ }
+
+
+ /**
+ * 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 SetBool (const string &name, bool val)
+ {
+ return setBoolValue(name.c_str(), 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 SetInt (const string &name, int val)
+ {
+ return setIntValue(name.c_str(), 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 SetLong (const string &name, long val)
+ {
+ return setLongValue(name.c_str(), 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 SetFloat (const string &name, float val)
+ {
+ return setFloatValue(name.c_str(), 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 SetDouble (const string &name, double val)
+ {
+ return setDoubleValue(name.c_str(), 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 SetString (const string &name, const string &val)
+ {
+ return setStringValue(name.c_str(), val.c_str());
+ }
+
+
+ \f
+ ////////////////////////////////////////////////////////////////////////
+ // Convenience functions for setting property attributes.
+ ////////////////////////////////////////////////////////////////////////
+
+
+ /**
+ * Set the state of the archive attribute for a property.
+ *
+ * If the archive attribute is true, the property will be written
+ * when a flight is saved; if it is false, the property will be
+ * skipped.
+ *
+ * A warning message will be printed if the property does not exist.
+ *
+ * @param name The property name.
+ * @param state The state of the archive attribute (defaults to true).
+ */
+ inline void
+ SetArchivable (const string &name, bool state = true)
+ {
+ SGPropertyNode * node = getNode(name.c_str());
+ if (node == 0)
+ cout <<
+ "Attempt to set archive flag for non-existant property "
+ << name;
+ else
+ node->setAttribute(SGPropertyNode::ARCHIVE, state);
+ }
+
+
+ /**
+ * Set the state of the read attribute for a property.
+ *
+ * If the read attribute is true, the property value will be readable;
+ * if it is false, the property value will always be the default value
+ * for its type.
+ *
+ * A warning message will be printed if the property does not exist.
+ *
+ * @param name The property name.
+ * @param state The state of the read attribute (defaults to true).
+ */
+ inline void
+ SetReadable (const string &name, bool state = true)
+ {
+ SGPropertyNode * node = getNode(name.c_str());
+ if (node == 0)
+ cout <<
+ "Attempt to set read flag for non-existant property "
+ << name;
+ else
+ node->setAttribute(SGPropertyNode::READ, state);
+ }
+
+
+ /**
+ * Set the state of the write attribute for a property.
+ *
+ * If the write attribute is true, the property value may be modified
+ * (depending on how it is tied); if the write attribute is false, the
+ * property value may not be modified.
+ *
+ * A warning message will be printed if the property does not exist.
+ *
+ * @param name The property name.
+ * @param state The state of the write attribute (defaults to true).
+ */
+ inline void
+ SetWritable (const string &name, bool state = true)
+ {
+ SGPropertyNode * node = getNode(name.c_str());
+ if (node == 0)
+ cout <<
+ "Attempt to set write flag for non-existant property "
+ << name;
+ else
+ node->setAttribute(SGPropertyNode::WRITE, state);
+ }
+
+
+ \f
+ ////////////////////////////////////////////////////////////////////////
+ // Convenience functions for tying properties, with logging.
+ ////////////////////////////////////////////////////////////////////////
+
+
+ /**
+ * Untie a property from an external data source.
+ *
+ * Classes should use this function to release control of any
+ * properties they are managing.
+ */
+ inline void
+ Untie (const string &name)
+ {
+ if (!untie(name.c_str()))
+ cout << "Failed to untie property " << name;
+ }
+
+
+ // Templates cause ambiguity here
+
+ /**
+ * Tie a property to an external bool variable.
+ *
+ * The property's value will automatically mirror the variable's
+ * value, and vice-versa, until the property is untied.
+ *
+ * @param name The property name to tie (full path).
+ * @param pointer A pointer to the variable.
+ * @param useDefault true if any existing property value should be
+ * copied to the variable; false if the variable should not
+ * be modified; defaults to true.
+ */
+ inline void
+ Tie (const string &name, bool *pointer, bool useDefault = true)
+ {
+ if (!tie(name.c_str(), SGRawValuePointer<bool>(pointer),
+ useDefault))
+ cout <<
+ "Failed to tie property " << name << " to a pointer";
+ }
+
+
+ /**
+ * Tie a property to an external int variable.
+ *
+ * The property's value will automatically mirror the variable's
+ * value, and vice-versa, until the property is untied.
+ *
+ * @param name The property name to tie (full path).
+ * @param pointer A pointer to the variable.
+ * @param useDefault true if any existing property value should be
+ * copied to the variable; false if the variable should not
+ * be modified; defaults to true.
+ */
+ inline void
+ Tie (const string &name, int *pointer, bool useDefault = true)
+ {
+ if (!tie(name.c_str(), SGRawValuePointer<int>(pointer),
+ useDefault))
+ cout <<
+ "Failed to tie property " << name << " to a pointer";
+ }
+
+
+ /**
+ * Tie a property to an external long variable.
+ *
+ * The property's value will automatically mirror the variable's
+ * value, and vice-versa, until the property is untied.
+ *
+ * @param name The property name to tie (full path).
+ * @param pointer A pointer to the variable.
+ * @param useDefault true if any existing property value should be
+ * copied to the variable; false if the variable should not
+ * be modified; defaults to true.
+ */
+ inline void
+ Tie (const string &name, long *pointer, bool useDefault = true)
+ {
+ if (!tie(name.c_str(), SGRawValuePointer<long>(pointer),
+ useDefault))
+ cout <<
+ "Failed to tie property " << name << " to a pointer";
+ }
+
+
+ /**
+ * Tie a property to an external float variable.
+ *
+ * The property's value will automatically mirror the variable's
+ * value, and vice-versa, until the property is untied.
+ *
+ * @param name The property name to tie (full path).
+ * @param pointer A pointer to the variable.
+ * @param useDefault true if any existing property value should be
+ * copied to the variable; false if the variable should not
+ * be modified; defaults to true.
+ */
+ inline void
+ Tie (const string &name, float *pointer, bool useDefault = true)
+ {
+ if (!tie(name.c_str(), SGRawValuePointer<float>(pointer),
+ useDefault))
+ cout <<
+ "Failed to tie property " << name << " to a pointer";
+ }
+
+
+ /**
+ * Tie a property to an external double variable.
+ *
+ * The property's value will automatically mirror the variable's
+ * value, and vice-versa, until the property is untied.
+ *
+ * @param name The property name to tie (full path).
+ * @param pointer A pointer to the variable.
+ * @param useDefault true if any existing property value should be
+ * copied to the variable; false if the variable should not
+ * be modified; defaults to true.
+ */
+ inline void
+ Tie (const string &name, double *pointer, bool useDefault = true)
+ {
+ if (!tie(name.c_str(), SGRawValuePointer<double>(pointer),
+ useDefault))
+ cout <<
+ "Failed to tie property " << name << " to a pointer";
+ }
+
+ /* template <class V> void
+ FGPropertyManager::Tie (const string &name, V (*getter)(), void (*setter)(V) = 0,
+ bool useDefault = true);
+
+ template <class V> void
+ FGPropertyManager::Tie (const string &name, int index, V (*getter)(int),
+ void (*setter)(int, V) = 0, bool useDefault = true);
+
+ template <class T, class V> void
+ FGPropertyManager::Tie (const string &name, T * obj, V (T::*getter)() const,
+ void (T::*setter)(V) = 0, bool useDefault = true);
+
+ template <class T, class V> void
+ FGPropertyManager::Tie (const string &name, T * obj, int index,
+ V (T::*getter)(int) const, void (T::*setter)(int, V) = 0,
+ bool useDefault = true); */
+
+/**
+ * Tie a property to a pair of simple functions.
+ *
+ * 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 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
+ FGPropertyManager::Tie (const string &name, V (*getter)(), void (*setter)(V) = 0,
+ bool useDefault = true)
+ {
+ if (!tie(name.c_str(), SGRawValueFunctions<V>(getter, setter),
+ useDefault))
+ cout <<
+ "Failed to tie property " << name << " to functions";
+ }
+
+
+ /**
+ * Tie a property to a pair of indexed functions.
+ *
+ * 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 index The integer argument to pass to the getter and
+ * setter functions.
+ * @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
+ FGPropertyManager::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";
+ }
+
+
+ /**
+ * 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
+ FGPropertyManager::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";
+ }
+
+
+ /**
+ * 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
+ FGPropertyManager::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";
+ }
+
+};
+
+
+#endif // FGPROPERTYMANAGER_H
+