FGMenuBar::~FGMenuBar ()
{
- hide();
- puDeleteObject(_menuBar);
-
- unsigned int i;
-
- // Delete all the character arrays
- // we were forced to keep around for
- // plib.
- SG_LOG(SG_GENERAL, SG_INFO, "Deleting char arrays");
- for (i = 0; i < _char_arrays.size(); i++) {
- for (int j = 0; _char_arrays[i][j] != 0; j++)
- free(_char_arrays[i][j]); // added with strdup
- delete[] _char_arrays[i];
- }
-
- // Delete all the callback arrays
- // we were forced to keep around for
- // plib.
- SG_LOG(SG_GENERAL, SG_INFO, "Deleting callback arrays");
- for (i = 0; i < _callback_arrays.size(); i++)
- delete[] _callback_arrays[i];
-
- // Delete all those bindings
- SG_LOG(SG_GENERAL, SG_INFO, "Deleting bindings");
- map<string,vector<FGBinding *> >::iterator it;
- it = _bindings.begin();
- for (it = _bindings.begin(); it != _bindings.end(); it++) {
- SG_LOG(SG_GENERAL, SG_INFO, "Deleting bindings for " << it->first);
- for ( i = 0; i < it->second.size(); i++ )
- delete it->second[i];
- }
-
- SG_LOG(SG_GENERAL, SG_INFO, "Done.");
+ destroy_menubar();
}
void
void
FGMenuBar::make_menubar ()
{
+ SGPropertyNode *targetpath;
+
+ targetpath = fgGetNode("/sim/menubar/default",true);
+ // fgLoadProps("gui/menubar.xml", targetpath);
+
+ /* NOTE: there is no check to see whether there's any usable data at all
+ *
+ * This would also have the advantage of being able to create some kind of
+ * 'fallback' menu - just in case that either menubar.xml is empty OR that
+ * its XML data is not valid, that way we would avoid displaying an
+ * unusable menubar without any functionality - if we decided to add another
+ * char * element to the commands structure in
+ * $FG_SRC/src/Main/fgcommands.cxx
+ * we could additionally save each function's (short) description and use
+ * this as label for the fallback PUI menubar item labels - as a workaround
+ * one might simply use the internal fgcommands and put them into the
+ * fallback menu, so that the user is at least able to re-init the menu
+ * loading - just in case there was some malformed XML in it
+ * (it happend to me ...)
+ */
+
+ make_menubar(targetpath);
+}
+
+/* WARNING: We aren't yet doing any validation of what's found - but since
+ * this isn't done with menubar.xml either, it should not really matter
+ * right now. Although one should later on consider to validate the
+ * contents, whether they are representing a 'legal' menubar structure.
+ */
+void
+FGMenuBar::make_menubar(const SGPropertyNode * props)
+{
+ // Just in case.
+ destroy_menubar();
_menuBar = new puMenuBar;
- SGPropertyNode props;
- fgLoadProps("gui/menubar.xml", &props);
- vector<SGPropertyNode_ptr> menu_nodes = props.getChildren("menu");
+ vector<SGPropertyNode_ptr> menu_nodes = props->getChildren("menu");
for (unsigned int i = 0; i < menu_nodes.size(); i++)
make_menu(menu_nodes[i]);
_menuBar->hide();
}
+void
+FGMenuBar::destroy_menubar ()
+{
+ if ( _menuBar == 0 )
+ return;
+
+ hide();
+ puDeleteObject(_menuBar);
+
+ unsigned int i;
+
+ // Delete all the character arrays
+ // we were forced to keep around for
+ // plib.
+ SG_LOG(SG_GENERAL, SG_INFO, "Deleting char arrays");
+ for (i = 0; i < _char_arrays.size(); i++) {
+ for (int j = 0; _char_arrays[i][j] != 0; j++)
+ free(_char_arrays[i][j]); // added with strdup
+ delete[] _char_arrays[i];
+ }
+
+ // Delete all the callback arrays
+ // we were forced to keep around for
+ // plib.
+ SG_LOG(SG_GENERAL, SG_INFO, "Deleting callback arrays");
+ for (i = 0; i < _callback_arrays.size(); i++)
+ delete[] _callback_arrays[i];
+
+ // Delete all those bindings
+ SG_LOG(SG_GENERAL, SG_INFO, "Deleting bindings");
+ map<string,vector<FGBinding *> >::iterator it;
+ it = _bindings.begin();
+ for (it = _bindings.begin(); it != _bindings.end(); it++) {
+ SG_LOG(SG_GENERAL, SG_INFO, "Deleting bindings for " << it->first);
+ for ( i = 0; i < it->second.size(); i++ )
+ delete it->second[i];
+ }
+
+ SG_LOG(SG_GENERAL, SG_INFO, "Done.");
+}
+
+
char **
FGMenuBar::make_char_array (int size)
{