Mercurial > projects > doodle
view doodle/dia/icanvas.d @ 34:c2f11e1d7470
Geometry cleanup and checkpoint.
author | David Bryant <bagnose@gmail.com> |
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date | Sun, 30 Aug 2009 15:32:12 +0930 |
parents | 1754cb773d41 |
children | 3f6bb0bb22dc |
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module doodle.dia.icanvas; public { import doodle.tk.geometry; import doodle.tk.events; import cairo.Context; } private { import std.typecons; } mixin(defineEnum!("Cursor", "DEFAULT", "HAND", "CROSSHAIR")); interface Viewport { void zoom_relative(in Point pixel_datum, in double factor); void pan_relative(in Vector pixel_displacement); void set_cursor(in Cursor cursor); // FIXME get rid of these and accumulate damage during event handling void damage_model(in Rectangle area); // FIXME could be an inout parameter of the event handling, or a special scope Damage object that supports growth only void damage_pixel(in Rectangle area); // FIXME as above /* // FIXME not sure about these: double zoom() const; Point model_to_pixel(in Point model) const; Point pixel_to_model(in Point pixel) const; Vector model_to_pixel(in Vector model) const; Vector pixel_to_model(in Vector pixel) const; Rectangle model_to_pixel(in Rectangle model) const; Rectangle pixel_to_model(in Rectangle model) const; double model_to_pixel(in double model) const; double pixel_to_model(in double pixel) const; */ } interface EventHandler { bool handle_button_press(scope Viewport viewport, in ButtonEvent event); bool handle_button_release(scope Viewport viewport, in ButtonEvent event); bool handle_motion(scope Viewport viewport, in MotionEvent event); bool handle_scroll(scope Viewport viewport, in ScrollEvent event); //bool handle_enter(scope Viewport viewport, CrossingEvent event); //bool handle_leave(scope Viewport viewport, CrossingEvent event); //bool handle_focus_in(scope Viewport viewport, FocusEvent event); //bool handle_focus_out(scope Viewport viewport, FocusEvent event); bool handle_key_press(scope Viewport viewport, in KeyEvent event); bool handle_key_release(scope Viewport viewport, in KeyEvent event); } abstract class Layer { this(in string name) { mName = name; } string name() const { return mName; } Rectangle bounds() const; //void zoom_changed void draw(in Viewport viewport, in Rectangle pixel_damage, scope Context pixel_cr, in Rectangle model_damage, scope Context model_cr) const; private { invariant string mName; } }