Mercurial > projects > mde
annotate mde/gui/Gui.d @ 45:0fd51d2c6c8a
Several changes to resising windows and layout widgets. This commit still has some bugs.
Moved the implementable widgets from mde.gui.widget.Widget to miscWidgets, leaving base widgets in Widget.
Rewrote some of GridLayoutWidget's implementation. Made many operations general to work for either columns or rows. Some optimisations were intended but ended up being removed due to problems.
Allowed layout's to resize from either direction (only with window resizes).
committer: Diggory Hardy <diggory.hardy@gmail.com>
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Thu, 22 May 2008 11:34:09 +0100 |
parents | 1530d9c04d4d |
children | e0839643ff52 |
rev | line source |
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1 /* LICENSE BLOCK |
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2 Part of mde: a Modular D game-oriented Engine |
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3 Copyright © 2007-2008 Diggory Hardy |
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4 |
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5 This program is free software: you can redistribute it and/or modify it under the terms |
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6 of the GNU General Public License as published by the Free Software Foundation, either |
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7 version 2 of the License, or (at your option) any later version. |
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8 |
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9 This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; |
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10 without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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11 See the GNU General Public License for more details. |
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12 |
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13 You should have received a copy of the GNU General Public License |
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14 along with this program. If not, see <http://www.gnu.org/licenses/>. */ |
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15 |
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16 /** The Gui class. |
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17 * |
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18 * This is the module to use externally to create a graphical user interface (likely also with |
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19 * content modules). |
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20 * |
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21 * Possibly add a GuiManager to update all active GUIs and pass coordinates (remapping if necessary). */ |
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22 module mde.gui.Gui; |
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23 |
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24 import mde.gui.IGui; |
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25 import mde.gui.widget.Ifaces; |
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26 import mde.gui.widget.Window; |
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27 import mde.gui.exception; |
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28 |
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29 // For adding the input event callbacks and requesting redraws: |
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30 import imde = mde.imde; |
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31 import mde.input.Input; |
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32 import mde.scheduler.Scheduler; |
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33 |
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34 // For loading from file: |
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35 import mt = mde.mergetag.DataSet; |
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36 import mt = mde.mergetag.DefaultData; |
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37 import mt = mde.mergetag.exception; |
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38 import mde.mergetag.Reader; |
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39 import mde.mergetag.Writer; |
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40 import mde.resource.paths; |
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41 |
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42 import tango.util.log.Log : Log, Logger; |
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43 |
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44 private Logger logger; |
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45 static this () { |
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46 logger = Log.getLogger ("mde.gui.gui"); |
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47 |
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48 gui = new Gui; // until Guis are handled otherwise, this may as well be the case |
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49 } |
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50 |
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51 Gui gui; // Currently just one instance; handle differently later. |
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52 // Handle externally or with a GUI Manager? |
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53 |
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54 /** A GUI handles a bunch of windows, all to be drawn to the same device. */ |
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55 class Gui : IGui { |
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56 //BEGIN Methods for external use |
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57 //BEGIN Loading code |
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58 /** Load all windows from the file gui. */ |
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59 void load (char[] fileName) { |
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60 if (!confDir.exists (fileName)) { |
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61 logger.error ("Unable to load GUI: no config file!"); |
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62 return; // not a fatal error (so long as the game can run without a GUI!) |
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63 } |
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64 |
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65 IReader reader; |
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66 reader = confDir.makeMTReader (fileName, PRIORITY.HIGH_LOW, null, true); |
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67 reader.dataSecCreator = delegate mt.IDataSection(mt.ID id) { |
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68 return new Window (id); |
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69 }; |
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70 reader.read; |
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71 |
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72 // Get the renderer |
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73 char[]* p = RENDERER in reader.dataset.header.Arg!(char[]).Arg; |
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74 if (p is null || *p is null) { |
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75 logger.warn ("no renderer specified: defaulting to Simple"); |
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76 rendName = "Simple"; |
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77 } |
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78 else |
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79 rendName = *p; |
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80 |
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81 // get list |
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82 windows.length = reader.dataset.sec.length; // pre-allocate |
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83 windows.length = 0; |
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84 foreach (sec; reader.dataset.sec) { |
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85 Window w = cast(Window) sec; |
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86 debug if (w is null) { |
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87 logger.error (__FILE__ ~ "(GUI.load): code error (w is null)"); |
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88 continue; |
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89 } |
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90 try { |
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91 w.finalise (this); // if this fails, the window (but nothing else) won't work |
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92 windows ~= w; // only add if load successful |
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93 } catch (Exception e) { |
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94 logger.error ("Window failed to load: " ~ e.msg); |
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95 } |
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96 } |
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97 |
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98 imde.input.addMouseClickCallback(&clickEvent); |
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99 imde.input.addMouseMotionCallback(&motionEvent); |
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100 } |
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101 |
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102 void save (char[] fileName) { |
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103 mt.DataSet ds = new mt.DataSet; |
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104 |
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105 // Add header: |
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106 ds.header = new mt.DefaultData; |
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107 ds.header.Arg!(char[]).Arg[RENDERER] = rendName; |
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108 |
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109 // Add windows to be saved: |
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110 foreach (window; windows) |
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111 ds.sec [window.name] = window; |
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112 |
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113 try { // Save |
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114 IWriter writer; |
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115 writer = confDir.makeMTWriter (fileName, ds); |
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116 writer.write; |
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117 } catch (mt.MTException e) { |
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118 logger.error ("Saving GUI failed:"); |
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119 logger.error (e.msg); |
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120 |
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121 return; |
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122 } |
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123 } |
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124 private static const { |
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125 auto RENDERER = "Renderer"; |
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126 } |
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127 //END Loading code |
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128 |
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129 /** Draw each window. |
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130 * |
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131 * Currently no concept of how to draw overlapping windows, or how to not bother drawing windows |
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132 * which don't need redrawing. */ |
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133 void draw() { |
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134 foreach_reverse (w; windows) // Draw, starting with back-most window. |
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135 w.draw; |
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136 } |
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137 |
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138 /** For mouse click events. |
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139 * |
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140 * Sends the event on to the relevant windows and all click callbacks. */ |
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141 void clickEvent (ushort cx, ushort cy, ubyte b, bool state) { |
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142 debug scope (failure) |
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143 logger.warn ("clickEvent: failed!"); |
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144 // NOTE: buttons receive the up-event even when drag-callbacks are in place. |
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145 foreach (dg; clickCallbacks) |
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146 if (dg (cx, cy, b, state)) return; // See IGui.addClickCallback's documentation |
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147 |
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148 foreach (i,w; windows) { |
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149 IWidget widg = w.getWidget (cx,cy); |
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150 if (widg !is null) { |
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151 // Bring to front |
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152 windows = w ~ windows[0..i] ~ windows[i+1..$]; |
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153 |
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154 widg.clickEvent (cx,cy,b,state); |
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155 return; // only pass to first window |
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156 } |
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157 } |
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158 } |
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159 |
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160 /** For mouse motion events. |
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161 * |
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162 * Sends the event on to all motion callbacks. */ |
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163 void motionEvent (ushort cx, ushort cy) { |
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164 debug scope (failure) |
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165 logger.warn ("motionEvent: failed!"); |
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166 foreach (dg; motionCallbacks) |
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167 dg (cx, cy); |
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168 } |
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169 |
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170 //END Methods for external use |
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171 |
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172 //BEGIN IGui methods |
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173 char[] rendererName () { |
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174 return rendName; |
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175 } |
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176 |
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177 void requestRedraw () { |
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178 imde.mainSchedule.request(imde.SCHEDULE.DRAW); |
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179 } |
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180 |
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181 void addClickCallback (bool delegate(ushort, ushort, ubyte, bool) dg) { |
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182 clickCallbacks[dg.ptr] = dg; |
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183 } |
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184 void addMotionCallback (void delegate(ushort, ushort) dg) { |
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185 motionCallbacks[dg.ptr] = dg; |
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186 } |
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187 void removeCallbacks (void* frame) { |
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188 clickCallbacks.remove(frame); |
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189 motionCallbacks.remove(frame); |
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190 } |
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191 //END IGui methods |
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192 |
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193 private: |
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194 Window[] windows; // Windows. First window is "on top", others may be obscured. |
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195 |
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196 char[] rendName; // Name of renderer; for saving and creating renderers |
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197 |
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198 // callbacks indexed by their frame pointers: |
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199 bool delegate(ushort cx, ushort cy, ubyte b, bool state) [void*] clickCallbacks; |
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200 void delegate(ushort cx, ushort cy) [void*] motionCallbacks; |
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201 } |