Mercurial > projects > mde
annotate mde/gui/gui.d @ 30:467c74d4804d
Major changes to the scheduler, previously only used by the main loop.
Revamped Scheduler. Functions can be removed, have multiple schedules, have their scheduling changed, etc.
Scheduler has a unittest. Checked all pass.
Main loop scheduler moved to mde. Draw-on-demand currently disabled, simplifying this.
Made mtunitest.d remove the temporary file it uses afterwards.
committer: Diggory Hardy <diggory.hardy@gmail.com>
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Mon, 28 Apr 2008 10:59:47 +0100 |
parents | f985c28c0ec9 |
children | baa87e68d7dc |
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 /// Base GUI module. |
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17 module mde.gui.gui; |
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18 |
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19 import mde.gui.IWindow; |
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20 import mde.gui.Widget; |
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21 import mde.gui.exception; |
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22 |
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23 import mt = mde.mergetag.DataSet; |
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24 import mt = mde.mergetag.exception; |
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25 import mde.mergetag.Reader; |
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26 |
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27 import mde.resource.paths; |
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28 import mde.scheduler.InitFunctions; |
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29 |
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30 import tango.scrapple.text.convert.parseTo : parseTo; |
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31 import tango.scrapple.text.convert.parseFrom : parseFrom; |
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32 |
30
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33 import tango.util.log.Log : Log, Logger; |
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34 |
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35 private Logger logger; |
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36 static this () { |
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37 logger = Log.getLogger ("mde.gui.gui"); |
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38 |
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39 init.addFunc (&loadGUI, "loadGUI"); |
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40 } |
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41 |
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42 GUI gui; // Currently just one instance; handle differently later. |
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43 // Wrap gui.load, since init doesn't handle delegates |
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44 // (do it this way since GUI handling will eventually be changed) |
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45 void loadGUI () { |
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46 gui.load(); |
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47 } |
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48 |
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49 /** A GUI handles a bunch of windows, all to be drawn to the same device. */ |
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50 struct GUI { |
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51 /** Load all windows from the file gui. */ |
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52 void load() { |
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53 static const fileName = "gui"; |
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54 if (!confDir.exists (fileName)) { |
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55 logger.error ("Unable to load GUI: no config file!"); |
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56 return; // not a fatal error (so long as the game can run without a GUI!) |
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57 } |
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58 |
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59 IReader reader; |
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60 try { |
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61 reader = confDir.makeMTReader (fileName, PRIORITY.HIGH_ONLY); |
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62 reader.dataSecCreator = delegate mt.IDataSection(mt.ID) { |
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63 return new Window; |
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64 }; |
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65 reader.read; |
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66 } catch (mt.MTException e) { |
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67 logger.error ("Loading GUI aborted:"); |
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68 logger.error (e.msg); |
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69 |
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70 return; |
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71 } |
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72 |
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73 // get list |
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74 windows.length = reader.dataset.sec.length; // pre-allocate |
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75 windows.length = 0; |
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76 foreach (sec; reader.dataset.sec) { |
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77 Window w = cast(Window) sec; |
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78 debug if (w is null) { |
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79 logger.error (__FILE__ ~ "(GUI.load): code error (w is null)"); |
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80 continue; |
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81 } |
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82 try { |
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83 //logger.trace ("1"); |
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84 int x; |
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85 w.finalise(); |
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86 x = 6; |
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87 windows ~= w; // only add if load successful |
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88 } catch (WindowLoadException e) { |
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89 logger.error ("Window failed to load: " ~ e.msg); |
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90 } |
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91 } |
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92 } |
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93 |
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94 /** Draw each window. |
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95 * |
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96 * Currently no concept of how to draw overlapping windows, or how to not bother drawing windows |
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97 * which don't need redrawing. */ |
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98 void draw() { |
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99 foreach (w; windows) |
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100 w.draw(); |
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101 } |
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102 |
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103 private: |
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104 Window[] windows; |
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105 } |
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106 |
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107 package: // Nothing else here is for external use. |
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108 |
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109 /** GUI Window class |
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110 * |
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111 * A window class instance does two things: (1) specify a region of the screen upon which the window |
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112 * and its associated widgets are drawn, and (2) load, save, and generally manage all its widgets. |
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113 * |
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114 * Let the window load a table of widget data, of type int[][widgetID]. Each widget will, when |
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115 * created, be given its int[] of data, which this() must confirm is valid (or throw). |
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116 */ |
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117 class Window : mt.IDataSection, IWindow |
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118 { |
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119 alias int widgetID; // Widget ID type. Each ID is unique under this window. Type is int since this is the widget data type. |
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120 |
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121 /** Call after loading is finished to setup the window and confirm that it's valid. |
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122 * |
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123 * Throws: WindowLoadException. Do not use the instance in this case! */ |
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124 void finalise () { |
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125 // Check data was loaded: |
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126 if (widgetData is null) throw new WindowLoadException ("No widget data"); |
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127 |
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128 // Create the primary widget (and indirectly all sub-widgets), throwing on error: |
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129 widget = getWidget (0); // primary widget always has ID 0. |
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130 |
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131 widgetData = null; // data is no longer needed: allow GC to collect (cannot safely delete) |
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132 |
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133 widget.getCurrentSize (w,h);// Find the initial size |
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134 w += BORDER_WIDTH * 2; // Adjust for border |
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135 h += BORDER_WIDTH * 2; |
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136 } |
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137 |
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138 /** Get/create a widget by ID. |
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139 * |
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140 * Should $(I only) be called internally and by sub-widgets! */ |
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141 IWidget getWidget (widgetID i) |
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142 in { |
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143 // widgetData is normally left to be garbage collected after widgets have been created: |
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144 assert (widgetData !is null, "getWidget: widgetData is null"); |
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145 } body { |
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146 // See if it's already been created: |
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147 IWidget* p = i in widgets; |
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148 if (p !is null) return *p; // yes |
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149 else { // no |
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150 int[]* d = i in widgetData; |
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151 if (d is null) throw new WindowLoadException ("Widget not found"); |
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152 |
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153 // Throws WidgetDataException (a WindowLoadException) if bad data: |
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154 IWidget w = createWidget (this, *d); |
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155 widgets[i] = w; |
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156 return w; |
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157 } |
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158 } |
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159 |
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160 void requestRedraw () { |
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161 //FIXME |
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162 } |
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163 |
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164 void draw () { |
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165 //BEGIN Window border/back |
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166 gl.setColor (0.0f, 0.0f, 0.5f); |
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167 gl.drawBox (x,x+w, y,y+h); |
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168 //END Window border/back |
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169 |
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170 // Tell the widget to draw itself: |
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171 widget.draw(x + BORDER_WIDTH, y + BORDER_WIDTH); |
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172 } |
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173 |
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174 //BEGIN Mergetag code |
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175 void addTag (char[] tp, mt.ID id, char[] dt) { |
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176 if (tp == "int[][int]") { |
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177 if (id == "widgetData") { |
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178 widgetData = cast(int[][widgetID]) parseTo!(int[][int]) (dt); |
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179 } |
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180 } else if (tp == "int") { |
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181 if (id == "x") { |
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182 x = parseTo!(int) (dt); |
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183 } else if (id == "y") { |
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184 y = parseTo!(int) (dt); |
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185 } |
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186 } |
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187 } |
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188 void writeAll (ItemDelg dlg) { |
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189 } |
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190 //END Mergetag code |
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191 |
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192 private: |
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193 int[][widgetID] widgetData; // Data for all widgets under this window (deleted after loading) |
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194 IWidget[widgetID] widgets; // List of all widgets under this window (created on demand). |
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195 |
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196 IWidget widget; // The primary widget in this window. |
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197 int x,y; // Window position |
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198 int w,h; // Window size (calculated from Widgets) |
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199 |
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200 const BORDER_WIDTH = 8; // Temporary way to handle window decorations |
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201 |
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202 } |