annotate mde/gui/Gui.d @ 39:5132301e9ed7

Implemented widget saving. Widget creation data saving (sub-widgets, etc:) code there but not used. Widget mutable data saving & loading: window size/position, row/column dimensions saved (still needs a fix in GridWidget.setSize()). committer: Diggory Hardy <diggory.hardy@gmail.com>
author Diggory Hardy <diggory.hardy@gmail.com>
date Wed, 07 May 2008 13:07:03 +0100
parents 57d000574d75
children b3a6ca4516b4
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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.renderer.createRenderer;
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28 import mde.gui.exception;
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29
36
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30 // For adding the input event callbacks and requesting redraws:
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31 import imde = mde.imde;
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32 import mde.input.Input;
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33 import mde.scheduler.Scheduler;
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34
32
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35 // For loading from file:
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36 import mt = mde.mergetag.DataSet;
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37 import mt = mde.mergetag.DefaultData;
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38 import mt = mde.mergetag.exception;
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39 import mde.mergetag.Reader;
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40 import mde.mergetag.Writer;
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41 import mde.resource.paths;
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42
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43 import tango.util.log.Log : Log, Logger;
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44
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45 private Logger logger;
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46 static this () {
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47 logger = Log.getLogger ("mde.gui.gui");
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48
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49 gui = new Gui; // until Guis are handled otherwise, this may as well be the case
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50 }
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51
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52 Gui gui; // Currently just one instance; handle differently later.
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53 // Handle externally or with a GUI Manager?
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54
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55 /** A GUI handles a bunch of windows, all to be drawn to the same device. */
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56 class Gui : IGui {
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57 //BEGIN Methods for external use
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58 //BEGIN Loading code
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59 /** Load all windows from the file gui. */
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60 void load (char[] fileName) {
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61 if (!confDir.exists (fileName)) {
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62 logger.error ("Unable to load GUI: no config file!");
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63 return; // not a fatal error (so long as the game can run without a GUI!)
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64 }
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65
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66 IReader reader;
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67 try {
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68 reader = confDir.makeMTReader (fileName, PRIORITY.HIGH_LOW, null, true);
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69 reader.dataSecCreator = delegate mt.IDataSection(mt.ID id) {
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70 return new Window (id);
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71 };
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72 reader.read;
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73 } catch (mt.MTException e) {
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74 logger.error ("Loading GUI aborted:");
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75 logger.error (e.msg);
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76
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77 return;
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78 }
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79
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80 // Get the renderer
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81 char[]* p = RENDERER in reader.dataset.header.Arg!(char[]).Arg;
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82 if (p is null || *p is null) {
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83 logger.error ("Loading GUI aborted: no renderer specified");
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84 return;
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85 }
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86 rendName = *p;
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87 rend = createRenderer (rendName);
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88
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89 // get list
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90 windows.length = reader.dataset.sec.length; // pre-allocate
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91 windows.length = 0;
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92 foreach (sec; reader.dataset.sec) {
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93 Window w = cast(Window) sec;
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94 debug if (w is null) {
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95 logger.error (__FILE__ ~ "(GUI.load): code error (w is null)");
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96 continue;
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97 }
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98 try {
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99 w.finalise (this);
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100 windows ~= w; // only add if load successful
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101 } catch (Exception e) {
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102 logger.error ("Window failed to load: " ~ e.msg);
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103 }
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104 }
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105
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106 imde.input.addMouseClickCallback(&clickEvent);
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107 imde.input.addMouseMotionCallback(&motionEvent);
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108 }
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109
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110 void save (char[] fileName) {
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111 mt.DataSet ds = new mt.DataSet;
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112
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113 // Add header:
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114 ds.header = new mt.DefaultData;
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115 ds.header.Arg!(char[]).Arg[RENDERER] = rendName;
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116
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117 // Add windows to be saved:
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118 foreach (window; windows)
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119 ds.sec [window.name] = window;
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120
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121 try { // Save
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122 IWriter writer;
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123 writer = confDir.makeMTWriter (fileName, ds);
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124 writer.write;
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125 } catch (mt.MTException e) {
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126 logger.error ("Saving GUI failed:");
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127 logger.error (e.msg);
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128
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129 return;
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130 }
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131 }
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132 private static const {
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133 auto RENDERER = "Renderer";
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134 }
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135 //END Loading code
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136
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137 /** Draw each window.
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138 *
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139 * Currently no concept of how to draw overlapping windows, or how to not bother drawing windows
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140 * which don't need redrawing. */
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141 void draw() {
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142 foreach_reverse (w; windows) // Draw, starting with back-most window.
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143 w.draw;
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144 }
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145
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146 /** For mouse click events.
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147 *
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148 * Sends the event on to the relevant windows and all click callbacks. */
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149 void clickEvent (ushort cx, ushort cy, ubyte b, bool state) {
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150 // NOTE: buttons receive the up-event even when drag-callbacks are in place.
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151 foreach (dg; clickCallbacks)
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152 dg (cx, cy, b, state);
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153
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154 foreach (i,w; windows) {
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155 IWidget widg = w.getWidget (cx,cy);
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156 if (widg !is null) {
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157 // Bring to front
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158 windows = w ~ windows[0..i] ~ windows[i+1..$];
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159
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160 widg.clickEvent (cx,cy,b,state);
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161 return; // only pass to first window
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162 }
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163 }
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164 }
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165
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166 /** For mouse motion events.
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167 *
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168 * Sends the event on to all motion callbacks. */
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169 void motionEvent (ushort cx, ushort cy) {
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170 foreach (dg; motionCallbacks)
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171 dg (cx, cy);
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172 }
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173
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174 //END Methods for external use
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175
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176 //BEGIN IGui methods
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177 IRenderer renderer ()
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178 in {
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179 assert (rend !is null, "Gui: rend is null");
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180 } body {
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181 return rend;
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182 }
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183
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184 void requestRedraw () {
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185 imde.mainSchedule.request(imde.SCHEDULE.DRAW);
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186 }
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187
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188 void addClickCallback (void delegate(ushort, ushort, ubyte, bool) dg) {
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189 clickCallbacks[dg.ptr] = dg;
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190 }
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191 void addMotionCallback (void delegate(ushort, ushort) dg) {
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192 motionCallbacks[dg.ptr] = dg;
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193 }
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194 void removeCallbacks (void* frame) {
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195 clickCallbacks.remove(frame);
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196 motionCallbacks.remove(frame);
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197 }
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198 //END IGui methods
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199
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200 private:
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201 Window[] windows; // Windows. First window is "on top", others may be obscured.
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202
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203 IRenderer rend; // Renderer (synonymous with theme)
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204 char[] rendName; // Name of renderer; for saving
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205
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206 // callbacks indexed by their frame pointers:
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207 void delegate(ushort cx, ushort cy, ubyte b, bool state) [void*] clickCallbacks;
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208 void delegate(ushort cx, ushort cy) [void*] motionCallbacks;
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209 }