Mercurial > projects > mde
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> |
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date | Wed, 07 May 2008 13:07:03 +0100 |
parents | 57d000574d75 |
children | b3a6ca4516b4 |
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.renderer.createRenderer; |
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28 import mde.gui.exception; |
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29 |
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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 |
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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 } |