Mercurial > projects > mde
annotate mde/gui/Gui.d @ 34:6b4116e6355c
Work on the Gui: some of the framework for drag & drop. Also made Window an IWidget.
Implemented getWidget(x,y) to find the widget under this location for IWidgets (but not Gui).
Made Window an IWidget and made it work a little more similarly to widgets.
Implemented callbacks on the Gui for mouse events (enabling drag & drop, etc.).
committer: Diggory Hardy <diggory.hardy@gmail.com>
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Fri, 02 May 2008 16:03:52 +0100 |
parents | 316b0230a849 |
children | 928db3c75ed3 |
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 loading from file: |
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31 import mt = mde.mergetag.DataSet; |
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32 import mt = mde.mergetag.DefaultData; |
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33 import mt = mde.mergetag.exception; |
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34 import mde.mergetag.Reader; |
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35 import mde.resource.paths; |
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36 |
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37 import tango.util.log.Log : Log, Logger; |
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38 |
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39 private Logger logger; |
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40 static this () { |
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41 logger = Log.getLogger ("mde.gui.gui"); |
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42 |
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43 gui = new Gui; // until Guis are handled otherwise, this may as well be the case |
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44 } |
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45 |
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46 Gui gui; // Currently just one instance; handle differently later. |
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47 // Handle externally or with a GUI Manager? |
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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 class Gui : IGui { |
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51 //BEGIN Methods for external use |
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52 //BEGIN Loading code |
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53 /** Load all windows from the file gui. */ |
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54 void load(char[] fileName) { |
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55 if (!confDir.exists (fileName)) { |
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56 logger.error ("Unable to load GUI: no config file!"); |
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57 return; // not a fatal error (so long as the game can run without a GUI!) |
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58 } |
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59 |
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60 IReader reader; |
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61 try { |
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62 reader = confDir.makeMTReader (fileName, PRIORITY.HIGH_ONLY, null, true); |
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63 reader.dataSecCreator = delegate mt.IDataSection(mt.ID id) { |
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64 return new Window (id); |
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65 }; |
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66 reader.read; |
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67 } catch (mt.MTException e) { |
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68 logger.error ("Loading GUI aborted:"); |
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69 logger.error (e.msg); |
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70 |
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71 return; |
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72 } |
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73 |
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74 // Get the renderer |
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75 char[]* p = "Renderer" in reader.dataset.header.Arg!(char[]).Arg; |
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76 if (p is null || *p is null) { |
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77 logger.error ("Loading GUI aborted: no renderer specified"); |
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78 return; |
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79 } |
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80 rend = createRenderer (*p); |
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81 |
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82 // get list |
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83 windows.length = reader.dataset.sec.length; // pre-allocate |
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84 windows.length = 0; |
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85 foreach (sec; reader.dataset.sec) { |
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86 Window w = cast(Window) sec; |
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87 debug if (w is null) { |
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88 logger.error (__FILE__ ~ "(GUI.load): code error (w is null)"); |
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89 continue; |
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90 } |
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91 try { |
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92 w.finalise (this); |
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93 windows ~= w; // only add if load successful |
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94 } catch (Exception e) { |
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95 logger.error ("Window failed to load: " ~ e.msg); |
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96 } |
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97 } |
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98 } |
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99 //END Loading code |
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100 |
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101 /** Draw each window. |
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102 * |
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103 * Currently no concept of how to draw overlapping windows, or how to not bother drawing windows |
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104 * which don't need redrawing. */ |
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105 void draw() { |
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106 foreach_reverse (w; windows) // Draw, starting with back-most window. |
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107 w.draw; |
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108 } |
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109 |
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110 /** For mouse click events. |
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111 * |
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112 * Sends the event on to the relevant windows and all click callbacks. */ |
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113 void clickEvent (ushort cx, ushort cy, ubyte b, bool state) { |
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114 // NOTE: buttons receive the up-event even when drag-callbacks are in place. |
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115 foreach (dg; clickCallbacks) |
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116 dg (cx, cy, b, state); |
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117 |
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118 foreach (w; windows) { |
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119 IWidget widg = w.getWidget (cx,cy); |
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120 if (widg !is null) { |
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121 widg.clickEvent (cx,cy,b,state); |
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122 return; // only pass to first window |
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123 } |
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124 } |
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125 } |
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126 |
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127 /** For mouse motion events. |
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128 * |
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129 * Sends the event on to all motion callbacks. */ |
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130 void motionEvent (ushort cx, ushort cy) { |
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131 foreach (dg; motionCallbacks) |
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132 dg (cx, cy); |
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133 } |
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134 |
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135 //END Methods for external use |
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136 |
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137 //BEGIN IGui methods |
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138 IRenderer renderer () |
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139 in { |
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140 assert (rend !is null, "Gui: rend is null"); |
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141 } body { |
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142 return rend; |
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143 } |
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144 |
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145 void addClickCallback (void delegate(ushort, ushort, ubyte, bool) dg) { |
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146 clickCallbacks[dg.ptr] = dg; |
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147 } |
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148 void addMotionCallback (void delegate(ushort, ushort) dg) { |
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149 motionCallbacks[dg.ptr] = dg; |
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150 } |
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151 void removeCallbacks (void* frame) { |
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152 clickCallbacks.remove(frame); |
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153 motionCallbacks.remove(frame); |
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154 } |
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155 //END IGui methods |
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156 |
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157 private: |
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158 Window[] windows; // Windows. First window is "on top", others may be obscured. |
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159 IRenderer rend; |
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160 // callbacks indexed by their frame pointers: |
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161 void delegate(ushort cx, ushort cy, ubyte b, bool state) [void*] clickCallbacks; |
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162 void delegate(ushort cx, ushort cy) [void*] motionCallbacks; |
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163 } |