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>
date Fri, 02 May 2008 16:03:52 +0100
parents 316b0230a849
children 928db3c75ed3
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32
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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 }