comparison mde/gui/Gui.d @ 32:316b0230a849

Lots more work on the GUI. Also renamed lots of files. Lots of changes to the GUI. Renderer is now used exclusively for rendering and WidgetDecoration is gone. Renamed lots of files to conform to case policies. committer: Diggory Hardy <diggory.hardy@gmail.com>
author Diggory Hardy <diggory.hardy@gmail.com>
date Wed, 30 Apr 2008 18:05:56 +0100
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children 6b4116e6355c
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31:baa87e68d7dc 32:316b0230a849
1 /* LICENSE BLOCK
2 Part of mde: a Modular D game-oriented Engine
3 Copyright © 2007-2008 Diggory Hardy
4
5 This program is free software: you can redistribute it and/or modify it under the terms
6 of the GNU General Public License as published by the Free Software Foundation, either
7 version 2 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
10 without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
11 See the GNU General Public License for more details.
12
13 You should have received a copy of the GNU General Public License
14 along with this program. If not, see <http://www.gnu.org/licenses/>. */
15
16 /** The Gui class.
17 *
18 * This is the module to use externally to create a graphical user interface (likely also with
19 * content modules).
20 *
21 * Possibly add a GuiManager to update all active GUIs and pass coordinates (remapping if necessary). */
22 module mde.gui.Gui;
23
24 import mde.gui.IGui;
25 import mde.gui.widget.Window;
26 import mde.gui.renderer.createRenderer;
27 import mde.gui.exception;
28
29 // For loading from file:
30 import mt = mde.mergetag.DataSet;
31 import mt = mde.mergetag.DefaultData;
32 import mt = mde.mergetag.exception;
33 import mde.mergetag.Reader;
34 import mde.resource.paths;
35
36 import tango.util.log.Log : Log, Logger;
37
38 private Logger logger;
39 static this () {
40 logger = Log.getLogger ("mde.gui.gui");
41
42 gui = new Gui; // until Guis are handled otherwise, this may as well be the case
43 }
44
45 Gui gui; // Currently just one instance; handle differently later.
46 // Handle externally or with a GUI Manager?
47
48 /** A GUI handles a bunch of windows, all to be drawn to the same device. */
49 /* NOTE: currently GUI just keeps a list of windows and simply calls draw and clickEvent on them all.
50 * Coords should be stored here and draw/clickEvent should be called like for widgets.
51 * (Also functionality like z-order?) */
52 class Gui : IGui {
53 //BEGIN Methods for external use
54 //BEGIN Loading code
55 /** Load all windows from the file gui. */
56 void load(char[] fileName) {
57 if (!confDir.exists (fileName)) {
58 logger.error ("Unable to load GUI: no config file!");
59 return; // not a fatal error (so long as the game can run without a GUI!)
60 }
61
62 IReader reader;
63 try {
64 reader = confDir.makeMTReader (fileName, PRIORITY.HIGH_ONLY, null, true);
65 reader.dataSecCreator = delegate mt.IDataSection(mt.ID) {
66 return new Window;
67 };
68 reader.read;
69 } catch (mt.MTException e) {
70 logger.error ("Loading GUI aborted:");
71 logger.error (e.msg);
72
73 return;
74 }
75
76 // Get the renderer
77 char[]* p = "Renderer" in reader.dataset.header.Arg!(char[]).Arg;
78 if (p is null || *p is null) {
79 logger.error ("Loading GUI aborted: no renderer specified");
80 return;
81 }
82 rend = createRenderer (*p);
83
84 // get list
85 windows.length = reader.dataset.sec.length; // pre-allocate
86 windows.length = 0;
87 foreach (sec; reader.dataset.sec) {
88 Window w = cast(Window) sec;
89 debug if (w is null) {
90 logger.error (__FILE__ ~ "(GUI.load): code error (w is null)");
91 continue;
92 }
93 try {
94 w.finalise (this);
95 windows ~= w; // only add if load successful
96 } catch (Exception e) {
97 logger.error ("Window failed to load: " ~ e.msg);
98 }
99 }
100 }
101 //END Loading code
102
103 /** Draw each window.
104 *
105 * Currently no concept of how to draw overlapping windows, or how to not bother drawing windows
106 * which don't need redrawing. */
107 void draw() {
108 foreach (w; windows)
109 w.draw();
110 }
111
112 /** Send an input event.
113 *
114 * I.e. send all mouse click events to all active GUIs, which check the coordinates and forward
115 * to any relevent windows. */
116 void clickEvent (ushort cx, ushort cy, ubyte b, bool state) {
117 foreach (w; windows)
118 w.clickEvent (cx,cy,b,state);
119 }
120 //END Methods for external use
121
122 //BEGIN IGui methods
123 IRenderer renderer ()
124 in {
125 assert (rend !is null, "Gui: rend is null");
126 } body {
127 return rend;
128 }
129 //END IGui methods
130
131 private:
132 Window[] windows;
133 IRenderer rend;
134 }