Mercurial > projects > mde
view mde/gui/WidgetManager.d @ 92:085f2ca31914
Shared alignments supported in more complex cases.
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Tue, 21 Oct 2008 09:57:19 +0100 |
parents | 4d5d53e4f881 |
children | 08a4ae11454b |
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/* LICENSE BLOCK Part of mde: a Modular D game-oriented Engine Copyright © 2007-2008 Diggory Hardy This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ /************************************************************************************************* * The gui manager class. * * This is the module to use externally to create a graphical user interface (likely also with * content modules). *************************************************************************************************/ module mde.gui.WidgetManager; import mde.gui.WidgetDataSet; import mde.gui.widget.Ifaces; import mde.gui.renderer.createRenderer; // For adding the input event callbacks and requesting redraws: import imde = mde.imde; import mde.input.Input; import mde.scheduler.Scheduler; import mde.setup.Screen; import tango.core.sync.Mutex; import tango.util.log.Log : Log, Logger; private Logger logger; static this () { logger = Log.getLogger ("mde.gui.WidgetManager"); } /************************************************************************************************* * The widget manager. * * This is responsible for loading and saving an entire gui (although more than one may exist), * controlling the rendering device (e.g. the screen or a texture), and providing user input. * * Currently mouse coordinates are passed to widgets untranslated. It may make sense to translate * them and possibly drop events for some uses, such as if the gui is drawn to a texture. * * Aside from the IWidgetManager methods, this class should be thread-safe. *************************************************************************************************/ class WidgetManager : WidgetLoader, Screen.IDrawable { /** Construct a new widget manager. * * params: * fileName = Name of file specifying the gui, excluding path and extension. */ this (char[] file) { super(file); Screen.addDrawable (this); } // this() runs during static this(), when imde.input doesn't exist. init() runs later. void init () { // Doesn't need a lock - cannot conflict with other class functions. // Events we want to know about: imde.input.addMouseClickCallback(&clickEvent); imde.input.addMouseMotionCallback(&motionEvent); } /** Draw the gui. */ void draw() { synchronized(mutex) if (child) child.draw; } /** For mouse click events. * * Sends the event on to the relevant windows and all click callbacks. */ void clickEvent (ushort cx, ushort cy, ubyte b, bool state) { debug scope (failure) logger.warn ("clickEvent: failed!"); mutex.lock; scope(exit) mutex.unlock; if (child is null) return; // NOTE: buttons receive the up-event even when drag-callbacks are in place. foreach (dg; clickCallbacks) // See IWidgetManager.addClickCallback's documentation: if (dg (cast(wdabs)cx, cast(wdabs)cy, b, state)) return; // test the click was on the child widget // cx/cy are unsigned, thus >= 0. Widget starts at (0,0) if (cx >= child.width || cy >= child.height) { debug logger.warn ("WidgetManager received click not on child; potentially an error"); return; } IChildWidget widg = child.getWidget (cast(wdabs)cx,cast(wdabs)cy); if (widg !is null) widg.clickEvent (cast(wdabs)cx,cast(wdabs)cy,b,state); } /** For mouse motion events. * * Sends the event on to all motion callbacks. */ void motionEvent (ushort cx, ushort cy) { debug scope (failure) logger.warn ("motionEvent: failed!"); mutex.lock; scope(exit) mutex.unlock; foreach (dg; motionCallbacks) dg (cast(wdabs)cx, cast(wdabs)cy); } void sizeEvent (int nw, int nh) { // IDrawable function mutex.lock; scope(exit) mutex.unlock; w = cast(wdim) nw; h = cast(wdim) nh; debug logger.trace ("Resize to: {},{}", nw, nh); if (w < mw || h < mh) logger.warn ("Minimal dimensions ({},{}) not met: ({},{}), but I cannot resize myself!",mw,mh,w,h); if (!child) return; // if not created yet. child.setWidth (w, -1); child.setHeight (h, -1); child.setPosition (0,0); } //BEGIN IWidgetManager methods // These methods are only intended for use within the gui package. They are not necessarily // thread-safe. IRenderer renderer () { assert (rend !is null, "WidgetManager.renderer: rend is null"); return rend; } void requestRedraw () { imde.mainSchedule.request(imde.SCHEDULE.DRAW); } void addClickCallback (bool delegate(wdabs, wdabs, ubyte, bool) dg) { clickCallbacks[dg.ptr] = dg; } void addMotionCallback (void delegate(wdabs, wdabs) dg) { motionCallbacks[dg.ptr] = dg; } void removeCallbacks (void* frame) { clickCallbacks.remove(frame); motionCallbacks.remove(frame); } //END IWidgetManager methods protected: /* Second stage of widget loading. * Note: sizeEvent should be called with window size before this. */ void createRootWidget () { // The renderer needs to be created on the first load, but not after this. if (rend is null) rend = createRenderer (rendName); child = makeWidget ("root"); finalize; mw = child.minWidth; mh = child.minHeight; if (w < mw || h < mh) logger.warn ("Minimal dimensions ({},{}) not met: ({},{}), but I cannot resize myself!",mw,mh,w,h); child.setWidth (w, -1); child.setHeight (h, -1); child.setPosition (0,0); } private: // callbacks indexed by their frame pointers: bool delegate(wdabs cx, wdabs cy, ubyte b, bool state) [void*] clickCallbacks; void delegate(wdabs cx, wdabs cy) [void*] motionCallbacks; IRenderer rend; wdim w,h; // area available to the widgets wdim mw,mh; // minimal area available to the widgets } import mde.gui.exception; import mde.gui.widget.Ifaces; import mde.gui.content.Content; //NOTE - maybe move IContent to a separate module import mde.gui.widget.createWidget; import mde.file.mergetag.Reader; import mde.file.mergetag.Writer; import mde.setup.paths; /************************************************************************************************* * Contains the code for loading and saving the gui, but not the code for drawing it or handling * user input. * * This abstract class exists solely for separating out some of the functionality. *************************************************************************************************/ abstract scope class WidgetLoader : IWidgetManager { /** Construct a new widget loader. * * params: * fileName = Name of file specifying the gui, excluding path and extension. */ protected this (char[] file) { mutex = new Mutex; // Used on functions intended to be called from outside the gui package. fileName = file; } /* Load the widgets' data from the file specified to the CTOR. * * params: * allDesigns = Load all sections */ private void loadData (bool allDesigns = false) { if (allLoaded || (defaultDesign !is null && allDesigns == false)) return; // test if already loaded // Set up a reader scope IReader reader; try { reader = confDir.makeMTReader (fileName, PRIORITY.HIGH_LOW, null, true); // Read from the HEADER: // Get the renderer char[]* p = "Renderer" in reader.dataset.header._charA; if (p is null || *p is null) { logger.warn ("No renderer specified: using \"Simple\""); rendName = "Simple"; } else rendName = *p; // Get which section to use p = "Design" in reader.dataset.header._charA; if (p is null || *p is null) { logger.warn ("No gui design specified: trying \"Default\""); defaultDesign = "Default"; } else defaultDesign = *p; // Read the body: // Load the chosen design reader.dataSecCreator = delegate mt.IDataSection(mt.ID id) { WidgetDataSet* p = id in data; if (p is null) { data[id] = new WidgetDataSet; return *(id in data); } return *p; }; if (allDesigns) { reader.read; allLoaded = true; } else reader.read([defaultDesign]); } catch (NoFileException) { logger.error ("Unable to load GUI: no config file!"); // just return: not a fatal error (so long as the game can run without a GUI!) } catch (Exception e) { logger.error ("Unable to load GUI: errors parsing config file ("~confDir.getFileName(fileName,PRIORITY.HIGH_LOW)~"):"); logger.error (e.msg); throw new GuiException ("Failure parsing config file"); } } /** Load the gui from some design. * * If a design was previously loaded, its changes are saved first. * * Params: * name = Design to load. If null, the default will be loaded. */ void loadDesign (char[] name = null) { if (changes !is null) save; // own lock mutex.lock; scope(exit) mutex.unlock; // Load data (loadData tests if it's already loaded first): if (name is null) { loadData (false); name = defaultDesign; } else loadData (true); // Get data: auto p = name in data; while (p is null) { if (name == defaultDesign) throw new GuiException ("Unable to load [specified or] default design"); name = defaultDesign; // try again with the default p = name in data; } curData = *p; // Get/create a changes section: if (changesDS is null) changesDS = new mt.DataSet; mt.IDataSection* q = name in changesDS.sec; if (q && ((changes = cast(WidgetDataChanges) *q) !is null)) {} else { changes = new WidgetDataChanges (curData); changesDS.sec[name] = changes; } // Create the widgets: createRootWidget; } /** Save changes, if any exist. * * Is run when the manager is destroyed, but could be run at other times too. */ void save () { mutex.lock; scope(exit) mutex.unlock; // Make all widgets save any changed data; return if no changes: if (!child.saveChanges ("root")) return; if (loadUserFile) { // merge entries from user file into current changes try { scope IReader reader = confDir.makeMTReader ( fileName, PRIORITY.HIGH_ONLY, changesDS, true); // Create if necessary, only corresponding to existing designs read: reader.dataSecCreator = delegate mt.IDataSection(mt.ID id) { WidgetDataSet* p = id in data; if (p is null) throw new Exception ("File has changed since it was loaded!"); return new WidgetDataChanges (*p); }; reader.read; } catch (NoFileException) { // No user file exists; not an error. } catch (Exception e) { logger.error ("Error reading "~confDir.getFileName(fileName,PRIORITY.HIGH_ONLY)~" prior to saving:"); logger.error (e.msg); logger.error ("Overwriting the file."); // Continue... } loadUserFile = false; // don't need to do it again } try { // Save IWriter writer; writer = confDir.makeMTWriter (fileName, changesDS); writer.write; } catch (Exception e) { logger.error ("Saving to "~confDir.getFileName(fileName,PRIORITY.HIGH_ONLY)~" failed:"); logger.error (e.msg); // No point in throwing since it doesn't affect anything else. } } /** Get the names of all designs available. */ char[][] designs() { synchronized(mutex) { loadData (true); return data.keys; } } /** Create a widget by ID. * * A widget instance is created from data found under ID. Multiple instances may be created. * NOTE - data conflicts when saving? * * An IContent may be passed. This could contain many things, e.g. some basic data, a widget, * multiple sub-IContents. It is only passed to the widget by createWidget if it's enumeration * given in that module has the flag TAKES_CONTENT. */ IChildWidget makeWidget (widgetID id, IContent content = null) { debug (mdeWidgets) logger.trace ("Creating widget \""~id~'"'); return createWidget (this, id, curData[id], content); } /** Runs finalize for all descendants, in a deepest first order. */ /* NOTE: The way this function works may seem a little odd, but it's designed to allow * shared alignments to be initialized properly: * 1. all sharing members need to know their children's min size * 2. all sharing members need to add their children's min size to the alignment * 3. all sharing members can only then get their min size * This method will fail if alignment members are not all of the same generation. An alternate * method without this drawback would be to have shared alignments created with a list of * pointers to their members, and once all members have been created the alignment could * initialize itself, first making sure each members' children have been initialized. */ void finalize () { IChildWidget[][] descendants; // first index: depth; is a list of widgets at each depth void recurseChildren (size_t depth, IChildWidget widget) { foreach (child; widget.children) recurseChildren (depth+1, child); if (descendants.length <= depth) descendants.length = depth * 2 + 1; descendants[depth] ~= widget; } recurseChildren (0, child); foreach_reverse (generation; descendants) { foreach (widget; generation) widget.prefinalize; foreach (widget; generation) widget.finalize; } } /** For making changes. */ void setData (widgetID id, WidgetData d) { changes[id] = d; // also updates WidgetDataSet in data. } /** Second stage of loading the widgets. * * loadDesign handles the data; this method needs to: * --- * // 1. Create the root widget: * child = makeWidget ("root"); * finalize; * // 2. Set the setSize, e.g.: * child.setWidth (child.minWidth, 1); * child.setHeight (child.minHeight, 1); * --- */ void createRootWidget(); protected: final char[] fileName; char[] defaultDesign; // The design specified in the file header. char[] rendName; // Name of renderer; for saving and creating renderers // Loaded data, indexed by design name. May not be loaded for all gui designs: scope WidgetDataSet[char[]] data; private bool allLoaded = false; // applies to data WidgetDataSet curData; // Current data WidgetDataChanges changes; // Changes for the current design. scope mt.DataSet changesDS; // changes and sections from user file (used for saving) bool loadUserFile = true; // still need to load user file for saving? scope IChildWidget child; // The primary widget. Mutex mutex; // lock on methods for use outside the package. }