view mde/content/Content.d @ 105:08651e8a8c51

Quit button, big changes to content system. Moved mde.gui.content to mde.content to reflect it's not only used by the gui. Split Content module into Content and AStringContent. New AContent and EventContent class. Callbacks are now generic and implemented in AContent. Renamed TextContent to StringContent and ValueContent to AStringContent.
author Diggory Hardy <diggory.hardy@gmail.com>
date Sat, 29 Nov 2008 12:36:39 +0000
parents mde/gui/content/Content.d@ee209602770d
children 6acd96f8685f
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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 content system − common interface and a few classes without external dependencies.
 */
module mde.content.Content;

debug {
    import tango.util.log.Log : Log, Logger;
    private Logger logger;
    static this () {
        logger = Log.getLogger ("mde.content.Content");
    }
}

/** IContent − interface for all Content classes.
 *
 * Services like copy/paste could work on universal content. However, they would need to run a
 * conversion to the appropriate type (or try next-oldest item on clipboard?). */
interface IContent
{
    /** Generically return strings.
     *
     * This serves two purposes: generically returning a string of/related to the content (i == 0),
     * and returning associated descriptors. Functions should adhere to (or add to) this table.
     *
     *  $(TABLE
     *  $(TR $(TH i) $(TH returns))
     *  $(TR $(TD 0) $(TD value))
     *  $(TR $(TD 1) $(TD Translated name or null))
     *  $(TR $(TD 2) $(TD Translated description or null))
     *  $(TR $(TD other) $(TD null))
     *  ) */
    char[] toString (uint i);
}

/** The base for $(I most) content classes.
 *
 * Includes generic callback support, toString implementation and symbol access.
 * 
 * Derived classes should impement:
 * ---
 *  this (char[] symbol, T val = /+ default value +/);
 *  void opAssign (T val);	// assign val, calling callbacks
 *  T opCall ();		// return value
 *  alias opCall opCast;
 * --- */
class AContent : IContent
{
    this (char[] symbol) {
	this.symbol = symbol;
    }
    
    void name (char[] n, char[] d = null) {
	name_ = n;
	desc_ = d;
    }
    
    /// Current implementation has 1 callback; can be changed to allow many.
    EventContent addCallback (void delegate (AContent) cb) {
	this.cb = cb;
	return this;
    }
    
    char[] toString (uint i) {
	return i == 0 ? "No value"
	: i == 1 ? name_
	: i == 2 ? desc_
	: null;
    }
    
    /// End of an event, e.g. a button release or end of an edit (calls callbacks).
    void endEvent () {
	if (cb)
	    cb (this);
    }
    
    final char[] symbol;	// Symbol name for this content
protected:
    char[] name_, desc_;	// name and description
    void delegate (AContent) cb;
}

// FIXME: needs changes to allow updating translated strings. Move to Content and extend AContent?
/** A generic way to handle a list of type IContent. */
class ContentList : AContent
{
    this (char[] symbol, AContent[] list = null) {
	list_.length = list.length;
	foreach (i,c; list)
	    list_[i] = c;
	super (symbol);
    }
    this (char[] symbol, AContent[char[]] l) {
	list_.length = l.length;
	size_t i;
	foreach (c; l)
	    list_[i++] = c;
	super (symbol);
    }
    
    IContent[] list () {
	return list_;
    }
    
protected:
    final IContent[] list_;
}

/** Created on errors to display and log a message. */
class ErrorContent : IContent
{
    this (char[] msg) {
	msg_ = msg;
    }
    
    char[] toString (uint i) {
	return i == 0 ? msg_
	     : i == 1 ? "Error"
	     : null;
    }
    
protected:
    char[] msg_;
}

/** A Content with no value but able to pass on an event.
*
* The point being that a button can be tied to one of these. */
alias AContent EventContent;