Mercurial > projects > mde
view mde/gui/WidgetLoader.d @ 163:24d77c52243f
Provided sensible conversions for setting the value of one AStringContent from another, along with unittest.
Updated layout and Translation unittests to run.
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Sat, 23 May 2009 15:47:32 +0200 |
parents | b06b04c75e86 |
children | 7f7b2011b759 |
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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/>. */ /****************************************************************************** * A gui manager extension to load widgets from files. * * Public methods in this class should be thread safe (by locking on a mutex). *****************************************************************************/ module mde.gui.WidgetLoader; import mde.gui.WidgetManager; import mde.gui.WidgetDataSet; import mde.gui.exception; import mt = mde.file.mergetag.DataSet; import mde.file.mergetag.Reader; import mde.file.mergetag.Writer; import mde.file.paths; import tango.util.log.Log : Log, Logger; private Logger logger; static this () { logger = Log.getLogger ("mde.gui.WidgetLoader"); } /****************************************************************************** * Contains the code for loading and saving an entire gui (more than one may * exist), 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 AWidgetLoader : AWidgetManager { /** 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; super (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: "~fileName); // 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) // A design was previously loaded 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)) { changes = new WidgetDataChanges (curData); changesDS.sec[name] = changes; } // Create the widgets: createRootWidget; underMouse = child; // must be something } /** Save changes, if any exist. * * Is run when the manager is destroyed, but could be run at other times too. */ void save () { preSave; mutex.lock; scope(exit) mutex.unlock; // Make all widgets save any changed data: child.saveChanges; if (changes.noChanges) 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; } } protected: // Called by derived classes, not thread safe for the same instance //BEGIN WidgetManagement methods /** Second stage of loading the widgets. * * loadDesign handles the data; this method needs to: * --- * // 1. Create the root widget: * child = makeWidget ("root"); * child.setup (0, 3); * // 2. Set the size: * child.setWidth (child.minWidth, 1); * child.setHeight (child.minHeight, 1); * // 3. Set the position (necessary part of initialization): * child.setPosition (0,0); * --- */ void createRootWidget(); /** Called before saving (usually when the GUI is about to be destroyed, although not * necessarily). */ void preSave (); //END WidgetManagement methods // Dataset/design data: final char[] fileName; char[] defaultDesign; // The design specified in the file header. // 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 scope mt.DataSet changesDS; // changes and sections from user file (used for saving) bool loadUserFile = true; // still need to load user file for saving? }