view mde/gui/WMScreen.d @ 132:264028f4115a

Cleaned up mde.imde and a couple of widget functions. New mde.menus module to add default menus. The input singleton is now created in mde.input.Input instead of mde.imde.
author Diggory Hardy <diggory.hardy@gmail.com>
date Fri, 23 Jan 2009 14:59:05 +0000
parents 9cff74f68b84
children 783969f4665c
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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 class using mde.setup.Screen and mde.input.Input.
 *
 * This is the module to use externally to create a graphical user interface
 * (likely also with content modules).
 *****************************************************************************/
module mde.gui.WMScreen;

import mde.gui.WidgetManager;
import mde.gui.widget.Ifaces;
import mde.gui.renderer.createRenderer;

import mde.setup.Screen;
import mde.input.Input;

import tango.util.log.Log : Log, Logger;

private Logger logger;
static this () {
    logger = Log.getLogger ("mde.gui.WMScreen");
}

/******************************************************************************
 * The widget manager.
 * 
 * This provides a layer on top of WidgetLoader, handling input and rendering.
 * Other functionality is contained in the super class, to simplify supporting
 * new input/graphics libraries.
 * 
 * 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.
 * 
 * Public non IWidget* methods should be thread-safe.
 *****************************************************************************/
scope class WMScreen : AWidgetManager, Screen.IDrawable {
    /** Construct a new widget manager.
     * 
     * Must be run after static this.
     * 
     * params:
     *  fileName = Name of file specifying the gui, excluding path and extension.
     */
    this (char[] file) {
        // Doesn't need a lock - cannot conflict with other class functions.
        super(file);
        
        Screen.addDrawable (this);
        // Events we want to know about:
        input = Input.singleton;
        input.addMouseClickCallback(&clickEvent)
             .addMouseMotionCallback(&motionEvent);
    }
    
    /** Draw the gui. */
    void draw() {
        synchronized(mutex) {
            if (child)
                child.draw;
	    if (childIPPW)
                childIPPW.drawPopup;
	}
    }
    
    /** For mouse click events.
     *
     * Sends the event on to the relevant windows and all click callbacks. */
    void clickEvent (ushort usx, ushort usy, ubyte b, bool state) {
        debug scope (failure)
            logger.warn ("clickEvent: failed!");
        mutex.lock;
        scope(exit) mutex.unlock;
        if (child is null) return;
        
        wdabs cx = cast(wdabs) usx, cy = cast(wdabs) usy;
        
        // Callbacks have the highest priority receiving events (e.g. a button release)
        foreach (dg; clickCallbacks)
            if (dg (cx, cy, b, state)) return;
        
        // Update underMouse to get the widget clicked on
        updateUnderMouse (cx, cy, state);
        
        // Disable keyboard input if on another widget:
	if (keyFocus && keyFocus !is underMouse) {
	    keyFocus.keyFocusLost;
	    keyFocus = null;
            input.setLetterCallback (null);
	}
        // Finally, post the actual event:
        if (underMouse.clickEvent (cast(wdabs)cx,cast(wdabs)cy,b,state) & 1) {
            // keyboard input requested
            keyFocus = underMouse;
            input.setLetterCallback (&underMouse.keyEvent);
        }
    }
    
    /** For mouse motion events.
     *
     * Sends the event on to all motion callbacks. */
    void motionEvent (ushort scx, ushort scy) {
        debug scope (failure)
                logger.warn ("motionEvent: failed!");
        mutex.lock;
        scope(exit) mutex.unlock;
	wdabs cx = cast(wdabs) scx, cy = cast(wdabs) scy;
        foreach (dg; motionCallbacks)
            dg (cx, cy);
        
        updateUnderMouse (cx, cy, false);
    }
    
    
    void sizeEvent (int nw, int nh) {   // IDrawable function
        mutex.lock;
        scope(exit) mutex.unlock;
        
        w = cast(wdim) nw;
        h = cast(wdim) nh;
        
        if (w < mw) {
            logger.warn ("Min width for gui, {}, not met: {}", mw, w);
            w = mw;
        }
        if (h < mh) {
            logger.warn ("Min height for gui, {}, not met: {}", mh, h);
            h = mh;
        }
        
        if (!child) return;     // if not created yet.
        child.setWidth  (w, -1);
        child.setHeight (h, -1);
        child.setPosition (0,0);
    }
    
protected:
    /* Second stage of widget loading.
     * Note: sizeEvent should be called with window size before this. */
    final override void createRootWidget () {
        // The renderer needs to be created on the first load, but not after this.
        if (rend is null)
            rend = createRenderer (rendName);
        
        debug (mdeWidgets) logger.trace ("Creating root widget...");
        child = makeWidget (this, "root");
        debug (mdeWidgets) logger.trace ("Setting up root widget...");
        child.setup (0, 3);
        
        mw = child.minWidth;
        mh = child.minHeight;
        if (w < mw) {
            logger.warn ("Min width for gui, {}, not met: {}", mw, w);
            w = mw;
        }
        if (h < mh) {
            logger.warn ("Min height for gui, {}, not met: {}", mh, h);
            h = mh;
        }
        
        debug (mdeWidgets) logger.trace ("Setting size and position of root widget...");
        child.setWidth  (w, -1);
        child.setHeight (h, -1);
        child.setPosition (0,0);
        debug (mdeWidgets) logger.trace ("Done creating root widget.");
    }
    
    final override void preSave () {
	if (keyFocus) {
	    keyFocus.keyFocusLost;
	    keyFocus = null;
            input.setLetterCallback (null);
	}
    }
    
    Input input;	// input singleton
}