view mde/gui/content/Content.d @ 98:49e7cfed4b34

All types of Option have been converted to use ValueContent classes, and their values can be displayed.
author Diggory Hardy <diggory.hardy@gmail.com>
date Wed, 12 Nov 2008 13:18:51 +0000
parents 2a364c7d82c9
children 5de5810e3516
line wrap: on
line source

/* 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 types.
 */
module mde.gui.content.Content;

//FIXME: efficient conversions? Need to dup result when formatting a string anyway?
import Int = tango.text.convert.Integer;
import Float = tango.text.convert.Float;

debug {
    import tango.util.log.Log : Log, Logger;
    private Logger logger;
    static this () {
        logger = Log.getLogger ("mde.gui.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?).
 *
 * Currently Content instances can only have their data set on creation.
 * Each Content class should provide a method to get it's content, e.g. the method text().
 *
 * Extensions to content:
 * 
 * These extensions require that a content can notify any dependants of changes.
 * 
 * Use as a state switch (one option from an enumeration). E.g. a button/selection box could set a
 * state, and a tabbed box could show a tab based on this. Or could represent an option.
 */
//TODO - write a generic IContent displaying widget. Also a generic editable?
// Don't include dimension/drawing stuff because it's renderer specific and content should not be!
// NOTE: an interface or a class?
interface IContent
{
    /+ NOTE: None of this is really used yet, but was (mostly) intended for clipboard copying.
    /** Return a copy of self. */
    IContent dup ();
    
    /** Attempt to convert the content to a specific type (may simply return this if appropriate).
     *
     * Annoyingly we can't use cast because overloading by return type isn't supported. */
    // FIXME: throw or return null on error or unsupported conversion?
    ContentText	toText ();
    ContentInt	toInt ();	/// ditto
    +/
    
    
    
    /** 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);
}

/** Base class for content containing a simple value.
 *
 * All derived classes should support functions to set/get any ValueContent type, but return the 
 * default value of any type other than it's own. */
abstract class ValueContent : IContent
{
    protected this () {}
    
    void name (char[] n, char[] d = null) {
        name_ = n;
        desc_ = d;
    }
protected:
    char[] name_, desc_;// name and description, loaded by lookup.Translation
}

template VContentN(T) {
    static if (is(T == bool)) {
        const char[] VContentN = "BoolContent";
    } else static if (is(T == int)) {
        const char[] VContentN = "IntContent";
    } else static if (is(T == double)) {
        const char[] VContentN = "DoubleContent";
    } else static if (is(T == char[])) {
        const char[] VContentN = "TextContent";
    } else
        static assert (false, "No ValueContent of type "~T.stringof);
}

class BoolContent : ValueContent
{
    /** Create a content with _symbol name symbol. */
    this (char[] symbol, bool val = false) {
        symb = symbol;
        v = val;
    }
    
    /** Adds cb to the list of callback functions called when the value is changed. Returns this. */
    BoolContent addChangeCb (void delegate (char[] symbol,bool value) cb) {
        cngCb ~= cb;
        return this;
    }
    
    /// Get the text.
    char[] toString (uint i) {
        return (i == 0) ? v ? "true" : "false"
             : (i == 1) ? name_
             : (i == 2) ? desc_
             : null;
    }
    
    void opAssign (bool val) {
        v = val;
        foreach (cb; cngCb)
            cb(symb, val);
    }
    bool opCall () {
        return v;
    }
    alias opCall opCast;
    
    bool v;     //FIXME: should be protected but Options needs to set without calling callbacks
protected:
    char[] symb;
    void delegate (char[],bool)[] cngCb;       // change callbacks
}

/** Text content. */
class TextContent : ValueContent
{
    this (char[] symbol, char[] val = null) {
        symb = symbol;
        v = val;
    }
    
    /** Adds cb to the list of callback functions called when the value is changed. Returns this. */
    TextContent addChangeCb (void delegate (char[] symbol,char[] value) cb) {
        cngCb ~= cb;
        return this;
    }
    
    /// Get the text.
    char[] toString (uint i) {
        return (i == 0) ? v
            : (i == 1) ? name_
            : (i == 2) ? desc_
            : null;
    }
    
    void opAssign (char[] val) {
        v = val;
        foreach (cb; cngCb)
            cb(symb, val);
    }
    char[] opCall () {
        return v;
    }
    alias opCall opCast;
    
    char[] v;
protected:
    char[] symb;
    void delegate (char[],char[])[] cngCb;
}

/** Integer content. */
class IntContent : ValueContent
{
    /** Create a content with _symbol name symbol. */
    this (char[] symbol, int val = 0) {
        symb = symbol;
        v = val;
    }
    
    /** Adds cb to the list of callback functions called when the value is changed. Returns this. */
    IntContent addChangeCb (void delegate (char[] symbol,int value) cb) {
        cngCb ~= cb;
        return this;
    }
    
    /// Get the text.
    char[] toString (uint i) {
        return (i == 0) ? Int.toString (v)
        : (i == 1) ? name_
        : (i == 2) ? desc_
        : null;
    }
    
    void opAssign (int val) {
        v = val;
        foreach (cb; cngCb)
            cb(symb, val);
    }
    int opCall () {
        return v;
    }
    alias opCall opCast;
    
    int v;
protected:
    char[] symb;
    void delegate (char[],int)[] cngCb;
}

/** Double content. */
class DoubleContent : ValueContent
{
    /** Create a content with _symbol name symbol. */
    this (char[] symbol, double val = 0) {
        symb = symbol;
        v = val;
    }
    
    /** Adds cb to the list of callback functions called when the value is changed. Returns this. */
    DoubleContent addChangeCb (void delegate (char[] symbol,double value) cb) {
        cngCb ~= cb;
        return this;
    }
    
    /// Get the text.
    char[] toString (uint i) {
        return (i == 0) ? Float.toString (v)
        : (i == 1) ? name_
        : (i == 2) ? desc_
        : null;
    }
    
    void opAssign (double val) {
        v = val;
        foreach (cb; cngCb)
            cb(symb, val);
    }
    double opCall () {
        return v;
    }
    alias opCall opCast;
    
    double v;
protected:
    char[] symb;
    void delegate (char[],double)[] cngCb;
}