view mde/gui/Gui.d @ 36:57d000574d75

Enabled drawing on demand, and made the polling interval configurable. Renamed mde.global to mde.imde. Enabled drawing on demand. Allowed options to take double values. Made the main loop's polling interval (sleep duration) settable from config files. committer: Diggory Hardy <diggory.hardy@gmail.com>
author Diggory Hardy <diggory.hardy@gmail.com>
date Fri, 02 May 2008 17:38:43 +0100
parents 928db3c75ed3
children 5132301e9ed7
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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 class.
*
* This is the module to use externally to create a graphical user interface (likely also with
* content modules).
*
* Possibly add a GuiManager to update all active GUIs and pass coordinates (remapping if necessary). */
module mde.gui.Gui;

import mde.gui.IGui;
import mde.gui.widget.Ifaces;
import mde.gui.widget.Window;
import mde.gui.renderer.createRenderer;
import mde.gui.exception;

// For adding the input event callbacks and requesting redraws:
import imde = mde.imde;
import mde.input.Input;
import mde.scheduler.Scheduler;

// For loading from file:
import mt = mde.mergetag.DataSet;
import mt = mde.mergetag.DefaultData;
import mt = mde.mergetag.exception;
import mde.mergetag.Reader;
import mde.resource.paths;

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

private Logger logger;
static this () {
    logger = Log.getLogger ("mde.gui.gui");
    
    gui = new Gui;  // until Guis are handled otherwise, this may as well be the case
}

Gui gui;    // Currently just one instance; handle differently later.
// Handle externally or with a GUI Manager?

/** A GUI handles a bunch of windows, all to be drawn to the same device. */
class Gui : IGui {
    //BEGIN Methods for external use
    //BEGIN Loading code
    /** Load all windows from the file gui. */
    void load(char[] fileName) {
        if (!confDir.exists (fileName)) {
            logger.error ("Unable to load GUI: no config file!");
            return; // not a fatal error (so long as the game can run without a GUI!)
        }
        
        IReader reader;
        try {
            reader = confDir.makeMTReader (fileName, PRIORITY.HIGH_ONLY, null, true);
            reader.dataSecCreator = delegate mt.IDataSection(mt.ID id) {
                return new Window (id);
            };
            reader.read;
        } catch (mt.MTException e) {
            logger.error ("Loading GUI aborted:");
            logger.error (e.msg);
            
            return;
        }
        
        // Get the renderer
        char[]* p = "Renderer" in reader.dataset.header.Arg!(char[]).Arg;
        if (p is null || *p is null) {
            logger.error ("Loading GUI aborted: no renderer specified");
            return;
        }
        rend = createRenderer (*p);
        
        // get list
        windows.length = reader.dataset.sec.length; // pre-allocate
        windows.length = 0;
        foreach (sec; reader.dataset.sec) {
            Window w = cast(Window) sec;
            debug if (w is null) {
                logger.error (__FILE__ ~ "(GUI.load): code error (w is null)");
                continue;
            }
            try {
                w.finalise (this);
                windows ~= w;       // only add if load successful
            } catch (Exception e) {
                logger.error ("Window failed to load: " ~ e.msg);
            }
        }
        
        imde.input.addMouseClickCallback(&clickEvent);
        imde.input.addMouseMotionCallback(&motionEvent);
    }
    //END Loading code
    
    /** Draw each window.
    *
    * Currently no concept of how to draw overlapping windows, or how to not bother drawing windows
    * which don't need redrawing. */
    void draw() {
        foreach_reverse (w; windows)    // Draw, starting with back-most window.
            w.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) {
        // NOTE: buttons receive the up-event even when drag-callbacks are in place.
        foreach (dg; clickCallbacks)
            dg (cx, cy, b, state);
        
        foreach (i,w; windows) {
            IWidget widg = w.getWidget (cx,cy);
            if (widg !is null) {
                // Bring to front
                windows = w ~ windows[0..i] ~ windows[i+1..$];
                
                widg.clickEvent (cx,cy,b,state);
                return;     // only pass to first window
            }
        }
    }
    
    /** For mouse motion events.
    *
    * Sends the event on to all motion callbacks. */
    void motionEvent (ushort cx, ushort cy) {
        foreach (dg; motionCallbacks)
            dg (cx, cy);
    }
    
    //END Methods for external use
    
    //BEGIN IGui methods
    IRenderer renderer ()
    in {
        assert (rend !is null, "Gui: rend is null");
    } body {
        return rend;
    }
    
    void requestRedraw () {
        imde.mainSchedule.request(imde.SCHEDULE.DRAW);
    }
    
    void addClickCallback (void delegate(ushort, ushort, ubyte, bool) dg) {
        clickCallbacks[dg.ptr] = dg;
    }
    void addMotionCallback (void delegate(ushort, ushort) dg) {
        motionCallbacks[dg.ptr] = dg;
    }
    void removeCallbacks (void* frame) {
        clickCallbacks.remove(frame);
        motionCallbacks.remove(frame);
    }
    //END IGui methods
    
private:
    Window[] windows;   // Windows. First window is "on top", others may be obscured.
    IRenderer rend;
    // callbacks indexed by their frame pointers:
    void delegate(ushort cx, ushort cy, ubyte b, bool state) [void*] clickCallbacks;
    void delegate(ushort cx, ushort cy) [void*] motionCallbacks;
}