Mercurial > projects > mde
view mde/gui/content/Content.d @ 94:9520cc0448e5
Boolean options are now encapsulated within a Content class (currently an experiment).
This should facilitate generic option editing widgets.
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Thu, 23 Oct 2008 17:45:49 +0100 |
parents | 4d5d53e4f881 |
children | 2a364c7d82c9 |
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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 types. */ module mde.gui.content.Content; import Int = tango.text.convert.Integer; 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 } class BoolContent : ValueContent { this () {} this (bool val) { v = val; } /// Get the text. char[] toString (uint i) { debug logger.trace ("BoolContent.toString"); return (i == 0) ? v ? "true" : "false" : (i == 1) ? name_ : (i == 2) ? desc_ : null; } void opAssign (bool val) { v = val; } bool opCall () { return v; } protected bool v; } /** Text content. */ class TextContent : ValueContent { this () {} this (char[] text, char[] name = null) { text_ = text; name_ = name; } /+ ContentText dup () { return new ContentText (text_); } ContentText toText () { return this; } ContentInt toInt () { // FIXME: convert return null; } +/ /// Get the text. char[] toString (uint i) { debug logger.trace ("TextContent.toString"); return (i == 0) ? text_ : (i == 1) ? name_ : (i == 2) ? desc_ : null; } protected: char[] text_; } /+ /** Integer content. */ class ContentInt : IContent { this () {} this (int integer) { int_ = integer; } ContentInt dup () { return new ContentInt (int_); } ContentText toText () { return new ContentText(toString); } ContentInt toInt () { return this; } /// Get the integer. int integer () { return int_; } char[] toString () { return Int.toString (int_); } protected: int int_; } +/