view mde/gui/WMScreen.d @ 131:9cff74f68b84

Major revisions to popup handling. Buttons can close menus now, plus some smaller impovements. Removed Widget module. Moved Widget.AWidget to AChildWidget.AChildWidget and Widget.AParentWidget to AParentWidget.AParentWidget. Removed ASingleParentWidget to improve code sharing. AChildWidget doesn't implement IParentWidget like AWidget did. New IPopupParentWidget extending IParentWidget for the WM and some widgets to handle popups. Cut old popup management code. New underMouse() function replacing highlight(); called on all widgets. Separate menu-popup and button widgets aren't needed for menus now. Functions returning content widgets have been moved to their own module. Cleaned up jobs.txt. Switched to 80 line length for Ddoc.
author Diggory Hardy <diggory.hardy@gmail.com>
date Wed, 21 Jan 2009 13:01:40 +0000
parents 41582439a42b
children 264028f4115a
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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 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:
        imde.input.addMouseClickCallback(&clickEvent);
        imde.input.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;
	    imde.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;
            imde.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;
	    imde.input.setLetterCallback (null);
	}
    }
}