Mercurial > projects > mde
view mde/gui/widget/Ifaces.d @ 90:b525ff28774b
Widgets generated dynamically from a list can now be standard widgets selected from data files.
Started on allowing alignment to be shared between instances of a layout widget in a dynamic list (to allow column alignment of list's rows).
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Wed, 01 Oct 2008 23:37:51 +0100 |
parents | 56c0ddd90193 |
children | 4d5d53e4f881 |
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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/>. */ /************************************************************************************************* * Widget interfaces. * * Widgets are connected as the nodes of a tree. Widgets know their parent as a IParentWidget * class and their children as IChildWidget classes. The gui manager is a special widget only * implementing IParentWidget; all other widgets must implement IChildWidget and optionally * IParentWidget. *************************************************************************************************/ module mde.gui.widget.Ifaces; public import mde.gui.types; public import mde.gui.renderer.IRenderer; import mde.gui.content.Content; //NOTE - maybe move IContent to a separate module /************************************************************************************************* * Common interface for all widgets. * * Notation: * Positive/negative direction: along the x/y axis in this direction. * Layout widget: a widget containing multiple sub-widges (which hence controls how they are * laid out). *************************************************************************************************/ //NOTE: keep this? interface IWidget { } /************************************************************************************************* * Interface for the widget manager. * * This class handles widget rendering, input, loading and saving. *************************************************************************************************/ interface IWidgetManager : IWidget { // Loading/saving: /** Create a widget by ID. * * Params: * id = Identifier, within data files, of the data for the widget. * content = An IContent may be passed to some widgets on creation. * * Creates a widget, using the widget data with index id. Widget data is loaded from files, * and per design (multiple gui layouts, called designs, may exist; data is per design). */ IChildWidget makeWidget (widgetID id, IContent content = null); /** Record some changes, for saving. */ void setData (widgetID id, WidgetData); // Rendering: /** For when a widget needs redrawing. * * Must be called because rendering may only be done on events. * * Currently it just causes everything to be redrawn next frame. */ void requestRedraw (); /** Get the window's renderer. * * Normally specific to the GUI, but widgets have no direct contact with the GUI and this * provides the possibility of per-window renderers (if desired). */ IRenderer renderer (); // User input: /** Add a mouse click callback. * * This is a delegate this will be called for all mouse click events recieved by the gui, not * simply all click events on the widget (as clickEvent recieves). * * The delegate should return true if it accepts the event and no further processing is * required (i.e. the event should not be handled by anything else), false otherwise. * * Note that this is not a mechanism to prevent unwanted event handling, and in the future * may be removed (so event handling cannot be cut short). */ void addClickCallback (bool delegate (wdabs cx, wdabs cy, ubyte b, bool state) dg); /** Add a mouse motion callback: delegate will be called for all motion events recieved by the * gui. */ void addMotionCallback (void delegate (wdabs cx, wdabs cy) dg); // FIXME: keyboard callback (letter only, for text input? Also used for setting keybindings though...) /** Remove all event callbacks on this widget (according to the delegate's .ptr). */ // Note: don't try to pass a reference and cast to void* in the function; it's a different address. void removeCallbacks (void* frame); } /************************************************************************************************* * Interface for (child) widgets, i.e. all widgets other than the manager. * * A widget is a region of a GUI window which handles rendering and user-interaction for itself * and is able to communicate with its manager and child widgets as necessary. (Passing widgets * a reference to their parent has not been found useful.) * * If a widget is to be creatable by IWidgetManager.makeWidget, it must be listed in the * createWidget module, and have a constructor of the following form. It should also update it's * creation data if necessary, either when changed or when saveChanges() is called, using * IWidgetManager.setData(). * It should use Ddoc to explain what initialization data is used. * ---------------------------------- * /++ Constructor for a ... widget. * + * + Widget uses the initialisation data: * + [widgetID, x, y] * + where x is ... and y is ... +/ * this (IWidgetManager mgr, WidgetData data); * * /// The CTOR may take an IContent reference: * this (IWidgetManager mgr, WidgetData data, IContent content); * ---------------------------------- * Where mgr is the widget manager and data is * initialisation data. The method should throw a WidgetDataException (created without * parameters) if the data has wrong length or is otherwise invalid. * * A parent widget is responsible for setting the size of its children widgets, however it must * satisfy their minimal sizes as available from minWidth() and minHeight(). setWidth() and * setHeight() are called on all widgets after creation. *************************************************************************************************/ //NOTE: add another this() without the data for default initialization, for the GUI editor? interface IChildWidget : IWidget { //BEGIN Load and save /** When this is called, if the widget has any changed data to save it should call * IWidgetManager.setData (id, data) to set it and return true. Otherwise it should return * false. * * If the widget has subwidgets, it should also be recursively called on these (passing their * ids). */ bool saveChanges (widgetID id); /** Called when the renderer is changed (at least when the changes affect dimensions). * Also called after widget creation, before any other methods are called. * * Returns: true when widget's dimensions (may) have changed. * * Should be propegated down to all child widgets. */ bool rendererChanged (); /+ Use when widget editing is available? Requires widgets to know their parents. /** Called when a child widget's size has changed. * * Should be propegated up to parents. */ void childChanged (); +/ //END Load and save //BEGIN Size and position /** is the width / height resizable? * * If not, the widget has fixed dimensions equal the output of getMinimalSize. */ bool isWSizable (); bool isHSizable (); /// ditto /** The minimal size the widget could be shrunk to (or its fixed size). * * Takes into account child-widgets and any other contents. */ wdim minWidth (); wdim minHeight (); /// ditto /** Get the current size of the widget. * * Deprecated: is it needed now? */ deprecated void getCurrentSize (out wdim w, out wdim h); /** Used to adjust the size. * * Params: * nw/nh = The new width/height * dir = Direction to resize from. This is only really applicable to layout widgets. * It must be either -1 (start resizing from highest row/col index, decreasing the * index as necessary), or +1 (resize from the lowest index, i.e. 0). * Most widgets can simply ignore it. * * If called with dimensions less than minWidth/minHeight return: the widget may set its size * to either the dimension given or its minimal dimension (even though this is larger). If the * larger size is set, events won't be received in the extra area. FIXME: sort out rendering. * Otherwise, the dimensions should always be set exactly. * * setPosition must be called after calling either setWidth or setHeight. */ void setWidth (wdim nw, int dir); void setHeight (wdim nh, int dir); /// ditto /** Set the current position (i.e. called on init and move). */ void setPosition (wdim x, wdim y); //END Size and position //BEGIN Events /** Recursively scan the widget tree to find the widget under (x,y). * * If called on a widget, that widget should assume the location is over itself, and so should * either return itself or the result of calling getWidget on the appropriate child widget. * * In the case of Window this may not be the case; it should check and return null if not under * (x,y). * * Note: use global coordinates (x,y) not coordinates relative to the widget. */ IChildWidget getWidget (wdim x, wdim y); /** Receive a mouse click event. * * See mde.input.input.Input.MouseClickCallback for parameters. However, cx and cy are adjusted * to the Widget's local coordinates. * * Widget may assume coordinates are on the widget (caller must check). */ void clickEvent (wdabs cx, wdabs cy, ubyte b, bool state); //END Events /** Draw, using the stored values of x and y. * * Maybe later enforce clipping of all sub-widget drawing, particularly for cases where only * part of the widget is visible: scroll bars or a hidden window. */ void draw (); }