Mercurial > projects > mde
view mde/content/Content.d @ 112:fe061009029d
EnumContent; log level can be selected from a popup list.
New EnumContent, with code to load translations in Items. Editable as an AStringContent.
Hacked OptionsMisc to use an EnumContent.
Implemented a EnumContentWidget providing a pop-up list to select from (still needs improving).
Moved IContent to its own module.
ContentExceptions thrown via WDCCheck now.
Fixed a small bug with reloading translations.
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Sat, 13 Dec 2008 12:54:43 +0000 |
parents | 6acd96f8685f |
children | 1b1e2297e2fc |
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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 − a few content classes. *************************************************************************************************/ module mde.content.Content; public import mde.content.IContent; import util = mde.util; debug { import tango.util.log.Log : Log, Logger; private Logger logger; static this () { logger = Log.getLogger ("mde.content.Content"); } } /** The base for $(I most) content classes. * * Includes generic callback support, toString implementation and symbol access. * * Derived classes should impement: * --- * this (char[] symbol, T val = /+ default value +/); * void opAssign (T val); // assign val, calling callbacks * T opCall (); // return value * alias opCall opCast; * --- */ class AContent : IContent { this (char[] symbol) { this.symbol = symbol; name_ = symbol; // provide a temporary name } void name (char[] name, char[] desc = null) { name_ = name; desc_ = desc; } /** Add a callback. Callbacks are called in the order added. */ EventContent addCallback (void delegate (AContent) cb) { this.cb ~= cb; return this; } /// ditto EventContent addCallback (void function (AContent) cb) { this.cb ~= util.toDg (cb); return this; } char[] toString (uint i) { return i == 0 ? "No value" : i == 1 ? name_ : i == 2 ? desc_ : null; } /// End of an event, e.g. a button release or end of an edit (calls callbacks). void endEvent () { foreach (dg; cb) dg (this); } final char[] symbol; // Symbol name for this content protected: char[] name_, desc_; // name and description void delegate (AContent) cb[]; } /** A generic way to handle a list of type IContent. */ class ContentList : AContent { this (char[] symbol, AContent[] list = null) { list_.length = list.length; foreach (i,c; list) list_[i] = c; super (symbol); } this (char[] symbol, AContent[char[]] l) { list_.length = l.length; size_t i; foreach (c; l) list_[i++] = c; super (symbol); } IContent[] list () { return list_; } protected: final IContent[] list_; } /** Created on errors to display and log a message. */ class ErrorContent : IContent { this (char[] msg) { this.msg = msg; } char[] toString (uint i) { return i == 0 ? msg : i == 1 ? "Error" : null; } protected: char[] msg; } /** A Content with no value but able to pass on an event. * * The point being that a button can be tied to one of these. */ alias AContent EventContent;