1
0
Fork 0

Canvas: Basic GUI API and API cleanup

This commit is contained in:
Thomas Geymayer 2012-08-02 01:14:18 +02:00
parent eda3232dc4
commit 20c6d48ee7
3 changed files with 163 additions and 78 deletions

View file

@ -0,0 +1,64 @@
# PropertyElement
# ==============================================================================
# Baseclass for all property controlled elements/objects
#
var PropertyElement = {
# Constructor
#
# @param node Node to be used for element or vector [parent, type] for
# creation of a new node with name type and given parent
# @param id ID/Name (Should be unique)
new: func(node, id)
{
if( typeof(node) == 'vector' )
var node = _createNodeWithIndex(node[0], node[1]);
else
var node = aircraft.makeNode(node);
if( !isa(node, props.Node) )
return debug.warn("Not a props.Node!");
var m = {
parents: [PropertyElement],
_node: node
};
if( id != nil )
m.set("id", id);
return m;
},
# Destructor (has to be called manually!)
del: func()
{
me._node.remove();
},
set: func(key, value)
{
me._node.getNode(key, 1).setValue(value);
return me;
},
setBool: func(key, value)
{
me._node.getNode(key, 1).setBoolValue(value);
return me;
},
setDouble: func(key, value)
{
me._node.getNode(key, 1).setDoubleValue(value);
return me;
},
setInt: func(key, value)
{
me._node.getNode(key, 1).setIntValue(value);
return me;
},
get: func(key, default = nil)
{
var node = me._node.getNode(key);
if( node != nil )
return node.getValue();
else
return default;
}
};

View file

@ -3,6 +3,8 @@
#
var _createNodeWithIndex = func(node, path, min_index = 0)
{
var node = aircraft.makeNode(node);
# TODO do we need an upper limit? (50000 seems already seems unreachable)
for(var i = min_index; i < 50000; i += 1)
{
@ -161,61 +163,20 @@ var Transform = {
var Element = {
# Constructor
#
# @param parent Parent node (In the property tree)
# @param type Type string (Used as node name)
# @param node Node to be used for element or vector [parent, type] for
# creation of a new node with name type and given parent
# @param id ID/Name (Should be unique)
new: func(parent, type, id)
new: func(node, id)
{
# arg can contain the node to be used instead of creating a new one
var args = _arg2valarray(arg);
if( size(args) == 1 )
{
var node = args[0];
if( !isa(node, props.Node) )
return debug.warn("Not a props.Node!");
}
else
var node = _createNodeWithIndex(parent, type);
var m = { parents: [PropertyElement.new(node, id), Element] };
var m = {
parents: [Element],
_node: node,
_center: [
node.getNode("center[0]"),
node.getNode("center[1]")
]
};
if( id != nil )
m._node.getNode("id", 1).setValue(id);
m._center = [
m._node.getNode("center[0]"),
m._node.getNode("center[1]")
];
return m;
},
# Destructor (has to be called manually!)
del: func()
{
me._node.remove();
},
set: func(key, value)
{
me._node.getNode(key, 1).setValue(value);
return me;
},
setBool: func(key, value)
{
me._node.getNode(key, 1).setBoolValue(value);
return me;
},
setDouble: func(key, value)
{
me._node.getNode(key, 1).setDoubleValue(value);
return me;
},
setInt: func(key, value)
{
me._node.getNode(key, 1).setIntValue(value);
return me;
},
# Trigger an update of the element
#
# Elements are automatically updated once a frame, with a delay of one frame.
@ -342,17 +303,9 @@ var Element = {
# Class for a group element on a canvas
#
var Group = {
new: func(parent, id, type = "group")
new: func(node, id)
{
# special case: if called from #getElementById the third argument is the
# existing node so we need to rearange the variables a bit.
if( typeof(type) != "scalar" )
{
var arg = [type];
var type = "group";
}
return { parents: [Group, Element.new(parent, type, id, arg)] };
return { parents: [Group, Element.new(node, id)] };
},
# Create a child of given type with specified id.
# type can be group, text
@ -366,7 +319,7 @@ var Group = {
return nil;
}
return factory(me._node, id);
return factory([me._node, type], id);
},
# Get first child with given id (breadth-first search)
#
@ -387,13 +340,8 @@ var Group = {
{
var node_id = node.getNode("id");
if( node_id != nil and node_id.getValue() == id )
return me._element_factories[ node.getName() ]
(
nil,
nil,
# use the existing node
node
);
# Create element from existing node
return me._element_factories[ node.getName() ](node, nil);
}
foreach(var c; node.getChildren())
@ -419,9 +367,9 @@ var Group = {
# which automatically get projected according to the specified projection.
#
var Map = {
new: func(parent, id)
new: func(node, id)
{
return { parents: [Map, Group.new(parent, id, "map", arg)] };
return { parents: [Map, Group.new(node, id)] };
}
# TODO
};
@ -431,11 +379,9 @@ var Map = {
# Class for a text element on a canvas
#
var Text = {
new: func(parent, id)
new: func(node, id)
{
var m = {
parents: [Text, Element.new(parent, "text", id, arg)]
};
var m = { parents: [Text, Element.new(node, id)] };
m.color = _createColorNodes(m._node, "color");
m.color_fill = _createColorNodes(m._node, "color-fill");
return m;
@ -566,10 +512,10 @@ var Path = {
],
#
new: func(parent, id)
new: func(node, id)
{
var m = {
parents: [Path, Element.new(parent, "path", id, arg)],
parents: [Path, Element.new(node, id)],
_num_cmds: 0,
_num_coords: 0
};
@ -706,10 +652,10 @@ var Path = {
# Class for an image element on a canvas
#
var Image = {
new: func(parent, id)
new: func(node, id)
{
var m = {
parents: [Image, Element.new(parent, "image", id, arg)]
parents: [Image, Element.new(node, id)]
};
m.color_fill = _createColorNodes(m._node, "color-fill");
return m;
@ -786,7 +732,7 @@ var Canvas = {
# @param id Optional id/name for the group
createGroup: func(id = nil)
{
return Group.new(me.texture, id);
return Group.new([me.texture, "group"], id);
},
# Set the background color
#

75
Nasal/canvas/gui.nas Normal file
View file

@ -0,0 +1,75 @@
var Dialog = {
# Constructor
#
# @param size_dlg Dialog size ([width, height])
new: func(size_dlg, id = nil)
{
var m = {
parents: [Dialog, PropertyElement.new(["/sim/gui/canvas", "window"], id)]
};
m.setInt("size[0]", size_dlg[0]);
m.setInt("size[1]", size_dlg[1]);
return m;
},
# Create the canvas to be used for this dialog
#
# @return The new canvas
createCanvas: func()
{
var size_dlg = [
me.get("size[0]"),
me.get("size[1]")
];
me._canvas = new({
size: [2 * size_dlg[0], 2 * size_dlg[1]],
view: size_dlg,
placement: {
type: "window",
index: me._node.getIndex()
}
});
},
# Set an existing canvas to be used for this dialog
setCanvas: func(canvas_)
{
if( !isa(canvas_, canvas.Canvas) )
return debug.warn("Not a canvas.Canvas");
canvas_.addPlacement({type: "window", index: me._node.getIndex()});
me['_canvas'] = canvas_;
},
# Get the displayed canvas
getCanvas: func()
{
return me['_canvas'];
},
setPosition: func(x, y)
{
me.setInt("x", x);
me.setInt("y", y);
},
move: func(x, y)
{
me.setInt("x", me.get("x", 0) + x);
me.setInt("y", me.get("y", 0) + y);
},
# Raise to top of window stack
raise: func()
{
me.setBool("raise-top", 1);
}
};
var Event = {
PUSH: 1,
RELEASE: 2,
DRAG: 8,
MOVE: 16,
SCROLL: 512,
LEFT_MOUSE_BUTTON: 1,
MIDDLE_MOUSE_BUTTON: 2,
RIGHT_MOUSE_BUTTON: 4
};