ui/window_manager.go
Noah Petherbridge 07cefb6499 Menus and Menu Bars
* New and completed widgets: Menu, MenuButton and MenuBar.
* MenuButton is a kind of Button that opens a popup Menu when clicked.
* MenuBar is a container of buttons designed to be attached to the top
  of an application window ("File, Edit, View, Help")
* Supervisor manages the popup menus with its new concept of a Modal
  Widget. Modal widgets take exclusive event priority for all mouse and
  key events. The pop-up menu is a modal window, which means you must
  click an option inside the menu OR clicking outside the menu will
  close it and eat your click event (widgets outside the modal don't
  receive events, but the modal itself gets an event that you've done
  this).
2020-06-04 00:50:23 -07:00

191 lines
4.5 KiB
Go

package ui
import (
"errors"
"fmt"
"git.kirsle.net/go/render"
)
/*
window_manager.go holds data types and Supervisor methods related to the
management of ui.Window widgets.
*/
// Window button options. OR these together in a call to Window.SetButtons().
const (
CloseButton = 0x01
// NOTICE: MaximizeButton behavior is currently buggy, window doesn't
// redraw itself at the new size properly.
MaximizeButton = 0x02
// Minimize button has no default behavior attached; you can bind it with
// window.Handle(MinimizeWindow) to set your own event handler.
MinimizeButton = 0x04
)
// FocusedWindow is a doubly-linked list of recently focused Windows, with
// the current and most-recently focused on top. TODO make not exported.
type FocusedWindow struct {
window *Window
prev *FocusedWindow
next *FocusedWindow
}
// String of the FocusedWindow returns the underlying Window's String().
func (fw FocusedWindow) String() string {
return fw.window.String()
}
// Print the structure of the linked list from top to bottom.
func (fw *FocusedWindow) Print() {
var (
node = fw
i = 0
)
for node != nil {
fmt.Printf("[%d] window=%s prev=%s next=%s\n",
i, node.window, node.prev, node.next,
)
node = node.next
i++
}
}
// addWindow installs a Window into the supervisor to be managed. It is called
// by ui.Window.Supervise() and the newly added window becomes the focused
// one by default at the top of the linked list.
func (s *Supervisor) addWindow(win *Window) {
// Record in the window that it is managed by Supervisor, useful to control
// event propagation to non-focused windows.
win.managed = true
if s.winFocus == nil {
// First window added.
s.winFocus = &FocusedWindow{
window: win,
}
s.winTop = s.winFocus
s.winBottom = s.winFocus
win.SetFocus(true)
} else {
// New window, make it the top one.
oldTop := s.winFocus
s.winFocus = &FocusedWindow{
window: win,
next: oldTop,
}
oldTop.prev = s.winFocus
oldTop.window.SetFocus(false)
win.SetFocus(true)
}
}
// FocusWindow brings the given window to the top of the supervisor's focus.
//
// The window must have previously been added to the supervisor's Window Manager
// by calling the Supervise() method of the window.
func (s *Supervisor) FocusWindow(win *Window) error {
if s.winFocus == nil {
return errors.New("no windows managed by supervisor")
}
// If the top window is already the target, return.
if s.winFocus.window == win {
return nil
}
// Find the window in the linked list.
var (
item = s.winFocus // item as we iterate the list
oldTop = s.winFocus // original first item in the list
target *FocusedWindow // identified target window to raise
newBottom *FocusedWindow // if the target was the bottom, this is new bottom
i = 0
)
for item != nil {
if item.window == win {
// Found it!
target = item
// Is it the last window in the list? Record the new bottom node.
if item.next == nil && item.prev != nil {
newBottom = item.prev
}
// Remove it from its position in the linked list. Join its
// previous and next nodes to bridge the gap.
if item.next != nil {
item.next.prev = item.prev
}
if item.prev != nil {
item.prev.next = item.next
}
break
}
item = item.next
i++
}
// Found it?
if target != nil {
// Put the target at the top of the list, pointing to the old top.
target.next = oldTop
target.prev = nil
oldTop.prev = target
s.winFocus = target
// Fix the top and bottom pointers.
s.winTop = s.winFocus
if newBottom != nil {
s.winBottom = newBottom
}
// Toggle the focus states.
oldTop.window.SetFocus(false)
target.window.SetFocus(true)
}
return nil
}
// IsPointInWindow returns whether the given Point overlaps with a window managed
// by the Supervisor.
func (s *Supervisor) IsPointInWindow(point render.Point) bool {
node := s.winFocus
for node != nil {
if point.Inside(AbsoluteRect(node.window)) && !node.window.hidden {
return true
}
node = node.next
}
return false
}
// CloseAllWindows closes all open windows being managed by supervisor.
// Returns the number of windows closed.
func (s *Supervisor) CloseAllWindows() int {
var (
node = s.winFocus
i = 0
)
for node != nil {
i++
node.window.Hide()
node = node.next
}
return i
}
// presentWindows draws the windows from bottom to top.
func (s *Supervisor) presentWindows(e render.Engine) {
item := s.winBottom
for item != nil {
item.window.Compute(e)
item.window.Present(e, item.window.Point())
item = item.prev
}
}