USING: ui.gadgets ui.render ui.gestures ui.backend help.markup help.syntax models opengl strings ; IN: ui.gadgets.worlds HELP: user-input { $values { "string" string } { "world" world } } { $description "Calls " { $link user-input* } " on every parent of the world's currently-focused child." } ; HELP: origin { $var-description "Within the dynamic extent of " { $link draw-world } ", holds the co-ordinate system origin for the gadget currently being drawn." } ; HELP: hand-world { $var-description "Global variable. The " { $link world } " containing the gadget at the mouse location." } ; HELP: set-title { $values { "string" string } { "world" world } } { $description "Sets the title bar of the native window containing the world." } { $notes "This word should not be called directly by user code. Instead, change the " { $snippet "title" } " slot model; see " { $link "models" } "." } ; HELP: select-gl-context { $values { "handle" "a backend-specific handle" } } { $description "Selects an OpenGL context to be the implicit destination for subsequent GL rendering calls. This word is called automatically by the UI before drawing a " { $link world } "." } ; HELP: flush-gl-context { $values { "handle" "a backend-specific handle" } } { $description "Ensures all GL rendering calls made to an OpenGL context finish rendering to the screen. This word is called automatically by the UI after drawing a " { $link world } "." } ; HELP: focus-path { $values { "world" world } { "seq" "a new sequence" } } { $description "If the top-level window containing the world has focus, outputs a sequence of parents of the currently focused gadget, otherwise outputs " { $link f } "." } { $notes "This word is used to avoid sending " { $link gain-focus } " gestures to a gadget which requests focus on an unfocused top-level window, so that, for instance, a text editing caret does not appear in this case." } ; HELP: world { $class-description "A gadget which appears at the top of the gadget hieararchy, and in turn may be displayed in a native window. Worlds have the following slots:" { $list { { $snippet "active?" } " - if set to " { $link f } ", the world will not be drawn. This slot is set to " { $link f } " if an error is thrown while drawing the world; this prevents multiple debugger windows from being shown." } { { $snippet "glass" } " - a glass pane in front of the primary gadget, used to implement behaviors such as popup menus which are hidden when the mouse is clicked outside the menu." } { { $snippet "title" } " - a string to be displayed in the title bar of the native window containing the world." } { { $snippet "status" } " - a " { $link model } " holding a string to be displayed in the world's status bar." } { { $snippet "focus" } " - the current owner of the keyboard focus in the world." } { { $snippet "focused?" } " - a boolean indicating if the native window containing the world has keyboard focus." } { { $snippet "fonts" } " - a hashtable mapping font instances to vectors of " { $link sprite } " instances." } { { $snippet "handle" } " - a backend-specific native handle representing the native window containing the world, or " { $link f } " if the world is not grafted." } { { $snippet "window-loc" } " - the on-screen location of the native window containing the world. The co-ordinate system here is backend-specific." } } } ; HELP: { $values { "gadget" gadget } { "title" string } { "status" model } { "world" "a new " { $link world } } } { $description "Creates a new " { $link world } " delegating to the given gadget." } ; HELP: find-world { $values { "gadget" gadget } { "world/f" { $maybe world } } } { $description "Finds the " { $link world } " containing the gadget, or outputs " { $link f } " if the gadget is not grafted." } ; HELP: draw-world { $values { "world" world } } { $description "Redraws a world." } { $notes "This word should only be called by the UI backend. To force a gadget to redraw from user code, call " { $link relayout-1 } "." } ; HELP: find-gl-context { $values { "gadget" gadget } } { $description "Makes the OpenGL context of the gadget's containing native window the current OpenGL context." } { $notes "This word should be called from " { $link graft* } " and " { $link ungraft* } " methods which need to allocate and deallocate OpenGL resources, such as textures, display lists, and so on." } ; ARTICLE: "ui-paint-custom" "Implementing custom drawing logic" "The UI uses OpenGL to render gadgets. Custom rendering logic can be plugged in with the " { $link "ui-pen-protocol" } ", or by implementing a generic word:" { $subsection draw-gadget* } "Custom drawing code has access to the full OpenGL API in the " { $vocab-link "opengl" } " vocabulary." $nl "Gadgets which need to allocate and deallocate OpenGL resources such as textures, display lists, and so on, should perform the allocation in the " { $link graft* } " method, and the deallocation in the " { $link ungraft* } " method. Since those words are not necessarily called with the gadget's OpenGL context active, a utility word can be used to find and make the correct OpenGL context current:" { $subsection find-gl-context } "OpenGL state must not be altered as a result of drawing a gadget, so any flags which were enabled should be disabled, and vice versa." { $subsection "ui-paint-coord" } { $subsection "gl-utilities" } { $subsection "text-rendering" } ;