USING: ui.gadgets ui.render ui.text ui.text.private ui.gestures ui.backend help.markup help.syntax models opengl sequences 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: grab-input { $values { "gadget" gadget } } { $description "Sets the " { $link world } " containing " { $snippet "gadget" } " to grab mouse and keyboard input while focused." } { $notes "Normal mouse gestures may not be available while input is grabbed." } ; HELP: ungrab-input { $values { "gadget" gadget } } { $description "Sets the " { $link world } " containing " { $snippet "gadget" } " not to grab mouse and keyboard input while focused." } ; { grab-input ungrab-input } related-words 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 { "gadget" gadget } { "seq" "a new sequence" } } { $description "If the gadget 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 "layers" } " - a sequence of glass panes 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. See " { $link "ui.gadgets.glass" } "." } { { $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 "status-owner" } " - the gadget that displayed the most recent status message." } { { $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 used by the " { $link font-renderer } "." } { { $snippet "grab-input?" } " - if set to " { $link t } ", the world will hide the mouse cursor and disable normal mouse input while focused. Use " { $link grab-input } " and " { $link ungrab-input } " to change this setting." } { { $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." } { { $snippet "window-controls" } " - the set of " { $link "ui.gadgets.worlds-window-controls" } " with which the world window was created." } } } ; HELP: { $values { "world-attributes" world-attributes } { "world" "a new " { $link world } } } { $description "Creates a new " { $link world } " or world subclass with the given attributes." } ; 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." } ; HELP: begin-world { $values { "world" world } } { $description "Called immediately after " { $snippet "world" } "'s OpenGL context has been created. The world's OpenGL context is current when this method is called." } ; HELP: end-world { $values { "world" world } } { $description "Called immediately before " { $snippet "world" } "'s OpenGL context is destroyed. The world's OpenGL context is current when this method is called." } ; HELP: resize-world { $values { "world" world } } { $description "Called when the window containing " { $snippet "world" } " is resized. The " { $snippet "loc" } " and " { $snippet "dim" } " slots of " { $snippet "world" } " will be updated with the world's new position and size. The world's OpenGL context is current when this method is called." } ; HELP: draw-world* { $values { "world" world } } { $description "Called when " { $snippet "world" } " needs to be redrawn. The world's OpenGL context is current when this method is called." } ; ARTICLE: "ui.gadgets.worlds-subclassing" "Subclassing worlds" "The " { $link world } " gadget can be subclassed, giving Factor code full control of the window's OpenGL context. The following generic words can be overridden to replace standard UI behavior:" { $subsection begin-world } { $subsection end-world } { $subsection resize-world } { $subsection draw-world* } "See the " { $vocab-link "spheres" } " and " { $vocab-link "bunny" } " demos for examples." ; 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. To take full control of the OpenGL context, see " { $link "ui.gadgets.worlds-subclassing" } "." { $subsection "ui-paint-coord" } { $subsection "ui.gadgets.worlds-subclassing" } { $subsection "gl-utilities" } { $subsection "text-rendering" } ;