/usr/include/Eris-1.3/Eris/UIFactory.h is in liberis-1.3-dev 1.3.23-6ubuntu1.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 | #ifndef ERIS_UI_FACTORY_H
#define ERIS_UI_FACTORY_H
#include <Atlas/Message/Element.h>
#include <sigc++/object.h>
#include <sigc++/signal.h>
#include <list>
namespace Atlas {
namespace Objects {
namespace Operation {
class Create;
}
namespace Entity {
class UIEntity;
class Frame;
class Slot;
}
}
}
namespace Eris { namespace UI {
// Element is a virtual class because we expect to
// get an inheritance hierarchy like:
//
// Element
// | |
// FrameElement MyElement
// | |
// MyFrameElement
//
// where MyElement and MyFrameElement are classes
// in client-side bindings. There should only be
// one Element instance in MyFrameElement, so
// we want children of Element to inherit
// virtually.
/// an instantiated dialog element
class Element
{
public:
virtual ~Element() {}
// implementations of this function should emit PropertiesChanged for
// valid properties
virtual void setProperties(const Atlas::Message::Element::MapType&) = 0;
void setProperty(const std::string& name, const Atlas::Message::Element& arg)
{
Atlas::Message::Element::MapType map;
map[name] = arg;
setProperties(map);
}
SigC::Signal1<void,const Atlas::Message::Element::MapType&> PropertiesChanged;
};
class SlotElement : public Element, virtual public SigC::Object
{
public:
virtual void action(const Atlas::Message::Element::MapType&) = 0;
};
class FrameElement : virtual public Element
{
public:
~FrameElement()
{
for(SlotList::iterator I = _list.begin(); I!= _list.end(); ++I)
delete *I;
}
virtual void pack(Element*) = 0;
void packSlot(SlotElement* slot) {_list.push_back(slot);}
private:
typedef std::list<SlotElement*> SlotList;
SlotList _list;
};
class Bindings;
class Factory
{
public:
class BaseGen
{
public:
virtual ~BaseGen() {}
virtual Element* create(const Atlas::Message::Element::MapType&) = 0;
};
template<class E>
class Gen : public BaseGen
{
public:
virtual Element* create(const Atlas::Message::Element::MapType& attrs)
{return E(attrs);}
};
Factory(const std::string& id, BaseGen* gen)
: _id(id), _gen(gen), _persistent(true), _refcount(1)
{_id_list.push_back(id);}
virtual ~Factory() {if(_persistent && _gen) delete _gen;}
typedef std::map<std::string,Element*> IDMap;
// create a dialog element
virtual Element* create(IDMap&) const;
// create a new factory
virtual Factory* parse(const Atlas::Message::Element::MapType&, const Bindings&) const;
void ref() {++_refcount;}
void unref() {if(--_refcount == 0) delete this;}
bool unique() const {return _refcount == 1;}
bool persistent() const {return _persistent;}
const std::string& id() const {return _id;}
protected:
typedef std::list<std::string> IDList;
Factory(const Atlas::Objects::Entity::UIEntity&, const std::string&,
const IDList&, const Atlas::Message::Element::MapType&, BaseGen*);
const Atlas::Message::Element::MapType& attrs() const {return _attrs;}
const IDList& idlist() const {return _id_list;}
BaseGen* gen() const {return _gen;}
private:
Factory(const Factory&);
Factory& operator=(const Factory&);
std::string _id;
IDList _id_list; // _id plus all parent ids, for use in connecting slots
BaseGen* _gen;
bool _persistent; // factories not created by the server
unsigned long _refcount;
Atlas::Message::Element::MapType _attrs;
};
// factory for children of Atlas::Objects::Entity::Frame
class FrameFactory : public Factory
{
public:
class BaseGen
{
public:
virtual ~BaseGen() {}
virtual FrameElement* create(const std::string& valign,
const std::string& halign, const std::string& rel_pos,
const Atlas::Message::Element::MapType&) = 0;
};
template<class FE>
class Gen : public BaseGen
{
public:
virtual FrameElement* create(const std::string& valign,
const std::string& halign, const std::string& rel_pos,
const Atlas::Message::Element::MapType& attrs)
{return new FE(valign, halign, rel_pos, attrs);}
};
FrameFactory(BaseGen* gen) : Factory("frame", 0), _valign("center"),
_halign("center"), _rel_pos("right"), _gen(gen) {}
virtual ~FrameFactory();
virtual Element* create(IDMap&) const;
virtual Factory* parse(const Atlas::Message::Element::MapType&, const Bindings&) const;
private:
FrameFactory(const Atlas::Objects::Entity::Frame&, const IDList&,
const Bindings&, const Atlas::Message::Element::MapType&, BaseGen*);
std::string _valign, _halign, _rel_pos;
typedef std::list<Factory*> ChildList;
ChildList _children;
BaseGen* _gen;
};
class SlotFactory : public Factory
{
public:
// for the base slot classes
SlotFactory(const std::string& id, BaseGen* gen) : Factory(id, gen) {}
virtual Element* create(IDMap&) const;
virtual Factory* parse(const Atlas::Message::Element::MapType&, const Bindings&) const;
const Atlas::Message::Element::ListType& target() const {return _target;}
private:
SlotFactory(const Atlas::Objects::Entity::Slot&, const IDList&,
const Atlas::Message::Element::MapType&, BaseGen*);
Atlas::Message::Element::ListType _target;
};
/// the dialog generator/handler
class Bindings
{
public:
Bindings();
virtual ~Bindings();
void parse(const Atlas::Message::Element&);
/// purge all server-generated classes
void clear();
Factory* findFactory(const Atlas::Message::Element& id) const
{
return id.isString() ? findFactory(id.asString()) : 0;
}
Factory* findFactory(const std::string& id) const
{
FactoryMap::const_iterator I = _factory_map.find(id);
return (I != _factory_map.end()) ? I->second : 0;
}
bool bind(Factory* f) {return _factory_map.insert(
FactoryMap::value_type(f->id(), f)).second;}
// a trick to get reasonable syntax for the interface,
// e.g. Bind<Foo>(bindings).slot("foo");
template<class C>
friend struct Bind
{
public:
Bind(Bindings& b) : _b(b) {}
bool slot(const std::string& id)
{return _b.bind(new SlotFactory(id, new SlotFactory::Gen<C>()));}
bool element(const std::string& id)
{return _b.bind(new Factory(id, new Factory::Gen<C>()));}
bool frame()
{return _b.bind(new FrameFactory(new FrameFactory::Gen<C>()));}
private:
Bindings& _b;
};
// put an Element on the screen as a dialog
virtual void display(Element*, const std::string& id) = 0;
virtual void createConsoleElement(const Atlas::Objects::Entity::UIEntity&) = 0;
private:
typedef std::map<std::string,Factory*> FactoryMap;
FactoryMap _factory_map;
};
}} // namespace Eris::UI
#endif
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