b1f07a5170e83261c565db63da8b1df8c38f7aaa
1 # This file is part of NIT ( http://www.nitlanguage.org ).
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
7 # http://www.apache.org/licenses/LICENSE-2.0
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
15 # Portable UI controls from mobiles apps
21 import linux
::ui
is conditional
(linux
)
22 import android
::ui
is conditional
(android
)
23 import ios
::ui
is conditional
(ios
)
28 # The current `Window` of this activity
30 # This attribute is set by `push_window`.
31 var window
: Window is noinit
33 # Make `window` visible and push it on the top of the `window_stack`
35 # This method can be called at any times while the app is active.
36 fun push_window
(window
: Window)
38 window_stack
.add window
43 # Pop the current `window` from the stack and show the previous one
45 # Require: `window_stack.not_empty`
48 assert window_stack
.not_empty
50 window
= window_stack
.last
54 # Stack of active windows
55 var window_stack
= new Array[Window]
59 var window
= root_window
63 redef fun on_resume
do window
.on_resume
65 redef fun on_pause
do window
.on_pause
67 redef fun on_stop
do window
.on_stop
69 redef fun on_restore_state
do window
.on_restore_state
71 redef fun on_save_state
do window
.on_save_state
74 # Hook to create the first window shown to the user
76 # By default, a `Window` is created, which can be refined to customize it.
77 # However, most apps should refine this method to return a different window,
78 # this way the app can have more than one window.
79 fun root_window
: Window do return new Window
81 # An event created by an `AppComponent` and sent to `AppObserver`s
85 # Observer of `AppEvent`s raised by `AppComponent`s
87 # Notification of `event` raised by `sender`
89 # To be implemented in subclasses as needed.
90 fun on_event
(event
: AppEvent) do end
93 redef class AppComponent
96 # All `AppObserver` notified of events raised by `self`
98 # By default, only `self` is an observer.
99 # Any other `AppObserver` can be added to this collection.
100 var observers
= new HashSet[AppObserver].from
([self: AppObserver])
102 # Propagate `event` to all `observers` by calling `AppObserver::on_event`
103 fun notify_observers
(event
: AppEvent)
105 for observer
in observers
do
106 observer
.on_event
(event
)
111 # A control implementing the UI
115 # Direct parent `Control` in the control tree
117 # The parents (direct and indirect) receive all events from `self`,
118 # like the `observers`.
120 # If `null` then `self` is at the root of the tree, or not yet attached.
121 var parent
: nullable CompositeControl = null is private writable(set_parent
)
123 # Direct parent `Control` in the control tree
125 # The parents (direct and indirect) receive all events from `self`,
126 # like the `observers`.
128 # Setting `parent` calls `remove` on the old parent and `add` on the new one.
129 fun parent
=(parent
: nullable CompositeControl)
131 var old_parent
= self.parent
132 if old_parent
!= null and old_parent
!= parent
then
133 old_parent
.remove
self
136 if parent
!= null then parent
.add
self
141 # Also notify the parents (both direct and indirect)
142 redef fun notify_observers
(event
)
154 # A `Control` grouping other controls
155 class CompositeControl
158 # Child controls composing this control
159 protected var items
= new Array[Control]
161 # Add `item` as a child of `self`
162 protected fun add
(item
: Control) do items
.add item
164 # Remove `item` from `self`
165 fun remove
(item
: Control) do if has
(item
) then items
.remove item
167 # Is `item` in `self`?
168 fun has
(item
: Control): Bool do return items
.has
(item
)
170 # Remove all items from `self`
171 fun clear
do for item
in items
.to_a
do remove item
173 redef fun on_create
do for i
in items
do i
.on_create
175 redef fun on_resume
do for i
in items
do i
.on_resume
177 redef fun on_pause
do for i
in items
do i
.on_pause
179 redef fun on_stop
do for i
in items
do i
.on_stop
181 redef fun on_restore_state
do for i
in items
do i
.on_restore_state
183 redef fun on_save_state
do for i
in items
do i
.on_save_state
186 # A window, root of the `Control` tree
188 # Each window should hold a single control, usually a `CompositeControl`,
189 # which in turn holds all the displayed controls.
191 super CompositeControl
193 # Should the back button be shown and used to go back to a previous window?
194 fun enable_back_button
: Bool do return app
.window_stack
.length
> 1
196 # The back button has been pressed, usually to open the previous window
197 fun on_back_button
do app
.pop_window
200 # A visible `Control`
204 # Is this control enabled so the user can interact with it?
206 # By default, or if set to `null`, the control is enabled.
207 var enabled
: nullable Bool is writable, abstract, autoinit
210 # A control displaying some `text`
212 # For a text-only control, see `Label`.
213 abstract class TextView
216 # Main `Text` of this control
218 # By default, or if set to `null`, no text is shown.
219 var text
: nullable Text is writable, abstract, autoinit
221 # Set the relative size of the text
223 # A value of 1.0, the default, use the platform default text size.
224 # Values under 1.0 set a smaller text size, and over 1.0 a larger size.
226 # Implementation varies per platform, and some controls may be unaffected
227 # depending on the customization options of each platform.
228 # For consistent results, it is recommended to use only on instances
229 # of `Label` and `size` should be either 0.5, 1.0 or 1.5.
230 fun size
=(size
: nullable Float) is autoinit
do end
232 # Align the text horizontally
234 # Use 0.0 to align left (the default), 0.5 to align in the center and
235 # 1.0 to align on the right.
237 # Implementation varies per platform, and some controls may be unaffected
238 # depending on the customization options of each platform.
239 # For consistent results, it is recommended to use only on instances
240 # of `Label` and `size` should be either 0.0, 0.5 or 1.0.
241 fun align
=(align
: nullable Float) is autoinit
do end
244 # A control for the user to enter custom `text`
248 # Hide password or any content entered in this view?
249 var is_password
: nullable Bool is writable
252 # A pressable button, raises `ButtonPressEvent`
257 # A simple text label
262 # Toggle control between two states, also displays a label
266 # Is this control in the checked/on state?
267 var is_checked
= false is writable
270 # Event sent from a `VIEW`
274 # The `VIEW` that raised this event
277 # Type of the `sender`
281 # A `Button` press event
282 class ButtonPressEvent
285 redef type VIEW: Button
288 # The `CheckBox` `sender` has been toggled
292 redef type VIEW: CheckBox
295 # A layout to visually organize `Control`s
296 abstract class Layout
298 super CompositeControl
301 # An horizontal linear organization
302 class HorizontalLayout
306 # A vertical linear organization
311 # Scrollable list of views in a simple list
314 super CompositeControl
318 # Open the URL `self` with the default browser
319 fun open_in_browser
do print_error
"Text::open_in_browser not implemented on this platform."