these are just empty class files, but writing a basic description for each made me flesh out a lot of organisational aspects of what I am about to build now
110 lines
5 KiB
C++
110 lines
5 KiB
C++
/*
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LAYOUT-MANAGER.hpp - global timeline layout management and display control
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Copyright (C) Lumiera.org
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2016, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/** @file layout-manager.hpp
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** A core service of the timeline UI to ensure consistent display and layout
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** of all components within the timeline. The content of the timeline is organised
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** into several nested collections, possibly holding several thousand individual elements.
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** Together with the requirement to show media elements within a precisely defined, regular
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** time grid, this forces us to control various aspects of the layout and display style
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** manually, instead of letting the UI toolkit work out the details automatically. Note
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** especially that the typical UI toolkit is not prepared to handle such a high number of
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** individual elements smoothly. Even more so, when most of those elements are not even
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** visible most of the time. Unfortunately, doing a manual display forces us to perform
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** the task usually serviced by a table grid widget, that is, to keep flexible elements
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** aligned in columns or (as is the case here) in rows. Basically we split our display
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** horizontally, where the right part is just a custom drawing canvas. Consequently we
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** have to ensure all tracks are perfectly aligned between the track header pane and
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** the scrollable working space in the timeline body display.
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**
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** # Architecture
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**
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** A naive approach would have a global layout manager drill down into some model storage
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** and reach into the components to manipulate and adjust the layout to fit. Doing so can
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** be considered, since this links together details scattered all over the model into a
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** huge global process carried out at a single code location. Any further extension or
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** evolution of details of the UI presentation are bound to be worked into this core
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** global piece of code, which soon becomes brittle, hard to understand and generally
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** a liability and maintenance burden. We have seen this happen in numerous existing
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** code bases (and in fact even our own initial approach started to go down that route).
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** Thus we strive to break up the whole process of controlling the layout into several
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** local concerns, each of which can be made self contained. The backbone is formed by
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** a recursive collaboration between two abstractions (interfaces)
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** - the building blocks of the timeline expose the interface timeline::Element
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** - the global timeline widget implements a timeline::LayoutManager interface
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**
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** ## Display evaluation pass
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**
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** Whenever the layout of timeline contents has to be (re)established, we trigger a recursive
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** evaluation pass, which in fact is a tree walk. The layout manager creates a DisplayEvaluation
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** record, which is passed to the [Element's allocate function](Element::allocate). The element
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** in turn has the liability to walks its children and recursively initiate a nested evaluation
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** by invoking DisplayEvaluation::evaluateChild(Element), which in turn calls back to
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** LayoutManager::evaluate() to initiate a recursive evaluation pass. Within the recursively
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** created DisplayEvaluation elements, we are able to transport and aggregate information
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** necessary to give each element it' screen allocation. And this in turn allows us to
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** decide upon a suitable display strategy for each individual element.
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**
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** For this to work, the _element_ can not be the actual widget, since the result of this whole
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** process might be to create or retract an actual GTK widget. For this reason, the timeline
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** layout management relies on a _Presenter_ entity, which in turn controls a mostly passive
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** view -- our solution in fact relies on some flavour of the
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** [MVP pattern](https://en.wikipedia.org/wiki/Model%E2%80%93view%E2%80%93presenter) here.
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**
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** @todo WIP-WIP-WIP as of 12/2016
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**
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*/
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#ifndef GUI_TIMELINE_LAYOUT_MANAGER_H
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#define GUI_TIMELINE_LAYOUT_MANAGER_H
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#include "gui/gtk-base.hpp"
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//#include "lib/util.hpp"
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//#include <memory>
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//#include <vector>
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namespace gui {
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namespace timeline {
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/**
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* @todo WIP-WIP as of 12/2016
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*/
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class LayoutManager
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{
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public:
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LayoutManager ();
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~LayoutManager();
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private:/* ===== Internals ===== */
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};
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}}// namespace gui::timeline
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#endif /*GUI_TIMELINE_LAYOUT_MANAGER_H*/
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