SVViewersOnSceneImpl.mesa
Copyright © 1986 by Xerox Corporation. All rights reserved.
Last edited by Bier on February 2, 1987 7:04:43 pm PST
Contents: Procedures that operate on a set of viewers, namely those (Split) viewers that are looking at the same Solidviews scene.
DIRECTORY
FileNames, Imager, Labels, Menus, Rope, SVFiles, SVInterfaceTypes, SVScene, SVSceneTypes, SVViewersOnScene, SVEvent, SVWindow, ViewerClasses, ViewerOps;
SVViewersOnSceneImpl:
CEDAR
PROGRAM
IMPORTS FileNames, Labels, Rope, SVFiles, SVScene, SVEvent, SVWindow, ViewerOps
EXPORTS SVViewersOnScene =
BEGIN
ArtworkToolData: TYPE = SVInterfaceTypes.ArtworkToolData;
Slice: TYPE = SVSceneTypes.Slice;
EditToolData: TYPE = SVInterfaceTypes.EditToolData;
MouseButton: TYPE = Menus.MouseButton;
Scene: TYPE = SVSceneTypes.Scene;
ScratchpadData: TYPE = SVInterfaceTypes.ScratchpadData;
Viewer: TYPE = ViewerClasses.Viewer;
ViewerCell: TYPE = REF ViewerCellObj;
ViewerCellObj: TYPE = SVInterfaceTypes.ViewerCellObj;
SVData: TYPE = SVInterfaceTypes.SVData;
ViewerProc: TYPE = SVViewersOnScene.ViewerProc;
ViewerAssemblyProc: TYPE = SVViewersOnScene.ViewerAssemblyProc;
PaintSceneAllViewers:
PUBLIC
PROC [paintAction:
ATOM, editToolData: EditToolData, scene: Scene, remake: SVWindow.ForegroundParts ← none, backgndOK:
BOOL ← FALSE, edited:
BOOL ← TRUE, okToClearFeedback:
BOOL ← TRUE] = {
svData: SVData;
success: BOOL;
viewerCell: ViewerCell;
IF edited THEN SceneNewVersionInternal[editToolData, scene];
[viewerCell, success] ← FindSceneInAllViewers[scene, editToolData.allViewers];
IF
NOT success
THEN
ERROR;
Draw the first viewer if there is one.
IF viewerCell.viewersOnScene = NIL THEN RETURN;
svData ← NARROW[viewerCell.viewersOnScene.data];
SVWindow.RestoreScreenAndInvariants[paintAction, svData, remake, backgndOK, edited, okToClearFeedback];
Draw the rest (remember they are linked in a ring)
IF viewerCell.viewersOnScene.link = NIL THEN RETURN;
FOR list: Viewer ← viewerCell.viewersOnScene.link, list.link
UNTIL list = viewerCell.viewersOnScene
DO
svData ← NARROW[list.data];
SVWindow.RestoreScreenAndInvariants[paintAction, svData, remake, backgndOK, edited, okToClearFeedback];
ENDLOOP;
};
UpdateAllHeaders:
PUBLIC
PROC [svData: SVData, scene: Scene] = {
Loops through split viewers updating headers.
viewerCell: ViewerCell;
firstViewer: Viewer;
success: BOOL;
editToolData: EditToolData ← NARROW[svData.editToolData];
[viewerCell, success] ← FindSceneInAllViewers [scene, editToolData.allViewers];
IF NOT success THEN ERROR;
firstViewer ← viewerCell.viewersOnScene;
SVEvent.UpdateHeader[scene.name, NARROW[firstViewer.data]];
FOR viewerList: Viewer ← firstViewer.link, viewerList.link
UNTIL viewerList =
NIL
OR viewerList = firstViewer
DO
SVEvent.UpdateHeader[scene.name, NARROW[viewerList.data]];
ENDLOOP;
};
SceneNewVersionInternal:
PUBLIC
PROC [editToolData: EditToolData, scene: Scene] = {
Loops through split viewers updating headers.
viewerCell: ViewerCell;
firstViewer: Viewer;
success: BOOL;
[viewerCell, success] ← FindSceneInAllViewers [scene, editToolData.allViewers];
IF NOT success THEN ERROR;
firstViewer ← viewerCell.viewersOnScene;
SVEvent.NewVersion[firstViewer];
FOR viewerList: Viewer ← firstViewer.link, viewerList.link
UNTIL viewerList =
NIL
OR viewerList = firstViewer
DO
SVEvent.NewVersion[viewerList];
ENDLOOP;
};
SceneNewVersion:
PUBLIC
PROC [svData: SVData] = {
Loops through split viewers updating headers.
viewerCell: ViewerCell;
scene: Scene ← svData.scene;
firstViewer: Viewer;
success: BOOL;
editToolData: EditToolData ← NARROW[svData.editToolData];
[viewerCell, success] ← FindSceneInAllViewers [scene, editToolData.allViewers];
IF NOT success THEN ERROR;
firstViewer ← viewerCell.viewersOnScene;
SVEvent.NewVersion[firstViewer];
FOR viewerList: Viewer ← firstViewer.link, viewerList.link
UNTIL viewerList =
NIL
OR viewerList = firstViewer
DO
SVEvent.NewVersion[viewerList];
ENDLOOP;
};
SceneOldVersion:
PUBLIC
PROC [svData: SVData, scene: Scene] = {
Loops through split viewers updating headers.
viewerCell: ViewerCell;
firstViewer: Viewer;
success: BOOL;
editToolData: EditToolData ← NARROW[svData.editToolData];
[viewerCell, success] ← FindSceneInAllViewers [scene, editToolData.allViewers];
IF NOT success THEN ERROR;
firstViewer ← viewerCell.viewersOnScene;
SVEvent.OldVersion[firstViewer];
FOR viewerList: Viewer ← firstViewer.link, viewerList.link
UNTIL viewerList =
NIL
OR viewerList = firstViewer
DO
SVEvent.OldVersion[viewerList];
ENDLOOP;
This viewer has just been loaded with a different scene. Any selections are now invalid.
IF targetSelection.svData = svData THEN targetSelection.assembly ← NIL;
IF moveeSelection.svData = svData THEN moveeSelection.assembly ← NIL;
};
NotifyOfEmpty:
PUBLIC
PROC [svData: SVData, from: Scene, to: Scene] = {
editToolData: EditToolData ← NARROW[svData.editToolData];
before, listCell, after: Viewer;
success: BOOL;
viewerCell, newViewerCell: ViewerCell;
[viewerCell, success] ← FindSceneInAllViewers[from, editToolData.allViewers];
IF NOT success THEN ERROR;
[before, listCell, after, success] ← FindViewerInViewerCell [svData.outer, viewerCell];
IF NOT success THEN ERROR;
DeleteViewerFromAllViewers[viewerCell, before, listCell, after];
[newViewerCell, editToolData.allViewers] ← AddSceneToAllViewers[to, editToolData.allViewers];
AddViewerToViewerCell[svData.outer, newViewerCell];
};
NotifyDestroy:
PUBLIC
PROC [viewer: Viewer] = {
This viewer is about to be destroyed. The window manager will take care of removing it from our linked list. However, make sure that this viewer is not the viewer refered to by the viewerCell corresponding to its scene. (We would lose all our viewers if this is the case). If so, move our pointer to someone else.
viewerCell: ViewerCell;
before, listCell, after: Viewer;
success: BOOL;
svData: SVData ← NARROW[viewer.data];
editToolData: EditToolData ← NARROW[svData.editToolData];
[viewerCell, before, listCell, after, success] ← FindViewerInAllViewers[viewer, editToolData.allViewers];
IF NOT success THEN ERROR;
IF viewerCell.viewersOnScene = viewer THEN viewerCell.viewersOnScene ← viewer.link;
};
NewSelectedViewer:
PUBLIC
PROC [svData: SVData] = {
editToolData: EditToolData ← NARROW[svData.editToolData];
sceneName: Rope.ROPE;
IF svData # editToolData.currentSVData
THEN {
SVEvent.Deselected[editToolData.currentSVData];
editToolData.currentSVData ← svData;
editToolData.sceneSection.currentScene ← svData.scene;
svData.textSection.isSelected ← TRUE;
Labels.SetDisplayStyle[svData.textSection.selected, $WhiteOnBlack, TRUE];
sceneName ← FileNames.GetShortName[svData.scene.name];
Labels.Set[editToolData.sceneSection.sceneName, sceneName];
};
};
ReSelectViewer:
PUBLIC
PROC [svData: SVData] = {
editToolData: EditToolData ← NARROW[svData.editToolData];
sceneName: Rope.ROPE;
IF editToolData.currentSVData # svData
THEN {
SVEvent.Deselected[editToolData.currentSVData];
editToolData.currentSVData ← svData;
svData.textSection.isSelected ← TRUE;
Labels.SetDisplayStyle[svData.textSection.selected, $WhiteOnBlack, TRUE];
sceneName ← FileNames.GetShortName[svData.scene.name];
Labels.Set[editToolData.sceneSection.sceneName, sceneName];
};
editToolData.sceneSection.currentScene ← svData.scene;
This should not be necessary but just in case.
};
Split:
PUBLIC
PROC [svData: SVData, scene: Scene] = {
Create a new viewer and split all viewers onto this scene
viewerCell: ViewerCell;
oldViewer, newViewer: Viewer;
success: BOOL;
currentSVData: SVData;
editToolData: EditToolData ← NARROW[svData.editToolData];
[currentSVData,----] ← SVWindow.CreateWindow[editToolData, scene, FALSE, FALSE, editToolData.originalWorkingDirectory];
newViewer ← currentSVData.outer;
oldViewer ← svData.outer;
[viewerCell, success] ← FindSceneInAllViewers[scene, editToolData.allViewers];
AddViewerToViewerCell[newViewer, viewerCell];
newViewer.newVersion ← oldViewer.newVersion;
newViewer.newFile ← oldViewer.newFile;
newViewer.file ← oldViewer.file;
SVEvent.UpdateHeader[scene.name, currentSVData];
ViewerOps.ComputeColumn[column: newViewer.column, paint: TRUE]; -- now do the painting
};
NewViewer:
PUBLIC
PROC [editToolData: EditToolData] = {
clientData is editToolData
viewerCell: ViewerCell;
currentSVData: SVData;
wdir: Rope.ROPE;
scene: Scene;
wdir ← editToolData.originalWorkingDirectory;
scene ← SVScene.CreateScene[Rope.Concat[wdir, "NoName.pic"]];
[currentSVData, ----] ← SVWindow.CreateWindow[editToolData, scene, FALSE, TRUE, editToolData.originalWorkingDirectory];
[viewerCell, editToolData.allViewers] ← AddSceneToAllViewers[scene, editToolData.allViewers];
AddViewerToViewerCell[currentSVData.outer, viewerCell];
SVEvent.Selected[NIL, currentSVData];
fake a button press on the Selected button
SVEvent.UpdateHeader[scene.name, currentSVData];
};
DestroyAllSolidviewsWindows:
PUBLIC
PROC [editToolData: EditToolData] = {
Destroy all solid viewers, the artwork tool, the scratchpad, the messages viewer, and the editTool. The user is done with Solidviews.
allViewers: LIST OF ViewerCell ← editToolData.allViewers;
viewerCell: ViewerCell;
artworkTool: Viewer ← NARROW[editToolData.artworkTool.data, ArtworkToolData].outer;
scratchpad: Viewer ← NARROW[editToolData.scratchpad.data, ScratchpadData].scratchViewerData.outer;
messages: Viewer ← editToolData.messages;
editTool: Viewer ← editToolData.outer;
next: Viewer;
FOR sceneCellList:
LIST
OF ViewerCell ← allViewers, sceneCellList.rest
UNTIL sceneCellList =
NIL
DO
viewerCell ← sceneCellList.first;
IF viewerCell.viewersOnScene = NIL THEN {}
ELSE{
IF viewerCell.viewersOnScene.link = NIL THEN {}
ELSE {
FOR list: Viewer ← viewerCell.viewersOnScene.link, next
UNTIL list = viewerCell.viewersOnScene
DO
next ← list.link;
ViewerOps.DestroyViewer[list];
ENDLOOP;
};
ViewerOps.DestroyViewer[viewerCell.viewersOnScene];
};
ENDLOOP;
ViewerOps.DestroyViewer[artworkTool];
ViewerOps.DestroyViewer[scratchpad];
ViewerOps.DestroyViewer[messages];
ViewerOps.DestroyViewer[editTool];
};
FindSceneInAllViewers:
PUBLIC
PROC [scene: Scene, allViewers:
LIST
OF ViewerCell]
RETURNS [viewerCell: ViewerCell, success:
BOOL] = {
success ← FALSE;
FOR list:
LIST
OF ViewerCell ← allViewers, list.rest
UNTIL list =
NIL
OR success
DO
IF list.first.scene = scene
THEN {
viewerCell ← list.first;
success ← TRUE;
RETURN;
};
ENDLOOP;
};
AddSceneToAllViewers:
PUBLIC
PROC [scene: Scene, allViewers:
LIST
OF ViewerCell]
RETURNS [viewerCell: ViewerCell, newAllViewers:
LIST
OF ViewerCell] = {
viewerCell ← NEW[ViewerCellObj ← [scene, NIL]];
newAllViewers ← CONS[viewerCell, allViewers];
};
FindViewerInAllViewers:
PUBLIC
PROC [viewer: Viewer, allViewers:
LIST
OF ViewerCell]
RETURNS [viewerCell: ViewerCell, before, listCell, after: Viewer, success:
BOOL] = {
viewers are linked in a ring so we go around until we are back at the first viewer.
firstViewer: Viewer;
success ← FALSE;
FOR allList:
LIST
OF ViewerCell ← allViewers, allList.rest
UNTIL allList =
NIL
OR success
DO
before ← NIL;
firstViewer ← allList.first.viewersOnScene;
IF firstViewer = NIL THEN LOOP;
is it the first viewer?
IF firstViewer = viewer
THEN {
listCell ← firstViewer;
after ← firstViewer.link;
viewerCell ← allList.first;
success ← TRUE;
RETURN};
before ← firstViewer;
IF firstViewer.link = NIL THEN LOOP;
FOR viewerList: Viewer ← firstViewer.link, viewerList.link
UNTIL viewerList = firstViewer
OR success
DO
IF viewerList = viewer
THEN {
listCell ← viewerList;
after ← viewerList.link;
viewerCell ← allList.first;
success ← TRUE;
RETURN};
before ← viewerList;
ENDLOOP;
ENDLOOP;
};
FindViewerInViewerCell:
PUBLIC
PROC [viewer: Viewer, viewerCell: ViewerCell]
RETURNS [before, listCell, after: Viewer, success:
BOOL] = {
viewers are linked in a ring so we go around until we are back at the first viewer.
firstViewer: Viewer;
success ← FALSE;
firstViewer ← viewerCell.viewersOnScene;
IF firstViewer = NIL THEN {success ← FALSE; RETURN};
is it the first viewer?
IF firstViewer = viewer
THEN {
before ← NIL;-- this tells delete proc that it needs a new firstViewer
listCell ← firstViewer;
after ← firstViewer.link;
success ← TRUE;
RETURN};
before ← firstViewer;
FOR viewerList: Viewer ← viewerCell.viewersOnScene.link, viewerList.link
UNTIL viewerList = firstViewer
OR viewerList =
NIL
DO
IF viewerList = viewer
THEN {
listCell ← viewerList;
after ← viewerList.link;
success ← TRUE;
RETURN};
before ← viewerList;
ENDLOOP;
success ← FALSE;
};
DeleteViewerFromAllViewers:
PUBLIC
PROC [viewerCell: ViewerCell, before, listCell, after: Viewer] = {
svData: SVData;
IF before =
NIL
OR viewerCell.viewersOnScene = listCell
THEN {
ViewerCell is in the key spot. after becomes new key spot.
Search the ring for the last cell (which currently refers to viewer cell) and have it refer to after.
IF after = NIL THEN {viewerCell.viewersOnScene ← NIL; RETURN};
FOR v: Viewer ← after, v.link
UNTIL v.link = listCell
DO
REPEAT
FINISHED =>
IF v = after
THEN {
after.link ← NIL;
svData ← NARROW[after.data];
SVEvent.UpdateHeader[NIL, svData]}
ELSE v.link ← after;
ENDLOOP;
viewerCell.viewersOnScene ← after;
}
ELSE {
IF before = after
THEN {
after.link ← NIL;
svData ← NARROW[after.data];
SVEvent.UpdateHeader[NIL, svData]}
ELSE before.link ← after;
};
};
AddViewerToViewerCell:
PUBLIC
PROC [viewer: Viewer, viewerCell: ViewerCell] = {
IF viewerCell.viewersOnScene =
NIL
THEN {
viewer.link ← NIL;
viewerCell.viewersOnScene ← viewer;
RETURN};
viewer.link ← viewerCell.viewersOnScene;
IF viewerCell.viewersOnScene.link =
NIL
THEN
viewerCell.viewersOnScene.link ← viewer
ELSE FOR v: Viewer ← viewerCell.viewersOnScene.link, v.link
UNTIL v.link=viewerCell.viewersOnScene
DO
REPEAT FINISHED => v.link ← viewer;
ENDLOOP;
viewerCell.viewersOnScene ← viewer;
};
LoadScene:
PUBLIC
PROC [svData: SVData, picName: Rope.
ROPE, wdir: Rope.
ROPE]
RETURNS [scene: Scene, success:
BOOL] = {
a viewer is loading a new scene. All newly loaded scenes are considered unique (since the file might have been editted by hand since last loading) Add a viewer cell.
editToolData: EditToolData ← NARROW[svData.editToolData];
oldViewerCell, newViewerCell: ViewerCell;
before, listCell, after: Viewer;
sceneName: Rope.ROPE;
[scene, success] ← SVFiles.OpenScene[picName, wdir, svData.feedback];
IF NOT success THEN RETURN;
[newViewerCell, editToolData.allViewers] ←
AddSceneToAllViewers[scene, editToolData.allViewers];
[oldViewerCell, before, listCell, after, success] ← FindViewerInAllViewers[svData.outer, editToolData.allViewers];
IF success
THEN {
DeleteViewerFromAllViewers[oldViewerCell, before, listCell, after];
AddViewerToViewerCell[svData.outer, newViewerCell];
editToolData.sceneSection.currentScene ← scene;
sceneName ← FileNames.GetShortName[scene.name];
Labels.Set[editToolData.sceneSection.sceneName, sceneName];
}
ELSE ERROR;
};
SaveScene:
PUBLIC
PROC [svData: SVData, picName: Rope.
ROPE]
RETURNS [success:
BOOL] = {
a viewer is saving a scene. Save if possible. No other action required. This viewer should be on our list from when this scene was opened or stored.
scene: Scene ← svData.scene;
success ← SVFiles.SaveScene[scene, picName, svData.feedback];
};
StoreScene:
PUBLIC
PROC [svData: SVData, scene: Scene, picName: Rope.
ROPE]
RETURNS [success:
BOOL] = {
a viewer is storing a scene. If this viewer previously had a scene, we will have to remove it from that scene list and add it to a new one. Otherwise we just have to add it.
editToolData: EditToolData ← NARROW[svData.editToolData];
oldViewerCell, newViewerCell: ViewerCell;
before, listCell, after: Viewer;
sceneAlreadyExists, viewerThere: BOOL ← FALSE;
success ← SVFiles.StoreScene[scene, picName, svData.feedback];
SVEvent.SceneOldVersion[svData];
IF NOT success THEN RETURN;
[oldViewerCell, before, listCell, after, viewerThere] ←
FindViewerInAllViewers[svData.outer, editToolData.allViewers];
IF viewerThere
THEN {
-- if viewer was there delete it.
IF oldViewerCell.scene = scene THEN RETURN; -- user is storing old file.
DeleteViewerFromAllViewers[oldViewerCell, before, listCell, after];
};
if this viewerCell doesn't exist, add it.
[newViewerCell, sceneAlreadyExists] ← FindSceneInAllViewers[scene, editToolData.allViewers];
IF
NOT sceneAlreadyExists
THEN [newViewerCell, editToolData.allViewers] ←
AddSceneToAllViewers[scene, editToolData.allViewers];
add scene to proper viewer cell.
AddViewerToViewerCell[svData.outer, newViewerCell];
};
END.