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: BOOLFALSE;
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.