Scenic.ViewPort (Scenic v0.11.0-beta.0) View Source
Overview
The job of the ViewPort
is to coordinate the flow of information between
the scenes and the drivers. Scenes and Drivers should not know anything
about each other. An app should work identically from its point of view
no matter if there is one, multiple, or no drivers currently running.
Drivers are all about rendering output and collecting input from a single source. Usually hardware, but can also be the network or files. Drivers only care about graphs and should not need to know anything about the logic or state encapsulated in Scenes.
The goal is to isolate app data and logic from render data and logic. The ViewPort is the connection between them that makes sense of the flow of information.
OUTPUT
Practically speaking, the ViewPort
is the owner of the ETS tables that
carry the graphs (and any other necessary support info). If the ViewPort
crashes, then all that information needs to be rebuilt. The ViewPort monitors
all running scenes and does the appropriate cleanup when any of them
goes DOWN.
The scene is responsible for generating graphs and writing them to the graph ETS table. (Note: We also tried casting the graph to the ViewPort so that the table could be non-public, but that had issues)
The drivers should only read from the graph tables.
INPUT
When user input happens, the drivers send it to the ViewPort
.
Input that does not depend on screen position (key presses, audio
window events, etc.) is sent to the root scene unless some other
scene has captured that type of input (see captured input below).
If the input event does depend on position (cursor position, cursor button presses, scrolling, etc.) then the ViewPort needs to scan the hierarchical graph of graphs, to find the correct scene, and the item in that scene that was "hit". The ViewPort then sends the event to that scene, with the position projected into the scene's local coordinate space (via the built-up stack of matrix transformations)
CAPTURED INPUT
A scene can request to "capture" all input events of a certain type. This means that all events of that type are sent to a certain scene process regardless of position or root. In this way, a text input scene nested deep in the tree can capture key presses. Or a button can capture cursor_pos events after it has been pressed.
If a scene has "captured" a position dependent input type, that position is projected into the scene's coordinate space before sending the event. Note that instead of walking the graph of graphs, the transforms provided in the input "context" field are used. You could, in theory change that to something else before capturing, but I wouldn't really recommend it.
Any scene can cancel the current capture. This would probably leave the scene that thinks it has "captured" the input in an inconsistent state, so this is not recommended.
Link to this section Summary
Functions
Retrieves a list of all registered script ids.
Returns a specification to start this module under a supervisor.
Delete a graph by name.
Delete a script by name.
Find a scene_pid/primitive under the given point in global coordinates
Retrieve a script
Retrieve a %ViewPort{} struct given just the viewport's pid
Send raw input to a viewport.
Returns a list of the valid input types
Put a graph by name.
Put a script by name.
Returns the id of the first script in the drawing tree
Set the root scene/graph of the ViewPort.
Set the root theme for the ViewPort.
Start a new ViewPort
Stop a running viewport
Link to this section Types
Specs
Specs
Link to this section Functions
Specs
Retrieves a list of all registered script ids.
Returns a specification to start this module under a supervisor.
See Supervisor
.
Specs
Delete a graph by name.
Same as del_script/2
Specs
Delete a script by name.
Also unregisters the name/id pairing
Specs
find_point(viewport :: t(), global_point :: Scenic.Math.point()) :: {:ok, scene_pid :: pid(), id :: any()} | {:error, :not_found}
Find a scene_pid/primitive under the given point in global coordinates
Specs
get_script(viewport :: t(), name :: any()) :: {:ok, Scenic.Script.t()} | {:error, :not_found}
Retrieve a script
Specs
info(pid :: t() | GenServer.server()) :: map()
Retrieve a %ViewPort{} struct given just the viewport's pid
Specs
input(viewport :: t(), input :: Scenic.ViewPort.Input.t()) :: :ok | {:error, atom()}
Send raw input to a viewport.
This is used primarily by drivers to send raw user input to the viewport. Having said that, nothing stops a scene from using it to send input into the system. There are a few cases where that is useful.
See the input docs for the input formats you can send.
Returns a list of the valid input types
Specs
put_graph( viewport :: t(), name :: any(), graph :: Scenic.Graph.t(), opts :: Keyword.t() ) :: {:ok, name :: any()}
Put a graph by name.
This compiles the graph to a collection of scripts
Specs
put_script( viewport :: t(), name :: any(), script :: Scenic.Script.t(), opts :: Keyword.t() ) :: {:ok, non_neg_integer()} | {:error, atom()}
Put a script by name.
returns {:ok, id}
Specs
root_id() :: String.t()
Returns the id of the first script in the drawing tree
Used by drivers
Specs
Set the root scene/graph of the ViewPort.
This will stop the currently running scene, including all of it's child components. Then it starts the new scene including all of it's child components.
Specs
Set the root theme for the ViewPort.
WARNING: this will restart the current root scene
Specs
Start a new ViewPort
Specs
start_driver(viewport :: t(), opts :: list()) :: {:ok, pid :: GenServer.server()} | :error
Specs
stop(viewport :: t()) :: :ok
Stop a running viewport
Specs
stop_driver(viewport :: t(), driver_pid :: GenServer.server()) :: :ok