module Main:sig
..end
Control the workflow of the GUI mainloop.
type
board
The board is the whole universe of your GUI. It contains everything.
type
shortcuts
exception Exit
Raising the Exit
exception will tell the GUI loop to terminate.
val exit_on_escape : int * int * (board -> unit)
val create : ?shortcuts:shortcuts ->
?connections:Widget.connection list ->
?on_user_event:(Tsdl.Sdl.event -> unit) ->
Window.t list -> board
Create a board
from a list of layouts and connections. The list of
connections can be empty, because connections can be added afterwards. Each
Layout in the list will open as a new window.
shortcuts
: This optional argument is a shortcut map.on_user_event
: This optional argument is a function to be executed
(by the main thread) when a Trigger.user_event
is emitted.val of_windows : ?shortcuts:shortcuts ->
?connections:Widget.connection list ->
?on_user_event:(Tsdl.Sdl.event -> unit) ->
Window.t list -> board
Synonym for Main.create
.
val of_layouts : ?shortcuts:shortcuts ->
?connections:Widget.connection list ->
?on_user_event:(Tsdl.Sdl.event -> unit) ->
Layout.t list -> board
Similar to Main.create
. Each layout in the list will be displayed in a
different window.
val of_layout : ?shortcuts:shortcuts ->
?connections:Widget.connection list ->
?on_user_event:(Tsdl.Sdl.event -> unit) -> Layout.t -> board
Similar to Main.of_layout
but with only one layout.
val make : ?shortcuts:shortcuts ->
Widget.connection list -> Layout.t list -> board
Similar to Main.of_layouts
.
val run : ?before_display:(unit -> unit) ->
?after_display:(unit -> unit) -> board -> unit
typeshortcut_action =
board -> unit
val shortcuts_empty : unit -> shortcuts
val shortcuts_add : shortcuts ->
?keymod:Tsdl.Sdl.keymod ->
int -> shortcut_action -> shortcuts
val shortcuts_add_ctrl : shortcuts ->
int -> shortcut_action -> shortcuts
val shortcuts_add_ctrl_shift : shortcuts ->
int -> shortcut_action -> shortcuts
val shortcuts_of_list : (int * int * shortcut_action) list -> shortcuts
Construct shortcuts from a list of (SDL keycode, SDL keymod, action).
See the embed
example.
val make_sdl_windows : ?windows:Tsdl.Sdl.window list -> board -> unit
This is only useful if you have your own graphics loop, and do not use
Main.run
. This function creates an SDL window for each top layout in the
board. One can use predefined windows with the optional argument
windows
. They will be used by the layouts in the order they appear in the
list. If there are fewer windows than layouts, new windows are created. If
there are more, the excess is disregarded.
val refresh_custom_windows : board -> unit
Ask the GUI to refresh (ie. repaint) the custom windows (those that were not created by Bogue itself).
val one_step : ?before_display:(unit -> unit) ->
bool ->
(unit -> unit) * (unit -> unit) -> ?clear:bool -> board -> bool
This is only useful if you have your own graphics loop, and do not use
Main.run
. Calling one_step ~before_display anim (start_fps, fps) ~clear board
is what is executed at each step of the Bogue mainloop. If anim=true
this
step is non blocking; this is what you want if either Bogue or your loop
has an animation running. If anim=false
then the function will wait until
an event is received.
true
if the GUI currently handles an animation. In this case
fps()
was executed by one_step
. If not, you should handle the frame rate
yourself.val get_frame : unit -> int
Number of displayed frames since startup.
val quit : unit -> unit