Hi Folks,
I have developed a GUI programming style, after studying MVC, Morphic,
MVP and a few others. The model does not know anything about views,
there are no unneeded redraws, partial updates work correctly, etc. It
is implemented in the LightWidget hierarchy in Cuis. The documentation I
wrote is attached.
Cheers,
Juan Vuletich
GUI programming with LightWidgets
==========================
Warning: Perhaps it is good to read AnExampleOfLightWidgetsProgramming.txt
prior to reading this...
This document summarizes the way LightWidgets are intended to be used. The
style for GUI programming is based on PluggableViews in MVC and PluggableMorphs
in Morphic. The main idea is to have a reusable set of standard widgets that
can be customized when used. There is a strict separation between views and
models. Models don't know about views, they are never aware of them. Views know
about their model and update it directly. Therefore views don't trigger events.
This description is not only conceptual, or theoretic. The rules described here
are to actually be followed.
GUIs are built by composing widgets. The main view is a subclass of
CompositeLW. There is a complete separation between Model and Views.
Rule 1. Models should never include GUI code
----------------------------------------------------------
They must be completely ignorant of possible Views that operate on them. There
could be at any time any number of different views active on the same model.
They could belong to different technologies or frameworks. They could even be
remote and run on a different computer. There could be no view at all. For
example, the model could be driven by scripts or reside on a server and receive
external commands. However, this document will only describe local LightWidgets
GUIs.
Rule 2. Views should never include any model code
---------------------------------------------------------------
The view could be replaced anytime with a different one. Besides, a model
should be able to run without any GUI at all. So any logic that belongs in the
model but is included in the GUI will eventually be missing. The Views should
query and modify Models only through public protocols, called 'Inquiries' and
'User Commands'.
Rule 3. Views know about the model they operate on
-------------------------------------------------------------------
Views have an instance variable to hold their model. They can query Model
Inquiries when needed. They can also issue User Commands when appropriate.
Models are usually subclasses of ActiveModel. Let's consider a small example.
We are building a GUI to operate on some Person objects. We'll consider an
EntryField for the birthday of aPerson. LightWidget includes the following
instance variables:
- target : Holds the Model. For our example, the model of the EntryField would
be the Person. We call it target, because sometimes it might be a view
- aspect : It is a symbol, the getter for the aspect we are showing. In this
case it would be #birthday.
- aspectAdaptor : It is a symbol, a message that is sent to the aspect to adapt
it to the widget. As the widget is an EntryField and the aspect is a Date, the
aspectAdaptor could be #asString. This relies the Model from the need to
provide an appropriate getter for each kind of possible widget for each
attribute.
- action : The action is the setter used to update the aspect on the model. In
this example, it is #birthday:.
- actionAdaptor : It is used to adapt the value the user entered in the widget
for use as an argument of action. In this example it could be #asDate.
It is usually a good idea to initialize model aspects with reasonable defaults,
and avoid nil values. This saves a lot of #ifNil: messages in the gui.
Rule 4. View Structure
----------------------------
A Model could have a tree-like structure. It could be composed of other Models.
This is not mandatory.
Views always have a tree-like structure. The leaves are simple widgets. The
internal nodes are CompositeLWs. They can all share the same model, or they
could could use different parts of the bigger model. Anyway, they are
customized with the aspec and action.
Rule 5. GUI construction
------------------------------
The construction of the Views tree and the customization of each widget is done
by a main view. The main view also specifies how the Views are notified of
model changes for updating.
Rule 6. Instance variables in views
--------------------------------------------
Additional instance variables in GUIs are of two kinds: They can be uses to
hold sub-views, or to hold 'Model Extensions'. Possible uses of Model
Extensions include:
- Holding information that can be obtained from the aspect, but that could be
expensive and it makes sense to cache. For example, our EntryField could hold
an array if indices of word starts and ends or some other internal detail.
- Holding state that is meaningful for the widget, but that it doesn't make any
sense to keep in the model. An example could be the cursor position in our
EntryField. Others could be visual options, such as a graph type or graph style
for an application generated graph.
- Not-yet-commited information, entered by the user, but awaiting for OK /
Cancel.
In general, Model Extensions usually are re-fetched from the model, or re-set
to default values when the model changes.
Rule 7. View updating because of model changes
---------------------------------------------------------
Any widget (in fact, any Morph) can redraw itself when needed, with the
#changed method. But when there is a change in the Model, the views must be
updated appropriately. All the Model Extensions must be updated, and all
sub-views must be updated too.
When there is a change in the Model, the Views must receive the #modelChanged
message. A main view (i.e. a view that is not subview of another view with the
same Model) must send itself #beMainViewOn: on construction. This does 'target
when: #selfChanged send: #safeModelChanged to: self'. The Model must trigger
event #selfChanged when appropriate. #safeModelChanged will eventually update
all subviews recursively. So only a main view should receive the #selfChanged
event. Models are usually subclasses of ActiveModel, to use the more advanced
events implementation there.
This is the implementation of #beMainViewOn: . This message should be used to
set the model of a main view.
beMainViewOn: aModel
"We are a main view on aModel.
This means:
- aModel is a real model, i.e. not a widget.
- no aspect or aspectAdaptor. We show the whole thing.
- no action or actionAdaptor. There is no main action.
- we must update ourselves on #selfChanged event"
self target: aModel aspect: nil aspectAdaptor: nil modelChangeEvent:
#selfChanged
The main update method is #modelChanged. #safeModelChanged is only to guarantee
that the update is done in the User Interface process, in the inter-cycle paus.
The implementation of #modelChanged at LightWidget is:
modelChanged
"The model changed is some way.
This is usually the pace to call #targetAspect to fetch the current
value of the aspect from the
model, and to store it in some Model Extension.
We must update all Model Extension instance variables with values from
the model (i.e. target)
or with appropriate defaults.
We must update ourselves and all subviews to reflect the model's new
state"
self updateView
#modelChanged must be reimplemented in classes with model extensions. Check the
implementors to see how they work.
After updating the model and model extensions, #updateView is called. This is
the implementation at LightWidget:
updateView
"The model or some Model Extension changed is some way.
We must update ourselves to reflect the new state.
This is the place to update secondary Model Extensions or any other
state that must be updated
after model or Model Extension change.
This method is usually reimplemented in CompositeLWs, to update
subviews.
The subviews should be sent one of the following messages:
target:
target:aspect:
target:aspect:aspectAdaptor:
target:aspect:aspectAdaptor:aspectChangeEvent:
to update their model and do a full update, as triggered by
#modelChanged"
self changed
Warning: Never implement other methods like #updateViews. If for performance
reasons the updating of subviews must be splitted in parts, then the views and
subviews must be restructured accordingly. Then, each part can be updated as a
whole with the #updateView method. Each part can be updated by more specific
model change events, or alternatively, they might be set different submodels.
Both options are described below.
The update of widgets should never trigger the action of the widget.
Rule 8. View updating because of Model Extension changes
------------------------------------------------------------------------
If the target of a widget is another widget, the action is a User Command on
the target widget. These methods should not update the model, because if this
was the case, the target should be the model and not the widget. Therefore,
User Command methods in widgets can only update Model Extensions or trigger
view actions, such as opening new views, etc. If they update Model Extensions
they should call #updateView, so the change is shown in the widget and its
subviews.
sampleUserCommand: data
modelExtension1 := data.
self updateView
"Must call updateView because the model didn't change, and it will not
trigger any change event"
Rule 9. Subview updating because of submodel changes
--------------------------------------------------------------------
If the model has a tree-like structure, its view will send #beMainViewOn:
aSubModel to some subviews with a part of the model as the argument. In this
case, subviews will need to be notified of the events of their own models. This
is because the submodel might trigger the #selfChanged event, and only the
views on it should be updated. Views on the bigger model don't need to be
updated. This is good for performance when having complex models and views.
Rule 10. Subview updating because of model minor changes
-----------------------------------------------------------------------
There is another reason for subviews receiving event notifications. A model
could trigger a more specific #someAspectChanged event and NOT the main
#selfChanged event. This could be done to avoid superfluous and extensive views
updating. In this case, some specific view on the view tree should receive the
#updateView message, and only the widgets that are part of it will be updated.
So, the owing view should send #target:aspect:aspectAdaptor:modelChangeEvent:
to these subviews. The implementation is:
target: aModel aspect: aSymbol aspectAdaptor: anotherSymbol modelChangeEvent:
eventSymbol
"Widgets are notified of model changes by being sent #modelChanged.
This happens when:
- The widget is given a new model (or target widget), aspect or
aspect adaptor
- An owner view is updated
In addition, main views are updated from model events. See
#beMainViewOn:
But other widgets might update on more specific events from the model.
This is useful to
update only a small subview, and not the whole main view.
This message is sent to such widgets, to set this specific event.
Warning:
When models change, they should trigger just one event.
It might be #selfChanged (the most general one) or a more specific one.
But it should not trigger more than one event for each change."
self target: aModel aspect: aSymbol aspectAdaptor: anotherSymbol.
target when: eventSymbol send: #safeModelChanged to: self
Warning: When a model triggers more specific change events we must make sure
some widget will be notified of them. Otherwise, those changes could not be
shown to the user.
Pensar un cacho en como actualizar estas cuando ocurra la actualizacion
general. Creo que es justo cuando hay que decirle target:... SI!
Rule 11. Accessing views
------------------------------
Nobody should ever query a widget for value or status. A widget should not even
query itself for current value or such. The last value or state entered by the
user should be stored in the model and/or Model Extensions. When needed, it
should be retrieved from there. The only legitimate accesses to subviews are in
#initialize and in #updateView. Check implementors of #updateView.
Rule 12. Model updating
---------------------------
Views DO NOT trigger events. This is not "Event Oriented Programming". This is
Object Oriented Programming. The model is updated using the action and the
optative actionAdaptor. Methods that react to user activity should update the
model by just using the action, a simple message. They are not allowed to ask
the model for some other object to work on it. They are not allowed to send
other messages to the model. They are allowed to modify Model Extensions. If
they do, theyshould also call sned 'self modelChanged' because an action might
not modify the model and therefore there could not be a model change event. See
ButtonLW>>mouseUp: for an example of this.
If you ever feel the need to update the object answered by the aspec, instead
of sending a new value to the model (ivar target), it is because that aspect
should be the real model.
Rule 13. GUI building
------------------------
Main views know about their subviews. Therefore it's them, in theire
#initialize method, who build the subviews and customizes them. Views are
created before assigning target or model to the main view. Afterwards, the
model or target is set, and #modelChanged is called. As seen before, this will
set the model or target of all subviews recursively.
Misc. notes
-------------------
I believe nobody should do #modelChanged, but only #safeModelChanged. Think a
bit about this. Maybe if we're certain we're in the UI process, #modelChanged
is ok...
If a visual detail like #fontColor: in a LabelLW is updated, after updating
the ivar, the widget should do 'self changed'. Check the code to see that it is
actually done!An example of LightWidgets programming
===========================
The ProgrammingWithLightWidgets.txt document might be a little boring to read
with all those rules. This document, instead, shows the style of LightWidgets
programming based on a concrete example. It focuses on building application
guis, an not on building widgets themselves. GUIs done following the
LightWidgets ideas are very simple. Remembering the rules might seem a bit
rigid, but this avoids complexity in the GUI, making long term mainteinance
easier.
The example I chose is the Local Users screen in Squeak STB, class
STBLocalUserEditorLW. Model are instances of STBLocalUser.
Note that even though models are advised to inherit from ActiveModel,
STBLocalUser does not. This shows a general rule: Views don't have the right to
say how models should work. Models are independent of views. In this case,
STBLocalUser inherits from STBModel, the class of persistent objects in the box.
Local users are pretty simple objects. They have a userName, a password (only a
passwordHash is stored), and a list of groups the user belongs to.
The GUI has the following widgets:
- An entry field for the name
- An entry field for the password
- A list of groups the user belongs to. Selecting one and doing <ok> removes
the group from the user
- A list of available groups (groups the user does not belong to). Selecting
one and doing <ok> adds the group to the user.
In addition, we have:
- A 'Create new User' button
- A list of existing users. Selecting one and doing <ok> edits that user
- A 'Save' button
- A 'Close' button that exist without saving
- A 'Delete' button used to actually delete the currently edited user
Class STBLocalUserEditorLW has several instance variables for holding its
widgets, one model extension 'password'. and one visual property: 'backColor'.
Instance variable 'backColor' is only there to avoid computing it each time
thescreen is redrawn. Instance variable 'password' is needed because the
STBLocalUser can not answer it.
The model is an instance of STBLocalUser. However, the list of available users
does not depend on it. This list has content even if no model is assigned yet.
The model is set later, in messages #selectedUser: and #newUser.
Initialization
-----------------
Method #initialize creates all the widgets. It is quite long but it does not do
anything interesting. It just creates the widgets, lays them out, adds them as
submorphs, and stores them in instance variables. It also does 'self newUser',
so the user does not need to click the button before entering data.
Note that the target of all buttons is 'self', meaning that user commands will
be processed by the editor itself. In many cases, (as in the name fields in
this editor) the target of the actions would be the model instead.
drawing
------------
Method #drawOn: is there only because the backColor is defined in this class.
updating
------------
#updateView - This method is called after a new model is set, or if model
changes. It sets labels to appropriate values, updates the current and
available group lists, and sets the STBUser as the target of the name field. In
addition it updates the users list.
#password - helper method to access the password entered by the user.
user commands
-----------------------
#newUser - Creates a new user and sets it as the model of the view.
#selectedUser: - Sets the selected user as the model of the view. (Persistent
objects note: Persistence is paused, to be resumed in case of save. If the user
cancels, nothing should be persisted!)
#password: - This is processed here (and not just in the model) to store the
password entered by the user.
#addGroup: - This is processed here (and not just in the model) to handle
keyboard focus.
#removeGroup: - This is processed here (and not just in the model) to handle
keyboard focus.
#saveUser - This makes changes persistent, and logs stuff.
#deleteUser - This removes the user from the persistent pool and logs stuff.
#cancel - This undoes any changes (by going back to the persisted state),
resumes persistence, and closes the editor
That's all. It wasn't hard at all, was it?
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