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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