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definition module iTasks.UI.RefinedEditor
//TODO: Use (p r w) instead of v for external interface
//Tasks to handle side-effects just write commands to the share?
//Collaboration with a distributed message set and versions needs to be built into
//interact. The state and message queue will be shared between tasks instead of the editor value
CollabModel s :== (Versioned s, [Versioned EditorUpdate])
Versioned a :== (!Int,!a)
SDS Int (Either (Version s) [Version s])
//Definition of an editor
//Each editor defines a client and a server component with their own state.
//They communicate through a shared message type
:: [(String, c -> (c, Maybe msg))] -> EditorClient c msg
//v = Value the editor represents (print/parse to lower level)
//s = Raw server state, for example an unparsed string
//c = Client configuration, the initial setup of a client component
//m = Message type, used for communicating between client and server
:: Editor v s c m =
{ client :: EditorClient c m
, server :: EditorServer v s c m
:: EditorClient c m =
{ init :: c !JSObject *JSWorld -> *(!Maybe m, !*JSWorld)
, destroy :: !JSObject *JSWorld -> *JSWorld
//Something happened in the javascript/DOM world
, onEvent :: !String !JSObject !JSObject !*JSWorld -> (!Maybe m, !*JSWorld)
//A message from the server arrived
, onMessage :: m !JSObject !*JSWorld -> *(!Maybe m, !*JSWorld)
:: EditorServer v s c m =
{ configure :: s -> c //Derive the initial client configuration
, onRefresh :: s s -> (s, Maybe m)
, onMessage :: m s -> (s, Maybe m)
, value :: ((EditorValue v) -> s, s -> EditorValue v) //How to get to/from the validated domain
//Exposing editors valid/invalid/empty judgement
:: EditorValue a = ValidValue a | InvalidValue | EmptyValue
class EditorMessage m
encodeEditorMessage :: m -> EditStateUpdate
decodeEditorMessage :: EditStateUpdate -> m
class EditorState s
encodeEditorState :: s -> EditState
decodeEditorState :: EditState -> s
//Generic untyped edit state
:: EditState =
{ attributes :: Map AttributeName AttributeValue
, children :: [EditState]
:: AttributeName :== String
:: AttributeValue :== JSONNode
:: EditStateUpdate // (basically current UIChange type)
= Replace EditState
| Change [AttributeUpdate] [ChildUpdate]
| Nop
:: AttributeUpdate = SetAttribute AttributeName AttributeValue | DelAttribute AttributeName
:: ChildUpdate = RemoveChild Int | InsertChild Int EditState | UpdateChild Int EditStateUpdate
:: ClientState :== EditState
:: ServerState :== EditState
//Editor composition
//- client side without communication
//- service
//Example: Dynamic [Int] editor built from textField, textView and button controls
// - Editor for each item in the list
// - Button to add a blank new item
// - Dynamic label that shows the number of items
// - Buttons with each item for moving i
listEditor :: (Editor a s c m) -> Editor [a] [s] [c] (Int,m)
label :: String -> Editor String () LabelDef
button :: (Bool -> ButtonDef) -> Editor Bool Bool ButtonDef Bool
textView :: Editor String TextViewDef TextViewDef String
textField :: Editor String TextFieldDef TextFieldDef String
integerField :: Editor Int TextFieldDef TextFieldDef String
:: ButtonDef =
{ clicked :: Bool
, label :: Maybe String
, icon :: Maybe String
:: TextFieldDef =
{ text :: String
, touched :: Bool
:: TextViewDef =
{ text :: String
:: LabelDef =
{ text :: String
//Editor for numbers
//Editor for boolean (checkbox)
//Combination: for maybe number
//Compose by juxtaposition, no need to specify interdependency
glue :: (Editor v1 s1 c1 m1)
(Editor v2 s2 c2 m2)
(Editor (EditorValue v1, EditorValue v2) (s1,s2) (c1,c2) (Maybe m1, Maybe m2))
//Define the dependencies by defining feedback on messages
link ::
((c1,c2) -> (c1,c2)) //Rewrite the initial client configuration
((Maybe m1, Maybe m2) -> ((Maybe m1, Maybe m2),(Maybe m1, Maybe m2))) //Rewrite from server to client with feedback to server
((Maybe m1, Maybe m2) -> ((Maybe m1, Maybe m2),(Maybe m1, Maybe m2))) //Rewrite from client to server with feedback to client
(Editor v s (c1,c2) (Maybe m1, Maybe m2))
(Editor v s (c1,c2) (Maybe m1, Maybe m2))
//Get rid of the tuples and combine the parts into a unified state, configuration and
fuse ::
((c1,c2) -> c, c -> (c1,c2)) //Unify client configuration
((s1,s2) -> s, s -> (s1,s2)) //Unify server state
(m -> (Maybe m1, Maybe m2), (Maybe m1, Maybe m2) -> Maybe m) //Unify messages
(EditorValue v -> (EditorValue v1, EditorValue v2), (EditorValue v1,EditorValue v2) -> EditorValue v) //Unity checked interface
(Editor (EditorValue v1, EditorValue v2) (s1,s2) (c1,c2) (Maybe m1, Maybe m2))
(Editor v s c m)
//Example : Texfield with reset button
resettableField = fuseFst buttonconfig (link id serverlink clientlink (glue textField (button (const buttonconfig))))
clientlink (_,Just True) = ((Just "",Nothing), (Just "",Just False)) //When button is clicked, reset both local and remote
clientlink (mt,mb) = ((mt,mb),(Nothing,Nothing)
serverlink m = (m,(Nothing,Nothing)) //No feedback serverside
buttonconfig = {ButtonDef|clicked=False,label=Just "Reset",icon=Nothing}
//Common pattern: expose first component
fuseFst sndCfg editor = fuse clientconfig serverstate messages interface
clientconfig = (fst, \s -> (s,sndCfg)) //Reset button is statically configured
serverstate = (fst, \s -> (s,False)) //Only server state of the textfield is stored
messages = (\m -> (Just m,Nothing), fst) //Drop messages for second part of the tuple
interface = (x -> (x,EmptyValue), fst) //Only consider first part as editor