SwingIdeFrame

class SwingIdeFrame(controller: GuiController, scope: CoroutineScope, featureRenderers: SwingFeatureRendererRegistry = SwingFeatureRendererRegistry(), templates: List<TheoryTemplate> = emptyList(), initialFontSize: Int = 14, initialPageFontSizes: List<Int> = emptyList(), onDeletePersistedState: () -> Unit = {}) : JFrame

Swing view/adapter. It never creates or mutates solver objects: all behaviour goes through GuiController. The fixed query row is rebound atomically to the selected page and therefore remains semantically page-specific.

This is the single Swing binding for the whole IDE window: one menu bar, one query row, and every inspector tab, each wired to a handful of fields and a handful of listener callbacks. Splitting that wiring across several classes would trade a class that is large but easy to follow top-to-bottom for several smaller classes passing the same dozen fields back and forth, which is not a real improvement -- hence the suppression below.

Constructors

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constructor(controller: GuiController, scope: CoroutineScope, featureRenderers: SwingFeatureRendererRegistry = SwingFeatureRendererRegistry(), templates: List<TheoryTemplate> = emptyList(), initialFontSize: Int = 14, initialPageFontSizes: List<Int> = emptyList(), onDeletePersistedState: () -> Unit = {})

Properties

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open val alignmentX: Float
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open val alignmentY: Float
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open var background: Color?
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open var bounds: Rectangle?
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open val components: Array<out Component?>?
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@set:BeanProperty(bound = false, hidden = true, description = "The client area of the frame where child components are normally inserted.")
open var contentPane: Container?
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open var cursor: Cursor?
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open val cursorType: Int
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@set:BeanProperty(preferred = true, enumerationValues = ["WindowConstants.DO_NOTHING_ON_CLOSE", "WindowConstants.HIDE_ON_CLOSE", "WindowConstants.DISPOSE_ON_CLOSE", "WindowConstants.EXIT_ON_CLOSE"], description = "The frame's default close operation.")
open var defaultCloseOperation: Int
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open var extendedState: Int
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open override var font: Font?
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open var foreground: Color?
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@set:BeanProperty(bound = false, hidden = true, description = "A transparent pane used for menu rendering.")
open var glassPane: Component?
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@get:BeanProperty(bound = false)
open val graphics: Graphics?
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open val height: Int
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open var iconImage: Image?
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open var iconImages: List<Image?>?
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open val insets: Insets?
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open val isActive: Boolean
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open var isEnabled: Boolean
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open val isFocused: Boolean
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open val isFontSet: Boolean
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open val isOpaque: Boolean
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open val isShowing: Boolean
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open val isValid: Boolean
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open var isVisible: Boolean
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@set:BeanProperty(bound = false, hidden = true, description = "The menubar for accessing pulldown menus from this frame.")
open var jMenuBar: JMenuBar?
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open val keyListeners: Array<out KeyListener?>?
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@set:BeanProperty(bound = false, hidden = true, description = "The pane that holds the various frame layers.")
open var layeredPane: JLayeredPane?
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open var locale: Locale?
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open var location: Point?
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open var menuBar: MenuBar?
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open val mousePosition: Point?
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open var name: String?
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open var opacity: Float
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open val ownedWindows: Array<out Window?>?
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open val owner: Window?
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open val parent: Container?
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@get:BeanProperty(bound = false, hidden = true, description = "the RootPane object for this frame.")
open var rootPane: JRootPane?
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open var shape: Shape?
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open var size: Dimension?
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open var state: Int
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open var title: String?
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open val toolkit: Toolkit?
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@set:BeanProperty(hidden = true, description = "Mechanism for transfer of data into the component")
open var transferHandler: TransferHandler?
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open var type: Window.Type?
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open val width: Int
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open val x: Int
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open val y: Int

Functions

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open fun action(evt: Event?, what: Any?): Boolean
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open fun add(popup: PopupMenu?)
open fun add(comp: Component?): Component?
open fun add(comp: Component?, constraints: Any?)
open fun add(comp: Component?, index: Int): Component?
open fun add(name: String?, comp: Component?): Component?
open fun add(comp: Component?, constraints: Any?, index: Int)
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open fun addNotify()
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open fun bounds(): Rectangle?
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open fun checkImage(image: Image?, observer: ImageObserver?): Int
open fun checkImage(image: Image?, width: Int, height: Int, observer: ImageObserver?): Int
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open operator fun contains(p: Point?): Boolean
open fun contains(x: Int, y: Int): Boolean
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open fun countComponents(): Int
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open fun createBufferStrategy(numBuffers: Int)
open fun createBufferStrategy(numBuffers: Int, caps: BufferCapabilities?)
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open fun createImage(producer: ImageProducer?): Image?
open fun createImage(width: Int, height: Int): Image?
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open fun createVolatileImage(width: Int, height: Int): VolatileImage?
open fun createVolatileImage(width: Int, height: Int, caps: ImageCapabilities?): VolatileImage?
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open fun deliverEvent(e: Event?)
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open fun disable()
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open fun dispose()
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open fun doLayout()
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open fun enable()
open fun enable(b: Boolean)
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open fun enableInputMethods(enable: Boolean)
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open fun findComponentAt(x: Int, y: Int): Component?
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open fun firePropertyChange(propertyName: String?, oldValue: Byte, newValue: Byte)
open fun firePropertyChange(propertyName: String?, oldValue: Char, newValue: Char)
open fun firePropertyChange(propertyName: String?, oldValue: Double, newValue: Double)
open fun firePropertyChange(propertyName: String?, oldValue: Float, newValue: Float)
open fun firePropertyChange(propertyName: String?, oldValue: Long, newValue: Long)
open fun firePropertyChange(propertyName: String?, oldValue: Short, newValue: Short)
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open fun getBaseline(width: Int, height: Int): Int
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open fun getComponent(n: Int): Component?
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open fun getComponentAt(x: Int, y: Int): Component?
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open fun getComponentZOrder(comp: Component?): Int
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open fun getFont(): Font?
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open fun getFontMetrics(font: Font?): FontMetrics?
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open fun <T : EventListener?> getListeners(listenerType: Class<T?>?): Array<out T?>?
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open fun getMousePosition(allowChildren: Boolean): Point?
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open fun gotFocus(evt: Event?, what: Any?): Boolean
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open fun handleEvent(evt: Event?): Boolean
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open fun hasFocus(): Boolean
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open fun hide()
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open fun imageUpdate(img: Image?, infoflags: Int, x: Int, y: Int, w: Int, h: Int): Boolean
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open fun insets(): Insets?
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open fun inside(x: Int, y: Int): Boolean
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open fun invalidate()
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open fun isFocusCycleRoot(container: Container?): Boolean
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open fun keyDown(evt: Event?, key: Int): Boolean
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open fun keyUp(evt: Event?, key: Int): Boolean
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open fun layout()
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open fun list()
open fun list(out: PrintStream?)
open fun list(out: PrintWriter?)
open fun list(out: PrintStream?, indent: Int)
open fun list(out: PrintWriter?, indent: Int)
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open fun locate(x: Int, y: Int): Component?
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open fun location(): Point?
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open fun lostFocus(evt: Event?, what: Any?): Boolean
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open fun minimumSize(): Dimension?
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open fun mouseDown(evt: Event?, x: Int, y: Int): Boolean
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open fun mouseDrag(evt: Event?, x: Int, y: Int): Boolean
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open fun mouseEnter(evt: Event?, x: Int, y: Int): Boolean
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open fun mouseExit(evt: Event?, x: Int, y: Int): Boolean
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open fun mouseMove(evt: Event?, x: Int, y: Int): Boolean
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open fun mouseUp(evt: Event?, x: Int, y: Int): Boolean
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open fun move(x: Int, y: Int)
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open fun nextFocus()
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open fun pack()
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open fun paint(g: Graphics?)
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open fun paintAll(g: Graphics?)
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open fun postEvent(e: Event?): Boolean
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open fun prepareImage(image: Image?, observer: ImageObserver?): Boolean
open fun prepareImage(image: Image?, width: Int, height: Int, observer: ImageObserver?): Boolean
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open fun print(g: Graphics?)
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open fun printAll(g: Graphics?)
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open fun remove(comp: Component?)
open fun remove(index: Int)
open fun remove(m: MenuComponent?)
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open fun removeAll()
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open fun removeNotify()
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fun render(state: GuiState)
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open fun repaint()
open fun repaint(tm: Long)
open fun repaint(x: Int, y: Int, width: Int, height: Int)
open fun repaint(time: Long, x: Int, y: Int, width: Int, height: Int)
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open fun requestFocus()
open fun requestFocus(cause: FocusEvent.Cause?)
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open fun reshape(x: Int, y: Int, width: Int, height: Int)
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open fun resize(d: Dimension?)
open fun resize(width: Int, height: Int)
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open fun revalidate()
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open fun setComponentZOrder(comp: Component?, index: Int)
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open fun setCursor(cursorType: Int)
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open fun setFocusTraversalKeys(id: Int, keystrokes: Set<out AWTKeyStroke?>?)
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open fun setMixingCutoutShape(shape: Shape?)
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open fun show()
open fun show(b: Boolean)
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open fun size(): Dimension?
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open fun toBack()
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open fun toFront()
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open fun transferFocus()
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open fun update(g: Graphics?)
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open fun validate()