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CComponents: add comments for documentations
Comments contains doxygen tags. for results see also: http://www.tuxbox.org/neutrinohd/doc/html/ Help welcome!
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@@ -34,68 +34,156 @@
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//#define DEBUG_CC
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/// Basic component class.
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/*!
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Basic attributes and member functions for component sub classes
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*/
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class CComponents
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{
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protected:
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int x, y, height, width, corner_type, shadow_w;
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int corner_rad, fr_thickness, fr_thickness_sel;
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CFrameBuffer * frameBuffer;
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std::vector<comp_fbdata_t> v_fbdata;
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fb_pixel_t col_body, col_shadow, col_frame, col_frame_sel;
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bool firstPaint, shadow, is_painted, paint_bg;
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private:
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///pixel buffer handling, returns pixel buffer depends of given parameters
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fb_pixel_t* getScreen(int ax, int ay, int dx, int dy);
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void initVarBasic();
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void paintFbItems(bool do_save_bg = true);
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virtual fb_pixel_t* getScreen(int ax, int ay, int dx, int dy);
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comp_screen_data_t saved_screen;
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protected:
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///object: framebuffer object, usable in all sub classes
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CFrameBuffer * frameBuffer;
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///container: for frambuffer properties and pixel buffer
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std::vector<comp_fbdata_t> v_fbdata;
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void clearSavedScreen();
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///property: x-position on screen
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int x;
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///property: y-position on screen
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int y;
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///property: height-dimension on screen
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int height;
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///property: width-dimension on screen
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int width;
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///property: has corners with definied type, types are defined in /driver/frambuffer.h, without effect, if corner_radius=0
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int corner_type;
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///property: defined radius of corner, without effect, if corner_type=0
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int corner_rad;
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///property: color of body
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fb_pixel_t col_body;
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///property: color of shadow
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fb_pixel_t col_shadow;
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///property: color of frame
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fb_pixel_t col_frame;
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///property: color of frame if component is selected, Note: fr_thickness_sel must be set
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fb_pixel_t col_frame_sel;
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///property: true=component has shadow
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bool shadow;
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///property: width of shadow
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int shadow_w;
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///property: frame thickness
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int fr_thickness;
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///property: frame thickness of selected component
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int fr_thickness_sel;
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///status: true=component was painted for 1st time
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bool firstPaint;
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///status: true=component was rendered
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bool is_painted;
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///mode: true=activate rendering of basic elements (frame, shadow and body)
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bool paint_bg;
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///initialize of basic attributes, no parameters required
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void initVarBasic();
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///rendering of framebuffer elements at once,
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///elements are contained in v_fbdata, presumes added frambuffer elements with paintInit(),
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///parameter do_save_bg=true, saves background of element to pixel buffer, this can be restore with hide()
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void paintFbItems(bool do_save_bg = true);
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///clean up old screen buffer saved in v_fbdata
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virtual void clear();
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///container: contains saved pixel buffer with position and dimensions
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comp_screen_data_t saved_screen;
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///cleans saved pixel buffer
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void clearSavedScreen();
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public:
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///basic component class constructor.
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CComponents();
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virtual~CComponents();
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///set screen x-position
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inline virtual void setXPos(const int& xpos){x = xpos;};
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///set screen y-position,
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inline virtual void setYPos(const int& ypos){y = ypos;};
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///set x and y position
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///Note: position of bound components (items) means position related within parent form, not for screen!
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///to set the real screen position, setRealPos(), to find in CComponentsItem sub classes
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inline virtual void setPos(const int& xpos, const int& ypos){x = xpos; y = ypos;};
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///set height of component on screen
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inline virtual void setHeight(const int& h){height = h;};
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///set width of component on screen
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inline virtual void setWidth(const int& w){width = w;};
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///set all positions and dimensions of component at once
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inline virtual void setDimensionsAll(const int& xpos, const int& ypos, const int& w, const int& h){x = xpos; y = ypos; width = w; height = h;};
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///return screen x-position of component
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///Note: position of bound components (items) means position related within parent form, not for screen!
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///to get the real screen position, use getRealXPos(), to find in CComponentsItem sub classes
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inline virtual int getXPos(){return x;};
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///return screen y-position of component
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///Note: position of bound components (items) means position related within parent form, not for screen!
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///to get the real screen position, use getRealYPos(), to find in CComponentsItem sub classes
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inline virtual int getYPos(){return y;};
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///return height of component
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inline virtual int getHeight(){return height;};
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///return width of component
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inline virtual int getWidth(){return width;};
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///return/set (pass through) width and height of component
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inline virtual void getSize(int* w, int* h){*w=width; *h=height;};
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///return/set (pass through) position and dimensions of component at once
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inline virtual void getDimensions(int* xpos, int* ypos, int* w, int* h){*xpos=x; *ypos=y; *w=width; *h=height;};
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///set colors: Possible color values are defined in "gui/color.h" and "gui/customcolor.h"
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///set frame color
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inline virtual void setColorFrame(fb_pixel_t color){col_frame = color;};
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///set body color
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inline virtual void setColorBody(fb_pixel_t color){col_body = color;};
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///set shadow color
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inline virtual void setColorShadow(fb_pixel_t color){col_shadow = color;};
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///set all basic framebuffer element colors at once
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///Note: Possible color values are defined in "gui/color.h" and "gui/customcolor.h"
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inline virtual void setColorAll(fb_pixel_t color_frame, fb_pixel_t color_body, fb_pixel_t color_shadow){col_frame = color_frame; col_body = color_body; col_shadow = color_shadow;};
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///get colors
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///get frame color
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inline virtual fb_pixel_t getColorFrame(){return col_frame;};
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///get body color
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inline virtual fb_pixel_t getColorBody(){return col_body;};
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///get shadow color
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inline virtual fb_pixel_t getColorShadow(){return col_shadow;};
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///set corner types: Possible corner types are defined in CFrameBuffer (see: driver/framebuffer.h).
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///set corner types
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///Possible corner types are defined in CFrameBuffer (see: driver/framebuffer.h)
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///Note: default values are given from settings
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inline virtual void setCornerType(const int& type){corner_type = type;};
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///set corner radius
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inline virtual void setCornerRadius(const int& radius){corner_rad = radius;};
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///get corner types:
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///get corner types
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inline virtual int getCornerType(){return corner_type;};
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///get corner radius
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inline virtual int getCornerRadius(){return corner_rad;};
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///set frame thickness
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inline virtual void setFrameThickness(const int& thickness){fr_thickness = thickness;};
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///switch shadow on/off
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///Note: it's recommended to use #defines: CC_SHADOW_ON=true or CC_SHADOW_OFF=false as parameter, see also cc_types.h
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inline virtual void setShadowOnOff(bool has_shadow){shadow = has_shadow;};
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///hide current screen and restore background
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virtual void hide();
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///erase current screen without restore of background, as similar to paintBackgroundBoxRel() from CFrameBuffer
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///erase current screen without restore of background, it's similar to paintBackgroundBoxRel() from CFrameBuffer
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virtual void kill();
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///returns paint mode, true=item was painted
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virtual bool isPainted(){return is_painted;}
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///allows paint of elemetary item parts (shadow, frame and body), similar as background, set it usually to false, if item used in a form
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///allows paint of elementary item parts (shadow, frame and body), similar as background, set it usually to false, if item used in a form
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virtual void doPaintBg(bool do_paint){paint_bg = do_paint;};
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};
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