/* Based up Neutrino-GUI - Tuxbox-Project Copyright (C) 2001 by Steffen Hehn 'McClean' Classes for generic GUI-related components. Copyright (C) 2012, 2013, Thilo Graf 'dbt' License: GPL This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA. */ #ifndef __COMPONENTS__ #define __COMPONENTS__ #include "cc_types.h" #include #include #include #include //#define DEBUG_CC /// Basic component class. /*! Basic attributes and member functions for component sub classes */ class CComponents { private: ///pixel buffer handling, returns pixel buffer depends of given parameters fb_pixel_t* getScreen(int ax, int ay, int dx, int dy); protected: ///object: framebuffer object, usable in all sub classes CFrameBuffer * frameBuffer; ///container: for frambuffer properties and pixel buffer std::vector v_fbdata; ///property: x-position on screen int x; ///property: y-position on screen int y; ///property: contains real x-position on screen int cc_xr; ///property: contains real y-position on screen int cc_yr; ///property: height-dimension on screen int height; ///property: width-dimension on screen int width; ///property: has corners with definied type, types are defined in /driver/frambuffer.h, without effect, if corner_radius=0 int corner_type; ///property: defined radius of corner, without effect, if corner_type=0 int corner_rad; ///property: color of body fb_pixel_t col_body; ///property: color of shadow fb_pixel_t col_shadow; ///property: color of frame fb_pixel_t col_frame; ///property: color of frame if component is selected, Note: fr_thickness_sel must be set fb_pixel_t col_frame_sel; ///property: true=component has shadow bool shadow; ///property: width of shadow int shadow_w; ///property: frame thickness int fr_thickness; ///property: frame thickness of selected component int fr_thickness_sel; ///status: true=component was painted for 1st time bool firstPaint; ///status: true=component was rendered bool is_painted; ///mode: true=activate rendering of basic elements (frame, shadow and body) bool paint_bg; ///initialize of basic attributes, no parameters required void initVarBasic(); ///rendering of framebuffer elements at once, ///elements are contained in v_fbdata, presumes added frambuffer elements with paintInit(), ///parameter do_save_bg=true, saves background of element to pixel buffer, this can be restore with hide() void paintFbItems(bool do_save_bg = true); ///clean up old screen buffer saved in v_fbdata virtual void clear(); ///container: contains saved pixel buffer with position and dimensions comp_screen_data_t saved_screen; ///cleans saved pixel buffer void clearSavedScreen(); public: ///basic component class constructor. CComponents(); virtual~CComponents(); ///set screen x-position inline virtual void setXPos(const int& xpos){x = xpos;}; ///set screen y-position, inline virtual void setYPos(const int& ypos){y = ypos;}; ///set x and y position ///Note: position of bound components (items) means position related within parent form, not for screen! ///to set the real screen position, look at setRealPos() inline virtual void setPos(const int& xpos, const int& ypos){x = xpos; y = ypos;}; ///sets real position on screen. Use this, if item contains own render methods and item is added to a form virtual void setRealPos(const int& xr, const int& yr){cc_xr = xr; cc_yr = yr;}; ///get real x-position on screen. Use this, if item contains own render methods and item is bound to a form virtual int getRealXPos(){return cc_xr;}; ///get real y-position on screen. Use this, if item contains own render methods and item is bound to a form virtual int getRealYPos(){return cc_yr;}; ///set height of component on screen inline virtual void setHeight(const int& h){height = h;}; ///set width of component on screen inline virtual void setWidth(const int& w){width = w;}; ///set all positions and dimensions of component at once inline virtual void setDimensionsAll(const int& xpos, const int& ypos, const int& w, const int& h){x = xpos; y = ypos; width = w; height = h;}; ///return screen x-position of component ///Note: position of bound components (items) means position related within parent form, not for screen! ///to get the real screen position, use getRealXPos(), to find in CComponentsItem sub classes inline virtual int getXPos(){return x;}; ///return screen y-position of component ///Note: position of bound components (items) means position related within parent form, not for screen! ///to get the real screen position, use getRealYPos(), to find in CComponentsItem sub classes inline virtual int getYPos(){return y;}; ///return height of component inline virtual int getHeight(){return height;}; ///return width of component inline virtual int getWidth(){return width;}; ///return/set (pass through) width and height of component inline virtual void getSize(int* w, int* h){*w=width; *h=height;}; ///return/set (pass through) position and dimensions of component at once inline virtual void getDimensions(int* xpos, int* ypos, int* w, int* h){*xpos=x; *ypos=y; *w=width; *h=height;}; ///set frame color inline virtual void setColorFrame(fb_pixel_t color){col_frame = color;}; ///set body color inline virtual void setColorBody(fb_pixel_t color){col_body = color;}; ///set shadow color inline virtual void setColorShadow(fb_pixel_t color){col_shadow = color;}; ///set all basic framebuffer element colors at once ///Note: Possible color values are defined in "gui/color.h" and "gui/customcolor.h" 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;}; ///get frame color inline virtual fb_pixel_t getColorFrame(){return col_frame;}; ///get body color inline virtual fb_pixel_t getColorBody(){return col_body;}; ///get shadow color inline virtual fb_pixel_t getColorShadow(){return col_shadow;}; ///set corner types ///Possible corner types are defined in CFrameBuffer (see: driver/framebuffer.h) ///Note: default values are given from settings inline virtual void setCornerType(const int& type){corner_type = type;}; ///set corner radius inline virtual void setCornerRadius(const int& radius){corner_rad = radius;}; ///get corner types inline virtual int getCornerType(){return corner_type;}; ///get corner radius inline virtual int getCornerRadius(){return corner_rad;}; ///set frame thickness inline virtual void setFrameThickness(const int& thickness){fr_thickness = thickness;}; ///switch shadow on/off ///Note: it's recommended to use #defines: CC_SHADOW_ON=true or CC_SHADOW_OFF=false as parameter, see also cc_types.h inline virtual void setShadowOnOff(bool has_shadow){shadow = has_shadow;}; ///hide current screen and restore background virtual void hide(); ///erase current screen without restore of background, it's similar to paintBackgroundBoxRel() from CFrameBuffer virtual void kill(); ///returns paint mode, true=item was painted virtual bool isPainted(){return is_painted;} ///allows paint of elementary item parts (shadow, frame and body), similar as background, set it usually to false, if item used in a form virtual void doPaintBg(bool do_paint){paint_bg = do_paint;}; }; class CComponentsItem : public CComponents { protected: ///property: define of item type, see cc_types.h for possible types int cc_item_type; ///property: define of item index, all bound items get an index, ///default: CC_NO_INDEX as identifer for not embedded item and default index=0 for form as main parent ///see also getIndex(), setIndex() int cc_item_index; ///property: default enabled bool cc_item_enabled; ///property: default not selected bool cc_item_selected; ///Pointer to the form object in which this item is embedded. ///Is typically the type CComponentsForm or derived classes, default intialized with NULL CComponentsItem *cc_parent; ///hides item, arg: no_restore=true causes no restore of background, but clean up pixel buffer if required void hideCCItem(bool no_restore = false); ///initialze of basic framebuffer elements with shadow, background and frame. ///must be called first in all paint() members before paint any item, ///If backround is not required, it's possible to override this with variable paint_bg=false, use doPaintBg(true/false) to set this! ///arg do_save_bg=false avoids using of unnecessary pixel memory, eg. if no hide with restore is provided. This is mostly the case whenever ///an item will be hide or overpainted with other methods, or it's embedded (bound) in a parent form. void paintInit(bool do_save_bg); ///initialize all required attributes void initVarItem(); public: CComponentsItem(); ///sets pointer to the form object in which this item is embedded. virtual void setParent(CComponentsItem *parent){cc_parent = parent;}; ///abstract: paint item, arg: do_save_bg see paintInit() above virtual void paint(bool do_save_bg = CC_SAVE_SCREEN_YES) = 0; ///hides item, arg: no_restore see hideCCItem() above virtual void hide(bool no_restore = false); ///get the current item type, see attribute cc_item_type above virtual int getItemType(); ///syncronizes item colors with current color settings if required, NOTE: overwrites internal values! virtual void syncSysColors(); ///set select mode, see also col_frame_sel virtual void setSelected(bool selected){cc_item_selected = selected;}; ///set enable mode, see also cc_item_enabled virtual void setEnable(bool enabled){cc_item_enabled = enabled;}; ///get select mode, see also setSelected() above virtual bool isSelected(){return cc_item_selected;}; ///get enable mode, see also setEnable() above virtual bool isEnabled(){return cc_item_enabled;}; ///get current index of item, see also attribut cc_item_index virtual int getIndex(){return cc_item_index;}; ///set index to item, see also attribut cc_item_index virtual void setIndex(const int& index){cc_item_index = index;}; }; #endif