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/***************************************************************************
* Copyright (C) 2008-2012 by Andrzej Rybczak *
* electricityispower@gmail.com *
* *
* 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 NCMPCPP_SCREEN_H
#define NCMPCPP_SCREEN_H
#include "menu.h"
#include "scrollpad.h"
#include "screen_type.h"
void genericMouseButtonPressed(NC::Window &w, MEVENT me);
void scrollpadMouseButtonPressed(NC::Scrollpad &w, MEVENT me);
/// An interface for various instantiations of Screen template class. Since C++ doesn't like
/// comparison of two different instantiations of the same template class we need the most
/// basic class to be non-template to allow it.
struct BaseScreen
{
BaseScreen() : hasToBeResized(false) { }
virtual ~BaseScreen() { }
/// @see Screen::isActiveWindow()
virtual bool isActiveWindow(const NC::Window &w_) = 0;
/// @see Screen::activeWindow()
virtual void *activeWindow() = 0;
/// @see Screen::refresh()
virtual void refresh() = 0;
/// @see Screen::refreshWindow()
virtual void refreshWindow() = 0;
/// @see Screen::scroll()
virtual void scroll(NC::Scroll where) = 0;
/// Method used for switching to screen
virtual void switchTo() = 0;
/// Method that should resize screen
/// if requested by hasToBeResized
virtual void resize() = 0;
/// @return title of the screen
virtual std::wstring title() = 0;
/// @return type of the screen
virtual ScreenType type() = 0;
/// If the screen contantly has to update itself
/// somehow, it should be called by this function.
virtual void update() = 0;
/// Invoked after Enter was pressed
virtual void enterPressed() = 0;
/// Invoked after Space was pressed
virtual void spacePressed() = 0;
/// @see Screen::mouseButtonPressed()
virtual void mouseButtonPressed(MEVENT me) = 0;
/// @return true if screen is mergable, ie. can be "proper" subwindow
/// if one of the screens is locked. Screens that somehow resemble popups
/// will want to return false here.
virtual bool isMergable() = 0;
/// Locks current screen.
/// @return true if lock was successful, false otherwise. Note that
/// if there is already locked screen, it'll not overwrite it.
bool lock();
/// Should be set to true each time screen needs resize
bool hasToBeResized;
/// Unlocks a screen, ie. hides merged window (if there is one set).
static void unlock();
protected:
/// @return true if screen can be locked. Note that returning
/// false here doesn't neccesarily mean that screen is also not
/// mergable (eg. lyrics screen is not lockable since that wouldn't
/// make much sense, but it's perfectly fine to merge it).
virtual bool isLockable() = 0;
/// Gets X offset and width of current screen to be used eg. in resize() function.
/// @param adjust_locked_screen indicates whether this function should
/// automatically adjust locked screen's dimensions (if there is one set)
/// if current screen is going to be subwindow.
void getWindowResizeParams(size_t &x_offset, size_t &width, bool adjust_locked_screen = true);
};
void applyToVisibleWindows(void (BaseScreen::*f)());
void updateInactiveScreen(BaseScreen *screen_to_be_set);
bool isVisible(BaseScreen *screen);
/// Class that all screens should derive from. It provides basic interface
/// for the screen to be working properly and assumes that we didn't forget
/// about anything vital.
///
template <typename WindowT> struct Screen : public BaseScreen
{
typedef WindowT WindowType;
typedef typename std::add_lvalue_reference<WindowType>::type WindowReference;
private:
template <bool IsPointer, typename Result> struct getObject { };
template <typename Result> struct getObject<true, Result> {
static Result apply(WindowType w) { return *w; }
};
template <typename Result> struct getObject<false, Result> {
static Result apply(WindowReference w) { return w; }
};
typedef getObject<
std::is_pointer<WindowT>::value,
typename std::add_lvalue_reference<
typename std::remove_pointer<WindowT>::type
>::type
> Accessor;
public:
Screen() { }
Screen(WindowT w_) : w(w_) { }
virtual ~Screen() { }
virtual bool isActiveWindow(const NC::Window &w_) OVERRIDE {
return &Accessor::apply(w) == &w_;
}
/// Since some screens contain more that one window
/// it's useful to determine the one that is being
/// active
/// @return address to window object cast to void *
virtual void *activeWindow() OVERRIDE {
return &Accessor::apply(w);
}
/// Refreshes whole screen
virtual void refresh() OVERRIDE {
Accessor::apply(w).display();
}
/// Refreshes active window of the screen
virtual void refreshWindow() OVERRIDE {
Accessor::apply(w).display();
}
/// Scrolls the screen by given amount of lines and
/// if fancy scrolling feature is disabled, enters the
/// loop that holds main loop until user releases the key
/// @param where indicates where one wants to scroll
virtual void scroll(NC::Scroll where) OVERRIDE {
Accessor::apply(w).scroll(where);
}
/// Invoked after there was one of mouse buttons pressed
/// @param me struct that contains coords of where the click
/// had its place and button actions
virtual void mouseButtonPressed(MEVENT me) OVERRIDE {
genericMouseButtonPressed(Accessor::apply(w), me);
}
/// @return currently active window
WindowReference main() {
return w;
}
protected:
/// Template parameter that should indicate the main type
/// of window used by the screen. What is more, it should
/// always be assigned to the currently active window (if
/// acreen contains more that one)
WindowT w;
};
/// Specialization for Screen<Scrollpad>::mouseButtonPressed that should
/// not scroll whole page, but rather a few lines (the number of them is
/// defined in the config)
template <> inline void Screen<NC::Scrollpad>::mouseButtonPressed(MEVENT me) {
scrollpadMouseButtonPressed(w, me);
}
#endif // NCMPCPP_SCREEN_H
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