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-rw-r--r--src/gwin/gwin_frame.c322
1 files changed, 322 insertions, 0 deletions
diff --git a/src/gwin/gwin_frame.c b/src/gwin/gwin_frame.c
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+++ b/src/gwin/gwin_frame.c
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+/*
+ * This file is subject to the terms of the GFX License. If a copy of
+ * the license was not distributed with this file, you can obtain one at:
+ *
+ * http://ugfx.org/license.html
+ */
+
+/**
+ * @file src/gwin/gwin_frame.c
+ * @brief GWIN sub-system frame code.
+ */
+
+#include "gfx.h"
+
+#if GFX_USE_GWIN && GWIN_NEED_FRAME
+
+#include "gwin_class.h"
+
+/* Some position values */
+#define BUTTON_X 18 // Button Width
+#define BUTTON_Y 18 // Button Height
+#define BUTTON_I 3 // Button inner margin
+#define BUTTON_T 2 // Gap from top of window to button
+#define BUTTON_B 2 // Gap from button to the bottom of the frame title area
+#define BORDER_L 2 // Left Border
+#define BORDER_R 2 // Right Border
+#define BORDER_T (BUTTON_Y+BUTTON_T+BUTTON_B) // Top Border (Title area)
+#define BORDER_B 2 // Bottom Border
+
+/* Internal state flags */
+#define GWIN_FRAME_USER_FLAGS (GWIN_FRAME_CLOSE_BTN|GWIN_FRAME_MINMAX_BTN)
+#define GWIN_FRAME_CLOSE_PRESSED (GWIN_FRAME_MINMAX_BTN << 1)
+#define GWIN_FRAME_MIN_PRESSED (GWIN_FRAME_MINMAX_BTN << 2)
+#define GWIN_FRAME_MAX_PRESSED (GWIN_FRAME_MINMAX_BTN << 3)
+#define GWIN_FRAME_REDRAW_FRAME (GWIN_FRAME_MINMAX_BTN << 4) // Only redraw the frame
+#if GWIN_FRAME_CLOSE_BTN < GWIN_FIRST_CONTROL_FLAG
+ #error "GWIN Frame: - Flag definitions don't match"
+#endif
+#if GWIN_FRAME_REDRAW_FRAME > GWIN_LAST_CONTROL_FLAG
+ #error "GWIN Frame: - Flag definitions don't match"
+#endif
+
+static coord_t BorderSizeL(GHandle gh) { (void)gh; return BORDER_L; }
+static coord_t BorderSizeR(GHandle gh) { (void)gh; return BORDER_R; }
+static coord_t BorderSizeT(GHandle gh) { (void)gh; return BORDER_T; }
+static coord_t BorderSizeB(GHandle gh) { (void)gh; return BORDER_B; }
+
+static void forceFrameRedraw(GWidgetObject *gw) {
+ // Force a redraw of just the frame.
+ // This is a big naughty but who really cares.
+ gw->g.flags |= GWIN_FRAME_REDRAW_FRAME;
+ gw->fnDraw(gw, gw->fnParam);
+ gw->g.flags &= ~GWIN_FRAME_REDRAW_FRAME;
+}
+
+#if GINPUT_NEED_MOUSE
+ static void mouseDown(GWidgetObject *gw, coord_t x, coord_t y) {
+ coord_t pos;
+
+ // We must be clicking on the frame button area to be of interest
+ if (y < BUTTON_T && y >= BUTTON_T+BUTTON_Y)
+ return;
+
+ pos = gw->g.width - (BORDER_R+BUTTON_X);
+ if ((gw->g.flags & GWIN_FRAME_CLOSE_BTN)) {
+ if (x >= pos && x < pos+BUTTON_X) {
+ // Close is pressed - force redraw the frame only
+ gw->g.flags |= GWIN_FRAME_CLOSE_PRESSED;
+ forceFrameRedraw(gw);
+ return;
+ }
+ pos -= BUTTON_X;
+ }
+ if ((gw->g.flags & GWIN_FRAME_MINMAX_BTN)) {
+ if (x >= pos && x < pos+BUTTON_X) {
+ // Close is pressed - force redraw the frame only
+ gw->g.flags |= GWIN_FRAME_MAX_PRESSED;
+ forceFrameRedraw(gw);
+ return;
+ }
+ pos -= BUTTON_X;
+ if (x >= pos && x < pos+BUTTON_X) {
+ // Close is pressed - force redraw the frame only
+ gw->g.flags |= GWIN_FRAME_MIN_PRESSED;
+ forceFrameRedraw(gw);
+ return;
+ }
+ pos -= BUTTON_X;
+ }
+ }
+
+ static void mouseUp(GWidgetObject *gw, coord_t x, coord_t y) {
+ #if GWIN_BUTTON_LAZY_RELEASE
+ if ((gw->g.flags & GWIN_FRAME_CLOSE_PRESSED)) {
+ // Close is released - destroy the window
+ gw->g.flags &= ~(GWIN_FRAME_CLOSE_PRESSED|GWIN_FRAME_MAX_PRESSED|GWIN_FRAME_MIN_PRESSED);
+ forceFrameRedraw(gw);
+ _gwinSendEvent(&gw->g, GEVENT_GWIN_CLOSE);
+ gwinDestroy(&gw->g);
+ return;
+ }
+ if ((gw->g.flags & GWIN_FRAME_MAX_PRESSED)) {
+ // Max is released - maximize the window
+ gw->g.flags &= ~(GWIN_FRAME_CLOSE_PRESSED|GWIN_FRAME_MAX_PRESSED|GWIN_FRAME_MIN_PRESSED);
+ forceFrameRedraw(gw);
+ gwinSetMinMax(&gw->g, GWIN_MAXIMIZE);
+ return;
+ }
+ if ((gw->g.flags & GWIN_FRAME_MIN_PRESSED)) {
+ // Min is released - minimize the window
+ gw->g.flags &= ~(GWIN_FRAME_CLOSE_PRESSED|GWIN_FRAME_MAX_PRESSED|GWIN_FRAME_MIN_PRESSED);
+ forceFrameRedraw(gw);
+ gwinSetMinMax(&gw->g, GWIN_MINIMIZE);
+ return;
+ }
+ #else
+ // If nothing is pressed we have nothing to do.
+ if (!(gw->g.flags & (GWIN_FRAME_CLOSE_PRESSED|GWIN_FRAME_MAX_PRESSED|GWIN_FRAME_MIN_PRESSED)))
+ return;
+
+ // We must be releasing over the button
+ if (y >= BUTTON_T && y < BUTTON_T+BUTTON_Y) {
+ coord_t pos;
+
+ pos = gw->g.width - (BORDER_R+BUTTON_X);
+ if ((gw->g.flags & GWIN_FRAME_CLOSE_BTN)) {
+ if ((gw->g.flags & GWIN_FRAME_CLOSE_PRESSED) && x >= pos && x <= pos+BUTTON_X) {
+ // Close is released - destroy the window. This is tricky as we already have the drawing lock.
+ gw->g.flags &= ~(GWIN_FRAME_CLOSE_PRESSED|GWIN_FRAME_MAX_PRESSED|GWIN_FRAME_MIN_PRESSED);
+ forceFrameRedraw(gw);
+ _gwinDestroy(&gw->g, REDRAW_INSESSION);
+ return;
+ }
+ pos -= BUTTON_X;
+ }
+ if ((gw->g.flags & GWIN_FRAME_MINMAX_BTN)) {
+ if ((gw->g.flags & GWIN_FRAME_MAX_PRESSED) && x >= pos && x <= pos+BUTTON_X) {
+ // Max is released - maximize the window
+ gw->g.flags &= ~(GWIN_FRAME_CLOSE_PRESSED|GWIN_FRAME_MAX_PRESSED|GWIN_FRAME_MIN_PRESSED);
+ forceFrameRedraw(gw);
+ gwinSetMinMax(&gw->g, GWIN_MAXIMIZE);
+ return;
+ }
+ pos -= BUTTON_X;
+ if ((gw->g.flags & GWIN_FRAME_MIN_PRESSED) && x >= pos && x <= pos+BUTTON_X) {
+ // Min is released - minimize the window
+ gw->g.flags &= ~(GWIN_FRAME_CLOSE_PRESSED|GWIN_FRAME_MAX_PRESSED|GWIN_FRAME_MIN_PRESSED);
+ forceFrameRedraw(gw);
+ gwinSetMinMax(&gw->g, GWIN_MINIMIZE);
+ return;
+ }
+ pos -= BUTTON_X;
+ }
+ }
+
+ // Clear any flags and redraw the frame
+ gw->g.flags &= ~(GWIN_FRAME_CLOSE_PRESSED|GWIN_FRAME_MAX_PRESSED|GWIN_FRAME_MIN_PRESSED);
+ forceFrameRedraw(gw);
+ #endif
+ }
+#endif
+
+static const gcontainerVMT frameVMT = {
+ {
+ {
+ "Frame", // The classname
+ sizeof(GFrameObject), // The object size
+ _gcontainerDestroy, // The destroy routine
+ _gcontainerRedraw, // The redraw routine
+ 0, // The after-clear routine
+ },
+ gwinFrameDraw_Std, // The default drawing routine
+ #if GINPUT_NEED_MOUSE
+ {
+ mouseDown, // Process mouse down event
+ mouseUp, // Process mouse up events
+ 0, // Process mouse move events
+ },
+ #endif
+ #if GINPUT_NEED_TOGGLE
+ {
+ 0, // 1 toggle role
+ 0, // Assign Toggles
+ 0, // Get Toggles
+ 0, // Process toggle off events
+ 0, // Process toggle on events
+ },
+ #endif
+ #if GINPUT_NEED_DIAL
+ {
+ 0, // 1 dial roles
+ 0, // Assign Dials
+ 0, // Get Dials
+ 0, // Process dial move events
+ },
+ #endif
+ },
+ BorderSizeL, // The size of the left border (mandatory)
+ BorderSizeT, // The size of the top border (mandatory)
+ BorderSizeR, // The size of the right border (mandatory)
+ BorderSizeB, // The size of the bottom border (mandatory)
+ 0, // A child has been added (optional)
+ 0, // A child has been deleted (optional)
+};
+
+GHandle gwinGFrameCreate(GDisplay *g, GFrameObject *fo, GWidgetInit *pInit, uint32_t flags) {
+ if (!(fo = (GFrameObject *)_gcontainerCreate(g, (GContainerObject *)fo, pInit, &frameVMT)))
+ return 0;
+
+ // Make sure we only have "safe" flags.
+ flags &= GWIN_FRAME_USER_FLAGS;
+
+ /* Apply flags. We apply these here so the controls above are outside the child area */
+ fo->g.flags |= flags;
+
+ gwinSetVisible(&fo->g, pInit->g.show);
+
+ return &fo->g;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// Default render routines //
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+void gwinFrameDraw_Transparent(GWidgetObject *gw, void *param) {
+ const GColorSet *pcol;
+ coord_t pos;
+ color_t contrast;
+ color_t btn;
+ (void)param;
+
+ if (gw->g.vmt != (gwinVMT *)&frameVMT)
+ return;
+
+ pcol = (gw->g.flags & GWIN_FLG_SYSENABLED) ? &gw->pstyle->enabled : &gw->pstyle->disabled;
+ contrast = gdispContrastColor(pcol->edge);
+ btn = gdispBlendColor(pcol->edge, contrast, 128);
+
+ // Render the frame
+ gdispGFillStringBox(gw->g.display, gw->g.x, gw->g.y, gw->g.width, BORDER_T, gw->text, gw->g.font, contrast, pcol->edge, justifyCenter);
+ gdispGFillArea(gw->g.display, gw->g.x, gw->g.y+BORDER_T, BORDER_L, gw->g.height-(BORDER_T+BORDER_B), pcol->edge);
+ gdispGFillArea(gw->g.display, gw->g.x+gw->g.width-BORDER_R, gw->g.y+BORDER_T, BORDER_R, gw->g.height-(BORDER_T+BORDER_B), pcol->edge);
+ gdispGFillArea(gw->g.display, gw->g.x, gw->g.y+gw->g.height-BORDER_B, gw->g.width, BORDER_B, pcol->edge);
+
+ // Add the buttons
+ pos = gw->g.x+gw->g.width - (BORDER_R+BUTTON_X);
+
+ if ((gw->g.flags & GWIN_FRAME_CLOSE_BTN)) {
+ if ((gw->g.flags & GWIN_FRAME_CLOSE_PRESSED))
+ gdispFillArea(pos, gw->g.y+BUTTON_T, BUTTON_X, BUTTON_Y, btn);
+ gdispDrawLine(pos+BUTTON_I, gw->g.y+(BUTTON_T+BUTTON_I), pos+(BUTTON_X-BUTTON_I-1), gw->g.y+(BUTTON_T+BUTTON_Y-BUTTON_I-1), contrast);
+ gdispDrawLine(pos+(BUTTON_X-BUTTON_I-1), gw->g.y+(BUTTON_T+BUTTON_I), pos+BUTTON_I, gw->g.y+(BUTTON_T+BUTTON_Y-BUTTON_I-1), contrast);
+ pos -= BUTTON_X;
+ }
+
+ if ((gw->g.flags & GWIN_FRAME_MINMAX_BTN)) {
+ if ((gw->g.flags & GWIN_FRAME_MAX_PRESSED))
+ gdispFillArea(pos, gw->g.y+BUTTON_T, BUTTON_X, BUTTON_Y, btn);
+ // the symbol
+ gdispDrawBox(pos+BUTTON_I, gw->g.y+(BUTTON_T+BUTTON_I), BUTTON_X-2*BUTTON_I, BUTTON_Y-2*BUTTON_I, contrast);
+ gdispDrawLine(pos+(BUTTON_I+1), gw->g.y+(BUTTON_T+BUTTON_I+1), pos+(BUTTON_X-BUTTON_I-2), gw->g.y+(BUTTON_T+BUTTON_I+1), contrast);
+ gdispDrawLine(pos+(BUTTON_I+1), gw->g.y+(BUTTON_T+BUTTON_I+2), pos+(BUTTON_X-BUTTON_I-2), gw->g.y+(BUTTON_T+BUTTON_I+2), contrast);
+ pos -= BUTTON_X;
+ if ((gw->g.flags & GWIN_FRAME_MIN_PRESSED))
+ gdispFillArea(pos, gw->g.y+BUTTON_T, BUTTON_X, BUTTON_Y, btn);
+ gdispDrawLine(pos+BUTTON_I, gw->g.y+(BUTTON_T+BUTTON_Y-BUTTON_I-1), pos+(BUTTON_X-BUTTON_I-1), gw->g.y+(BUTTON_T+BUTTON_Y-BUTTON_I-1), contrast);
+ pos -= BUTTON_X;
+ }
+
+ // Don't touch the client area
+}
+
+void gwinFrameDraw_Std(GWidgetObject *gw, void *param) {
+ (void)param;
+
+ if (gw->g.vmt != (gwinVMT *)&frameVMT)
+ return;
+
+ // Draw the frame
+ gwinFrameDraw_Transparent(gw, param);
+
+ // Drop out if that is all we want to draw
+ if ((gw->g.flags & GWIN_FRAME_REDRAW_FRAME))
+ return;
+
+ // Draw the client area
+ gdispGFillArea(gw->g.display, gw->g.x + BORDER_L, gw->g.y + BORDER_T, gw->g.width - (BORDER_L+BORDER_R), gw->g.height - (BORDER_T+BORDER_B), gw->pstyle->background);
+}
+
+#if GDISP_NEED_IMAGE
+ void gwinFrameDraw_Image(GWidgetObject *gw, void *param) {
+ #define gi ((gdispImage *)param)
+ coord_t x, y, iw, ih, mx, my;
+
+ if (gw->g.vmt != (gwinVMT *)&frameVMT)
+ return;
+
+ // Draw the frame
+ gwinFrameDraw_Transparent(gw, param);
+
+ // Drop out if that is all we want to draw
+ if ((gw->g.flags & GWIN_FRAME_REDRAW_FRAME))
+ return;
+
+ // Draw the client area by tiling the image
+ mx = gw->g.x+gw->g.width - BORDER_R;
+ my = gw->g.y+gw->g.height - BORDER_B;
+ for(y = gw->g.y+BORDER_T, ih = gi->height; y < my; y += ih) {
+ if (ih > my - y)
+ ih = my - y;
+ for(x = gw->g.x+BORDER_L; iw = gi->width; x < mx; x += iw) {
+ if (iw > mx - x)
+ iw = mx - x;
+ gdispGImageDraw(gw->g.display, gi, x, y, ih, iw, 0, 0);
+ }
+ }
+
+ #undef gi
+ }
+#endif
+
+#endif /* (GFX_USE_GWIN && GWIN_NEED_FRAME) || defined(__DOXYGEN__) */