more PascalCase to camelCase conversions
This commit is contained in:
75
src/screen.h
75
src/screen.h
@@ -24,8 +24,8 @@
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#include "menu.h"
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#include "scrollpad.h"
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void GenericMouseButtonPressed(NC::Window *w, MEVENT me);
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void ScrollpadMouseButtonPressed(NC::Scrollpad *w, MEVENT me);
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void genericMouseButtonPressed(NC::Window *w, MEVENT me);
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void scrollpadMouseButtonPressed(NC::Scrollpad *w, MEVENT me);
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/// An interface for various instantiations of Screen template class. Since C++ doesn't like
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/// comparison of two different instantiations of the same template class we need the most
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@@ -38,40 +38,40 @@ class BasicScreen
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virtual ~BasicScreen() { }
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/// @see Screen::ActiveWindow()
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virtual NC::Window *ActiveWindow() = 0;
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/// @see Screen::activeWindow()
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virtual NC::Window *activeWindow() = 0;
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/// @see Screen::Refresh()
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virtual void Refresh() = 0;
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/// @see Screen::refresh()
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virtual void refresh() = 0;
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/// @see Screen::RefreshWindow()
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virtual void RefreshWindow() = 0;
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/// @see Screen::refreshWindow()
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virtual void refreshWindow() = 0;
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/// @see Screen::Scroll()
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virtual void Scroll(NC::Where where) = 0;
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/// @see Screen::scroll()
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virtual void scroll(NC::Where where) = 0;
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/// Method used for switching to screen
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virtual void SwitchTo() = 0;
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virtual void switchTo() = 0;
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/// Method that should resize screen
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/// if requested by hasToBeResized
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virtual void Resize() = 0;
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virtual void resize() = 0;
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/// @return title of the screen
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virtual std::wstring Title() = 0;
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virtual std::wstring title() = 0;
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/// If the screen contantly has to update itself
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/// somehow, it should be called by this function.
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virtual void Update() = 0;
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virtual void update() = 0;
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/// Invoked after Enter was pressed
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virtual void EnterPressed() = 0;
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virtual void enterPressed() = 0;
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/// Invoked after Space was pressed
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virtual void SpacePressed() = 0;
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virtual void spacePressed() = 0;
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/// @see Screen::MouseButtonPressed()
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virtual void MouseButtonPressed(MEVENT me) = 0;
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/// @see Screen::mouseButtonPressed()
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virtual void mouseButtonPressed(MEVENT me) = 0;
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/// When this is overwritten with a function returning true, the
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/// screen will be used in tab switching.
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@@ -85,20 +85,20 @@ class BasicScreen
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/// Locks current screen.
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/// @return true if lock was successful, false otherwise. Note that
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/// if there is already locked screen, it'll not overwrite it.
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bool Lock();
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bool lock();
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/// Should be set to true each time screen needs resize
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bool hasToBeResized;
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/// Unlocks a screen, ie. hides merged window (if there is one set).
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static void Unlock();
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static void unlock();
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protected:
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/// Since screens initialization is lazy, we don't want to do
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/// this in the constructor. This function should be invoked
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/// only once and after that isInitialized flag has to be set
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/// to true to somehow avoid next attempt of initialization.
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virtual void Init() = 0;
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virtual void init() = 0;
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/// @return true if screen can be locked. Note that returning
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/// false here doesn't neccesarily mean that screen is also not
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@@ -106,25 +106,25 @@ class BasicScreen
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/// make much sense, but it's perfectly fine to merge it).
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virtual bool isLockable() = 0;
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/// Gets X offset and width of current screen to be used eg. in Resize() function.
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/// Gets X offset and width of current screen to be used eg. in resize() function.
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/// @param adjust_locked_screen indicates whether this function should
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/// automatically adjust locked screen's dimensions (if there is one set)
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/// if current screen is going to be subwindow.
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void GetWindowResizeParams(size_t &x_offset, size_t &width, bool adjust_locked_screen = true);
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void getWindowResizeParams(size_t &x_offset, size_t &width, bool adjust_locked_screen = true);
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/// Flag that inditates whether the screen is initialized or not
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bool isInitialized;
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};
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void ApplyToVisibleWindows(void (BasicScreen::*f)());
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void UpdateInactiveScreen(BasicScreen *screen_to_be_set);
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void applyToVisibleWindows(void (BasicScreen::*f)());
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void updateInactiveScreen(BasicScreen *screen_to_be_set);
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bool isVisible(BasicScreen *screen);
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/// Class that all screens should derive from. It provides basic interface
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/// for the screen to be working properly and assumes that we didn't forget
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/// about anything vital.
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///
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template <typename WindowType> class Screen : public BasicScreen
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template <typename WindowT> class Screen : public BasicScreen
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{
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public:
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Screen() : w(0) { }
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@@ -134,17 +134,17 @@ template <typename WindowType> class Screen : public BasicScreen
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/// it's useful to determine the one that is being
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/// active
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/// @return address to window object cast to void *
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virtual NC::Window *ActiveWindow() OVERRIDE {
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virtual NC::Window *activeWindow() OVERRIDE {
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return w;
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}
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/// Refreshes whole screen
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virtual void Refresh() OVERRIDE {
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virtual void refresh() OVERRIDE {
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w->display();
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}
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/// Refreshes active window of the screen
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virtual void RefreshWindow() OVERRIDE {
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virtual void refreshWindow() OVERRIDE {
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w->display();
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}
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@@ -152,19 +152,19 @@ template <typename WindowType> class Screen : public BasicScreen
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/// if fancy scrolling feature is disabled, enters the
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/// loop that holds main loop until user releases the key
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/// @param where indicates where one wants to scroll
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virtual void Scroll(NC::Where where) OVERRIDE {
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virtual void scroll(NC::Where where) OVERRIDE {
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w->scroll(where);
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}
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/// Invoked after there was one of mouse buttons pressed
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/// @param me struct that contains coords of where the click
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/// had its place and button actions
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virtual void MouseButtonPressed(MEVENT me) OVERRIDE {
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GenericMouseButtonPressed(w, me);
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virtual void mouseButtonPressed(MEVENT me) OVERRIDE {
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genericMouseButtonPressed(w, me);
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}
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/// @return pointer to currently active window
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WindowType *Main() {
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WindowT *main() {
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return w;
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}
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@@ -173,15 +173,14 @@ template <typename WindowType> class Screen : public BasicScreen
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/// of window used by the screen. What is more, it should
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/// always be assigned to the currently active window (if
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/// acreen contains more that one)
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WindowType *w;
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WindowT *w;
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};
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/// Specialization for Screen<Scrollpad>::MouseButtonPressed, that should
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/// Specialization for Screen<Scrollpad>::mouseButtonPressed, that should
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/// not scroll whole page, but rather a few lines (the number of them is
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/// defined in the config)
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template <> inline void Screen<NC::Scrollpad>::MouseButtonPressed(MEVENT me)
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{
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ScrollpadMouseButtonPressed(w, me);
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template <> inline void Screen<NC::Scrollpad>::mouseButtonPressed(MEVENT me) {
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scrollpadMouseButtonPressed(w, me);
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}
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#endif
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