document BasicScreen and Screen classse

This commit is contained in:
Andrzej Rybczak
2009-09-18 01:25:52 +00:00
parent e78c355ece
commit e6a64b9c63

View File

@@ -28,65 +28,168 @@
#include "settings.h" #include "settings.h"
#include "status.h" #include "status.h"
/// 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.
///
class BasicScreen class BasicScreen
{ {
public: public:
/// Initializes all variables to zero
///
BasicScreen() : hasToBeResized(0), isInitialized(0) { } BasicScreen() : hasToBeResized(0), isInitialized(0) { }
virtual ~BasicScreen() { } virtual ~BasicScreen() { }
/// @see Screen::ActiveWindow()
///
virtual void *ActiveWindow() = 0; virtual void *ActiveWindow() = 0;
/// Method used for switching to screen
///
virtual void SwitchTo() = 0; virtual void SwitchTo() = 0;
/// Method that should resize screen
/// if requested by hasToBeResized
///
virtual void Resize() = 0; virtual void Resize() = 0;
/// @return title of the screen
///
virtual std::basic_string<my_char_t> Title() = 0; virtual std::basic_string<my_char_t> Title() = 0;
/// If the screen contantly has to update itself
/// somehow, it should be called by this function.
///
virtual void Update() { } virtual void Update() { }
virtual void Refresh() = 0;
virtual void RefreshWindow() = 0;
virtual void ReadKey(int &) = 0;
virtual void Scroll(Where, const int * = 0) = 0;
/// @see Screen::Refresh()
///
virtual void Refresh() = 0;
/// @see Screen::RefreshWindow()
///
virtual void RefreshWindow() = 0;
/// see Screen::ReadKey()
///
virtual void ReadKey(int &key) = 0;
/// @see Screen::Scroll()
///
virtual void Scroll(Where where, const int key[2] = 0) = 0;
/// Invoked after Enter was pressed
///
virtual void EnterPressed() = 0; virtual void EnterPressed() = 0;
/// Invoked after Space was pressed
///
virtual void SpacePressed() = 0; virtual void SpacePressed() = 0;
/// @see Screen::MouseButtonPressed()
///
virtual void MouseButtonPressed(MEVENT) { } virtual void MouseButtonPressed(MEVENT) { }
/// @return pointer to currently selected song in the screen
/// (if screen provides one) or null pointer otherwise.
///
virtual MPD::Song *CurrentSong() { return 0; } virtual MPD::Song *CurrentSong() { return 0; }
/// @return true if the screen allows selecting items, false otherwise
///
virtual bool allowsSelection() = 0; virtual bool allowsSelection() = 0;
/// Reverses selection. Does nothing by default since pure
/// virtual allowsSelection() should remind of this function
/// to be defined
///
virtual void ReverseSelection() { } virtual void ReverseSelection() { }
virtual void GetSelectedSongs(MPD::SongList &) { }
virtual void ApplyFilter(const std::string &) { } /// Gets selected songs' positions from the screen
/// @param v vector to be filled with positions
///
virtual void GetSelectedSongs(GNUC_UNUSED MPD::SongList &v) { }
/// Applies a filter to the screen
virtual void ApplyFilter(GNUC_UNUSED const std::string &filter) { }
/// @return pointer to instantiation of Menu template class
/// cast to List if available or null pointer otherwise
///
virtual List *GetList() = 0; virtual List *GetList() = 0;
/// Should be set to true each time screen needs resize
///
bool hasToBeResized; bool hasToBeResized;
protected: protected:
/// Since screens initialization is lazy, we don't want to do
/// this in the constructor. This function should be invoked
/// only once and after that isInitialized flag has to be set
/// to true to somehow avoid next attempt of initialization.
///
virtual void Init() = 0; virtual void Init() = 0;
/// Flag that inditates whether the screen is initialized or not
///
bool isInitialized; bool isInitialized;
}; };
/// 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 WindowType> class Screen : public BasicScreen template <typename WindowType> class Screen : public BasicScreen
{ {
public: public:
Screen() : w(0) { } Screen() : w(0) { }
virtual ~Screen() { } virtual ~Screen() { }
/// 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(); virtual void *ActiveWindow();
/// @return pointer to currently active window
///
WindowType *Main(); WindowType *Main();
/// Refreshes whole screen
///
virtual void Refresh(); virtual void Refresh();
virtual void RefreshWindow();
virtual void ReadKey(int &input);
virtual void Scroll(Where where, const int * = 0);
/// Refreshes active window of the screen
///
virtual void RefreshWindow();
/// Reads a key from the screen
///
virtual void ReadKey(int &key);
/// 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
/// @param key needed if fancy scrolling is disabled to
/// define the conditional for while loop
///
virtual void Scroll(Where where, const int key[2] = 0);
/// 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); virtual void MouseButtonPressed(MEVENT me);
protected: 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)
///
WindowType *w; WindowType *w;
}; };
@@ -110,12 +213,12 @@ template <typename WindowType> void Screen<WindowType>::RefreshWindow()
w->Display(); w->Display();
} }
template <typename WindowType> void Screen<WindowType>::ReadKey(int &input) template <typename WindowType> void Screen<WindowType>::ReadKey(int &key)
{ {
w->ReadKey(input); w->ReadKey(key);
} }
template <typename WindowType> void Screen<WindowType>::Scroll(Where where, const int *key) template <typename WindowType> void Screen<WindowType>::Scroll(Where where, const int key[2])
{ {
if (!Config.fancy_scrolling && key) if (!Config.fancy_scrolling && key)
{ {
@@ -146,6 +249,10 @@ template <typename WindowType> void Screen<WindowType>::MouseButtonPressed(MEVEN
} }
} }
/// 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<Scrollpad>::MouseButtonPressed(MEVENT me) template <> inline void Screen<Scrollpad>::MouseButtonPressed(MEVENT me)
{ {
if (me.bstate & BUTTON2_PRESSED) if (me.bstate & BUTTON2_PRESSED)