287 lines
8.1 KiB
C++
287 lines
8.1 KiB
C++
/***************************************************************************
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* Copyright (C) 2008-2010 by Andrzej Rybczak *
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* electricityispower@gmail.com *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA. *
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***************************************************************************/
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#ifndef _SCREEN_H
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#define _SCREEN_H
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#include "window.h"
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#include "menu.h"
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#include "mpdpp.h"
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#include "helpers.h"
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#include "settings.h"
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#include "status.h"
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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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/// basic class to be non-template to allow it.
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///
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class BasicScreen
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{
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public:
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/// Initializes all variables to zero
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///
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BasicScreen() : hasToBeResized(0), isInitialized(0) { }
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virtual ~BasicScreen() { }
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/// @see Screen::ActiveWindow()
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///
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virtual void *ActiveWindow() = 0;
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/// Method used for switching to screen
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///
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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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///
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virtual void Resize() = 0;
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/// @return title of the screen
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///
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virtual std::basic_string<my_char_t> 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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///
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virtual void Update() { }
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/// @see Screen::Refresh()
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///
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virtual void Refresh() = 0;
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/// @see Screen::RefreshWindow()
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///
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virtual void RefreshWindow() = 0;
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/// see Screen::ReadKey()
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///
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virtual void ReadKey(int &key) = 0;
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/// @see Screen::Scroll()
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///
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virtual void Scroll(Where where, const int key[2] = 0) = 0;
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/// Invoked after Enter was pressed
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///
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virtual void EnterPressed() = 0;
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/// Invoked after Space was pressed
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///
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virtual void SpacePressed() = 0;
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/// @see Screen::MouseButtonPressed()
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///
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virtual void MouseButtonPressed(MEVENT) { }
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/// @return pointer to currently selected song in the screen
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/// (if screen provides one) or null pointer otherwise.
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///
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virtual MPD::Song *CurrentSong() { return 0; }
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/// @return true if the screen allows selecting items, false otherwise
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///
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virtual bool allowsSelection() = 0;
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/// Reverses selection. Does nothing by default since pure
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/// virtual allowsSelection() should remind of this function
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/// to be defined
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///
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virtual void ReverseSelection() { }
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/// Gets selected songs' positions from the screen
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/// @param v vector to be filled with positions
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///
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virtual void GetSelectedSongs(GNUC_UNUSED MPD::SongList &v) { }
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/// Applies a filter to the screen
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virtual void ApplyFilter(GNUC_UNUSED const std::string &filter) { }
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/// @return pointer to instantiation of Menu template class
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/// cast to List if available or null pointer otherwise
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///
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virtual List *GetList() = 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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///
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virtual bool isTabbable() { return false; }
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/// Should be set to true each time screen needs resize
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///
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bool hasToBeResized;
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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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///
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virtual void Init() = 0;
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/// Flag that inditates whether the screen is initialized or not
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///
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bool isInitialized;
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};
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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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{
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public:
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Screen() : w(0) { }
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virtual ~Screen() { }
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/// Since some screens contain more that one window
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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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///
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virtual void *ActiveWindow();
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/// @return pointer to currently active window
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///
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WindowType *Main();
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/// Refreshes whole screen
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///
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virtual void Refresh();
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/// Refreshes active window of the screen
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///
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virtual void RefreshWindow();
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/// Reads a key from the screen
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///
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virtual void ReadKey(int &key);
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/// Scrolls the screen by given amount of lines and
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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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/// @param key needed if fancy scrolling is disabled to
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/// define the conditional for while loop
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///
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virtual void Scroll(Where where, const int key[2] = 0);
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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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///
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virtual void MouseButtonPressed(MEVENT me);
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protected:
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/// Template parameter that should indicate the main type
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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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///
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WindowType *w;
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};
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template <typename WindowType> void *Screen<WindowType>::ActiveWindow()
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{
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return w;
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}
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template <typename WindowType> WindowType *Screen<WindowType>::Main()
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{
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return w;
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}
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template <typename WindowType> void Screen<WindowType>::Refresh()
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{
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w->Display();
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}
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template <typename WindowType> void Screen<WindowType>::RefreshWindow()
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{
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w->Display();
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}
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template <typename WindowType> void Screen<WindowType>::ReadKey(int &key)
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{
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w->ReadKey(key);
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}
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template <typename WindowType> void Screen<WindowType>::Scroll(Where where, const int key[2])
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{
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if (!Config.fancy_scrolling && key)
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{
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int in = key[0];
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w->SetTimeout(50);
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while (Keypressed(in, key))
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{
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TraceMpdStatus();
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w->Scroll(where);
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w->Refresh();
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w->ReadKey(in);
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}
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w->SetTimeout(ncmpcpp_window_timeout);
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}
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else
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w->Scroll(where);
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if (List *list = Config.centered_cursor ? dynamic_cast<List *>(w) : 0)
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list->Highlight(list->Choice());
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}
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template <typename WindowType> void Screen<WindowType>::MouseButtonPressed(MEVENT me)
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{
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List *list = Config.mouse_list_scroll_whole_page ? 0 : dynamic_cast<List *>(w);
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if (me.bstate & BUTTON2_PRESSED)
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{
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if (list)
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list->Highlight(list->Choice()+Config.lines_scrolled);
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else
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Scroll(wPageDown);
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}
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else if (me.bstate & BUTTON4_PRESSED)
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{
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if (list)
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list->Highlight(list->Choice() > Config.lines_scrolled ? list->Choice()-Config.lines_scrolled : 0);
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else
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Scroll(wPageUp);
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}
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}
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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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///
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template <> inline void Screen<Scrollpad>::MouseButtonPressed(MEVENT me)
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{
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if (me.bstate & BUTTON2_PRESSED)
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{
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for (size_t i = 0; i < Config.lines_scrolled; ++i)
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Scroll(wDown);
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}
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else if (me.bstate & BUTTON4_PRESSED)
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{
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for (size_t i = 0; i < Config.lines_scrolled; ++i)
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Scroll(wUp);
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}
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}
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#endif
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