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fltk/fluid/nodes/Window_Node.h
Matthias Melcher 51a55bc736
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Fluid: restructuring and rejuvenation of the source code.
* Add classes for application and project
* Removed all globals from Fluid.h
* Extracting args and project history into their own classes
* Moving globals into Application class
* Initialize values inside headers for some classes.
* Undo functionality wrapped in a class inside Project.
* File reader and writer are now linked to a project.
* Avoid global project access
* Nodes (former Types) will be managed by a new Tree class.
* Removed static members (hidden globals) form Node/Fl_Type.
* Adding Tree iterator.
* Use nullptr instead of 0, NULL, or 0L
* Renamed Fl_..._Type to ..._Node, FL_OVERRIDE -> override
* Renaming ..._type to ...::prototype
* Splitting Widget Panel into multiple files.
* Moved callback code into widget panel file.
* Cleaning up Fluid_Image -> Image_asset
* Moving Fd_Snap_Action into new namespace fld::app::Snap_Action etc.
* Moved mergeback into proj folder.
* `enum ID` is now `enum class Type`.
2025-03-16 17:16:12 -04:00

164 lines
5.2 KiB
C++

//
// Window type header file for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2025 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// https://www.fltk.org/COPYING.php
//
// Please see the following page on how to report bugs and issues:
//
// https://www.fltk.org/bugs.php
//
//
// Type for creating all subclasses of Fl_Widget
// This should have the widget pointer in it, but it is still in the
// Node base class.
#ifndef FLUID_NODES_WINDOW_NODE_H
#define FLUID_NODES_WINDOW_NODE_H
#include "nodes/Group_Node.h"
class Widget_Class_Node;
extern Fl_Menu_Item window_type_menu[];
extern Widget_Class_Node *current_widget_class;
void toggle_overlays(Fl_Widget *,void *);
void toggle_guides(Fl_Widget *,void *);
void toggle_restricted(Fl_Widget *,void *);
void show_project_cb(Fl_Widget *, void *);
void show_grid_cb(Fl_Widget *, void *);
void show_settings_cb(Fl_Widget *, void *);
enum {
FD_LEFT = 1, // user drags the left side of the selection box
FD_RIGHT = 2,
FD_BOTTOM = 4,
FD_TOP = 8,
FD_DRAG = 16, // user drags the entire selection
FD_BOX = 32 // user creates a new selection box
};
class Window_Node : public Group_Node
{
public:
typedef Group_Node super;
static Window_Node prototype;
protected:
Fl_Menu_Item* subtypes() override {return window_type_menu;}
friend class Overlay_Window;
int mx,my; // mouse position during dragging
int x1,y1; // initial position of selection box
int bx,by,br,bt; // bounding box of selection before snapping
int sx,sy,sr,st; // bounding box of selection after snapping to guides
int dx,dy;
int drag; // which parts of bbox are being moved
int numselected; // number of children selected
void draw_out_of_bounds(Widget_Node *group, int x, int y, int w, int h);
void draw_out_of_bounds();
void draw_overlaps();
void draw_overlay();
void newdx();
void newposition(Widget_Node *,int &x,int &y,int &w,int &h);
int handle(int);
void setlabel(const char *) override;
void write_code1(fld::io::Code_Writer& f) override;
void write_code2(fld::io::Code_Writer& f) override;
Widget_Node *_make() override {return nullptr;} // we don't call this
Fl_Widget *widget(int,int,int,int) override {return nullptr;}
int recalc; // set by fix_overlay()
void moveallchildren(int key=0);
Type type() const override { return Type::Window; }
bool is_a(Type inType) const override { return (inType==Type::Window) ? true : super::is_a(inType); }
void open_();
public:
Window_Node() :
mx(0), my(0),
x1(0), y1(0),
bx(0), by(0), br(0), bt(0),
sx(0), sy(0), sr(0), st(0),
dx(0), dy(0),
drag(0),
numselected(0),
recalc(0),
modal(0), non_modal(0),
xclass(nullptr),
sr_min_w(0), sr_min_h(0), sr_max_w(0), sr_max_h(0)
{ }
uchar modal, non_modal;
const char *xclass; // junk string, used for shortcut
Node *make(Strategy strategy) override;
const char *type_name() override {return "Fl_Window";}
const char *alt_type_name() override {return "fltk::Window";}
void open() override;
void ideal_size(int &w, int &h) override;
void fix_overlay(); // Update the bounding box, etc
uchar *read_image(int &ww, int &hh); // Read an image of the window
void write_properties(fld::io::Project_Writer &f) override;
void read_property(fld::io::Project_Reader &f, const char *) override;
int read_fdesign(const char*, const char*) override;
void add_child(Node*, Node*) override;
void move_child(Node*, Node*) override;
void remove_child(Node*) override;
int can_have_children() const override {return 1;}
Fl_Widget *enter_live_mode(int top=0) override;
void leave_live_mode() override;
void copy_properties() override;
int sr_min_w, sr_min_h, sr_max_w, sr_max_h;
static int popupx, popupy;
};
class Widget_Class_Node : private Window_Node
{
public:
typedef Window_Node super;
static Widget_Class_Node prototype;
protected:
Fl_Menu_Item* subtypes() override {return nullptr;}
public:
Widget_Class_Node() {
write_public_state = 0;
wc_relative = 0;
}
// state variables for output:
char write_public_state; // true when public: has been printed
char wc_relative; // if 1, reposition all children, if 2, reposition and resize
void write_properties(fld::io::Project_Writer &f) override;
void read_property(fld::io::Project_Reader &f, const char *) override;
void write_code1(fld::io::Code_Writer& f) override;
void write_code2(fld::io::Code_Writer& f) override;
Node *make(Strategy strategy) override;
const char *type_name() override {return "widget_class";}
Type type() const override { return Type::Widget_Class; }
bool is_a(Type inType) const override { return (inType==Type::Widget_Class) ? true : super::is_a(inType); }
int can_have_children() const override {return 1;}
int is_code_block() const override {return 1;}
int is_decl_block() const override {return 1;}
int is_class() const override {return 1;}
};
#endif // FLUID_NODES_WINDOW_NODE_H