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