src/FbWinFrame.hh (raw)
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// FbWinFrame.hh for Fluxbox Window Manager // Copyright (c) 2003 - 2006 Henrik Kinnunen (fluxgen at fluxbox dot org) // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL // THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. // $Id$ #ifndef FBWINFRAME_HH #define FBWINFRAME_HH #include "FbTk/FbWindow.hh" #include "FbTk/EventHandler.hh" #include "FbTk/RefCount.hh" #include "FbTk/Observer.hh" #include "FbTk/Color.hh" #include "FbTk/FbPixmap.hh" #include "Container.hh" #include <vector> #include <list> #include <string> #include <memory> class Shape; class FbWinFrameTheme; namespace FbTk { class TextButton; class ImageControl; class Command; class Button; class Texture; } /// holds a window frame with a client window /// (see: <a href="fluxbox_fbwinframe.png">image</a>) class FbWinFrame:public FbTk::EventHandler { public: enum TabMode { INTERNAL = 1, EXTERNAL }; typedef FbTk::TextButton *ButtonId; ///< defines a button id /// create a top level window FbWinFrame(FbWinFrameTheme &theme, FbTk::ImageControl &imgctrl, int x, int y, unsigned int width, unsigned int height); /// create a frame window inside another FbWindow, NOT IMPLEMENTED! FbWinFrame(FbWinFrameTheme &theme, FbTk::ImageControl &imgctrl, const FbTk::FbWindow &parent, int x, int y, unsigned int width, unsigned int height); /// destroy frame ~FbWinFrame(); /// setup actions for titlebar bool setOnClickTitlebar(FbTk::RefCount<FbTk::Command> &cmd, int button_num, bool double_click=false, bool pressed=false); void hide(); void show(); inline bool isVisible() const { return m_visible; } /// shade frame (ie resize to titlebar size) void shade(); void move(int x, int y, int win_gravity=ForgetGravity); void resize(unsigned int width, unsigned int height, int win_gravity=ForgetGravity); /// resize client to specified size and resize frame to it void resizeForClient(unsigned int width, unsigned int height, int win_gravity=ForgetGravity); // for when there needs to be an atomic move+resize operation void moveResizeForClient(int x, int y, unsigned int width, unsigned int height, bool move = true, bool resize = true, int win_gravity=ForgetGravity); // can elect to ignore move or resize (mainly for use of move/resize individual functions void moveResize(int x, int y, unsigned int width, unsigned int height, bool move = true, bool resize = true, int win_gravity=ForgetGravity); /// some outside move/resize happened, and we need to notify all of our windows /// in case of transparency void notifyMoved(bool clear); void clearAll(); /// set focus/unfocus style void setFocus(bool newvalue); void setDoubleClickTime(unsigned int time); /// add a button to the left of the label void addLeftButton(FbTk::Button *btn); /// add a button to the right of the label void addRightButton(FbTk::Button *btn); /// remove all buttons from titlebar void removeAllButtons(); /// adds a button to label window with specified title and command ButtonId createTab(const std::string &title, FbTk::Command *cmd); // void addLabelButton(FbTk::TextButton &btn); /// removes a specific button from label window void removeTab(ButtonId id); /// move label button to the left void moveLabelButtonLeft(FbTk::TextButton &btn); /// move label button to the right void moveLabelButtonRight(FbTk::TextButton &btn); /// move label button to the given location( x and y are relative to the root window) void moveLabelButtonTo(FbTk::TextButton &btn, int x, int y); /// move the first label button to the left of the second void moveLabelButtonLeftOf(FbTk::TextButton &btn, const FbTk::TextButton &dest); //move the first label button to the right of the second void moveLabelButtonRightOf(FbTk::TextButton &btn, const FbTk::TextButton &dest); /// which button is to be rendered focused void setLabelButtonFocus(FbTk::TextButton &btn); /// attach a client window for client area void setClientWindow(FbTk::FbWindow &win); /// remove attached client window void removeClient(); /// redirect events to another eventhandler void setEventHandler(FbTk::EventHandler &evh); /// remove any handler for the windows void removeEventHandler(); // these return true/false for if something changed bool hideTitlebar(); bool showTitlebar(); bool hideHandle(); bool showHandle(); bool hideAllDecorations(); bool showAllDecorations(); // this function translates its arguments according to win_gravity // if win_gravity is negative, it does an inverse translation void gravityTranslate(int &x, int &y, int win_gravity, bool move_frame = false); //use width and height given instead of the real values, allows figuring out where to place a window before doing a moveResize void gravityTranslate(int &x, int &y, unsigned int width, unsigned int height, int win_gravity, bool move_frame = false); void setBorderWidth(unsigned int borderW); /** @name Event handlers */ //@{ void buttonPressEvent(XButtonEvent &event); void buttonReleaseEvent(XButtonEvent &event); void exposeEvent(XExposeEvent &event); void configureNotifyEvent(XConfigureEvent &event); void handleEvent(XEvent &event); //@} void reconfigure(); void setUseShape(bool value); /** @name accessors */ //@{ inline int x() const { return m_window.x(); } inline int y() const { return m_window.y(); } inline unsigned int width() const { return m_window.width(); } inline unsigned int height() const { return m_window.height(); } inline const FbTk::FbWindow &window() const { return m_window; } inline FbTk::FbWindow &window() { return m_window; } /// @return titlebar window inline const FbTk::FbWindow &titlebar() const { return m_titlebar; } inline FbTk::FbWindow &titlebar() { return m_titlebar; } inline const FbTk::FbWindow &label() const { return m_label; } inline FbTk::FbWindow &label() { return m_label; } inline const Container &tabcontainer() const { return m_tab_container; } inline Container &tabcontainer() { return m_tab_container; } /// @return clientarea window inline const FbTk::FbWindow &clientArea() const { return m_clientarea; } inline FbTk::FbWindow &clientArea() { return m_clientarea; } /// @return handle window inline const FbTk::FbWindow &handle() const { return m_handle; } inline FbTk::FbWindow &handle() { return m_handle; } inline const FbTk::FbWindow &gripLeft() const { return m_grip_left; } inline FbTk::FbWindow &gripLeft() { return m_grip_left; } inline const FbTk::FbWindow &gripRight() const { return m_grip_right; } inline FbTk::FbWindow &gripRight() { return m_grip_right; } inline const FbTk::TextButton *currentLabel() const { return m_current_label; } inline bool focused() const { return m_focused; } inline bool isShaded() const { return m_shaded; } inline const FbWinFrameTheme &theme() const { return m_theme; } /// @return titlebar height unsigned int titlebarHeight() const { return m_titlebar.height(); } /// @return size of button unsigned int buttonHeight() const; //@} private: void redrawTitlebar(); /// reposition titlebar items void reconfigureTitlebar(); /** @name render helper functions */ //@{ void renderAll(); void renderTitlebar(); void renderHandles(); void renderLabelButtons(); void renderButtons(); // subset of renderTitlebar - don't call directly /// renders to pixmap or sets color void render(const FbTk::Texture &tex, FbTk::Color &col, Pixmap &pm, unsigned int width, unsigned int height); //@} /** @name apply pixmaps depending on focus */ //@{ void applyAll(); void applyTitlebar(); void applyHandles(); void applyLabelButtons(); void applyFocusLabel(FbTk::TextButton &button); void applyUnfocusLabel(FbTk::TextButton &button); void applyActiveLabel(FbTk::TextButton &button); void applyButtons(); // only called within applyTitlebar void getActiveLabelPixmap(Pixmap &label_pm, Pixmap &title_pm, FbTk::Color &label_color, FbTk::Color &title_color); void getCurrentFocusPixmap(Pixmap &label_pm, Pixmap &title_pm, FbTk::Color &label_color, FbTk::Color &title_color); /// initiate inserted button for current theme void applyButton(FbTk::Button &btn); //@} /// initiate some commont variables void init(); FbWinFrameTheme &m_theme; ///< theme to be used FbTk::ImageControl &m_imagectrl; ///< Image control for rendering /** @name windows */ //@{ FbTk::FbWindow m_window; ///< base window that holds each decorations (ie titlebar, handles) FbTk::FbWindow m_titlebar; ///< titlebar window Container m_tab_container; ///< Holds tabs FbTk::FbWindow m_label; ///< holds title FbTk::FbWindow m_handle; ///< handle between grips FbTk::FbWindow m_grip_right, ///< rightgrip m_grip_left; ///< left grip FbTk::FbWindow m_clientarea; ///< window that sits behind client window to fill gaps @see setClientWindow //@} typedef std::vector<FbTk::Button *> ButtonList; ButtonList m_buttons_left, ///< buttons to the left m_buttons_right; ///< buttons to the right typedef std::list<FbTk::TextButton *> LabelList; FbTk::TextButton *m_current_label; ///< which client button is focused at the moment std::string m_titletext; ///< text to be displayed int m_label int m_bevel; ///< bevel between titlebar items and titlebar bool m_use_titlebar; ///< if we should use titlebar bool m_use_handle; ///< if we should use handle bool m_focused; ///< focused/unfocused mode bool m_visible; ///< if we are currently showing /** @name pixmaps and colors for rendering */ //@{ Pixmap m_title_focused_pm; ///< pixmap for focused title FbTk::Color m_title_focused_color; ///< color for focused title Pixmap m_title_unfocused_pm; ///< pixmap for unfocused title FbTk::Color m_title_unfocused_color; ///< color for unfocued title Pixmap m_label_focused_pm; ///< pixmap for focused label FbTk::Color m_label_focused_color; ///< color for focused label Pixmap m_label_unfocused_pm; ///< pixmap for unfocused label FbTk::Color m_label_unfocused_color; ///< color for unfocued label Pixmap m_labelbutton_focused_pm; ///< pixmap for focused label FbTk::Color m_labelbutton_focused_color; ///< color for focused label Pixmap m_labelbutton_unfocused_pm; ///< pixmap for unfocused label FbTk::Color m_labelbutton_unfocused_color; ///< color for unfocued label Pixmap m_labelbutton_active_pm; ///< pixmap for active label FbTk::Color m_labelbutton_active_color; ///< color for active label FbTk::Color m_handle_focused_color, m_handle_unfocused_color; Pixmap m_handle_focused_pm, m_handle_unfocused_pm; Pixmap m_button_pm; ///< normal button FbTk::Color m_button_color; ///< normal color button Pixmap m_button_unfocused_pm; ///< unfocused button FbTk::Color m_button_unfocused_color; ///< unfocused color button Pixmap m_button_pressed_pm; ///< pressed button FbTk::Color m_button_pressed_color; ///< pressed button color Pixmap m_grip_focused_pm; FbTk::Color m_grip_focused_color; ///< if no pixmap is given for grip, use this color Pixmap m_grip_unfocused_pm; ///< unfocused pixmap for grip FbTk::Color m_grip_unfocused_color; ///< unfocused color for grip if no pixmap is given //@} TabMode m_tabmode; bool m_need_render; int m_button_size; ///< size for all titlebar buttons unsigned int m_width_before_shade, ///< width before shade, so we can restore it when we unshade m_height_before_shade; ///< height before shade, so we can restore it when we unshade bool m_shaded; ///< wheter we're shaded or not unsigned int m_double_click_time; ///< the time period that's considerd to be a double click struct MouseButtonAction { FbTk::RefCount<FbTk::Command> click; ///< what to do when we release mouse button FbTk::RefCount<FbTk::Command> click_pressed; ///< what to do when we press mouse button FbTk::RefCount<FbTk::Command> double_click; ///< what to do when we double click }; MouseButtonAction m_commands[5]; ///< hardcoded to five ... //!! TODO, change this class ThemeListener: public FbTk::Observer { public: ThemeListener(FbWinFrame &frame):m_frame(frame) { } void update(FbTk::Subject *) { m_frame.reconfigure(); } private: FbWinFrame &m_frame; }; ThemeListener m_themelistener; std::auto_ptr<Shape> m_shape; bool m_disable_shape; }; #endif // FBWINFRAME_HH |