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65018f75b7
emenueditor
345 lines
9.6 KiB
C++
345 lines
9.6 KiB
C++
/*
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* $Id: Frame.h 1736 2006-08-19 00:38:53Z karijes $
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*
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* Edewm, window manager
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* Part of Equinox Desktop Environment (EDE).
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* Copyright (c) 2000-2006 EDE Authors.
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*
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* This program is licenced under terms of the
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* GNU General Public Licence version 2 or newer.
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* See COPYING for details.
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*/
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#ifndef _FRAME_H_
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#define _FRAME_H_
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#include <X11/Xlib.h>
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#include <efltk/Fl_Window.h>
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#include <efltk/Fl_Box.h>
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#include "Cursor.h"
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// frame states (internal)
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#define FrameStateNormal (1 << 0) // neither of below states
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#define FrameStateUnmapped (1 << 1) // or Withdrawn
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#define FrameStateDestroyed (1 << 2) // destroyed window, handled by WindowManager
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#define FrameStateFocused (1 << 3)
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// frame states (netwm)
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#define FrameStateModal (1 << 4) // transients
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#define FrameStateSticky (1 << 5)
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#define FrameStateShaded (1 << 6)
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#define FrameStateHidden (1 << 7) // or iconized
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#define FrameStateIconized FrameStateHidden
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/* These two types are used to emit _NET_WM_STATE_ABOVE and _NET_WM_STATE_BELOW.
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* For me it is unclear why they didn't called _NET_WM_STATE_ALWAYS_(ABOVE,BELOW)
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* since all wm's set them in this state (except transient who are always above all
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* windows), and stacking order can't be changed. Anyway, enjoy with more apropriate
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* names.
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*/
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#define FrameStateAlwaysAbove (1 << 8)
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#define FrameStateAlwaysBelow (1 << 9)
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#define FrameStateMaximizedHorz (1 << 10)
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#define FrameStateMaximizedVert (1 << 11)
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#define FrameStateMaximized (FrameStateMaximizedHorz | FrameStateMaximizedVert)
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// some options frame can have (or their combinations)
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/*
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#define FrameOptSkipList (1 << 0) // some reason why not in list
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#define FrameOptBorder (1 << 1)
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#define FrameOptThinBorder (1 << 2)
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#define FrameOptTitlebar (1 << 3)
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#define FrameOptSysmenu (1 << 4) // what a hell !?!?
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#define FrameOptMinimize (1 << 5)
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#define FrameOptMaxmize (1 << 6)
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#define FrameOptClose (1 << 7)
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#define FrameOptResize (1 << 8)
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#define FrameOptMove (1 << 9)
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#define FrameOptTakeFocus (1 << 10)
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#define FrameOptKeepAspect (1 << 11)
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*/
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#define FrameOptSkipList (1 << 0)
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#define FrameOptHaveBorder (1 << 1)
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#define FrameOptHaveTitlebar (1 << 2)
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#define FrameOptResizeable (1 << 3)
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#define FrameOptMoveable (1 << 4)
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#define FrameOptCloseable (1 << 5)
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#define FrameOptHideable (1 << 6)
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#define FrameOptTakeFocus (1 << 7)
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#define FrameOptKeepAspect (1 << 8)
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/* some events echo UnmapNotify, like ReparentNotify, and if we
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* start wm on existing X session with open windows, this flag will
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* prevent they be unmapped
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*/
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#define FrameOptIgnoreUnmap (1 << 12)
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// frame type
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#define FrameTypeNormal 0
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#define FrameTypeDialog 1
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#define FrameTypeSplash 2
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#define FrameTypeDock 3
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#define FrameTypeToolbar 4
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#define FrameTypeMenu 5
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#define FrameTypeUtil 6
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#define FrameTypeDesktop 7
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// type of resizing; means from which
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// side of window is resize doing
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#define ResizeTypeNone (1 << 0)
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#define ResizeTypeLeft (1 << 1)
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#define ResizeTypeRight (1 << 2)
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#define ResizeTypeUp (1 << 3)
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#define ResizeTypeDown (1 << 4)
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#define ResizeTypeUpLeft (ResizeTypeUp | ResizeTypeLeft)
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#define ResizeTypeDownLeft (ResizeTypeDown | ResizeTypeLeft)
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#define ResizeTypeUpRight (ResizeTypeUp | ResizeTypeRight)
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#define ResizeTypeDownRight (ResizeTypeDown | ResizeTypeRight)
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#define ResizeTypeAll (ResizeTypeUp | ResizeTypeDown | ResizeTypeLeft | ResizeTypeRight)
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// type of recalc_geometry()
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#define GeometryRecalcAll 0
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#define GeometryRecalcAllXY 1 // recalc all, except for plain w and h
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#define GeometryRecalcPlain 2
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// now lets go to code...
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// window sizes without borders, titlebar etc.
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struct WindowGeometry
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{
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int x, y, w, h;
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int offset_x, offset_y;
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int min_w, min_h;
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int max_w, max_h;
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int inc_w, inc_h;
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int border;
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};
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struct FrameData
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{
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Window window;
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Window transient_win;
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Colormap colormap;
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WindowGeometry plain;
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Pixmap icon_pixmap;
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Pixmap icon_mask;
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char* label;
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bool label_alocated;
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long state;
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long option;
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short type;
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int win_gravity;
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bool autoplace;
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bool have_transient;
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// Icon* icon;
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};
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struct Overlay
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{
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int x, y, w, h;
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GC inverted_gc;
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};
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enum FrameBordersState
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{
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FOCUSED = 1,
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UNFOCUSED,
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CLICKED
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};
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class FrameBorders
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{
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private:
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Fl_Color focused;
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Fl_Color unfocused;
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Fl_Color clicked;
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Fl_Color sizers_focused;
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Fl_Color sizers_unfocused;
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Fl_Color sizers_clicked;
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int updown_w;
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int updown2x_w;
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int leftright_h;
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int leftright2x_h;
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bool is_shaped;
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bool is_border;
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void item_color(Fl_Color c, FrameBordersState s, bool is_border);
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Fl_Color item_color(FrameBordersState s, bool is_border);
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public:
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void border_color(Fl_Color c, FrameBordersState s) { item_color(c, s, true); }
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void sizers_color(Fl_Color c, FrameBordersState s) { item_color(c, s, false); }
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void updown(int s);
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void leftright(int s);
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void shaped(bool s);
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Fl_Color border_color(FrameBordersState s) { return item_color(s, true); }
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Fl_Color sizers_color(FrameBordersState s) { return item_color(s, false); }
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int updown(void) { return updown_w; }
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int updown2x(void) { return updown2x_w; }
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int leftright(void) { return leftright_h; }
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int leftright2x(void) { return leftright2x_h; }
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bool shaped(void) { return is_shaped; }
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};
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/* Window responsible for displaying parent
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* coordinates. It will _not_ be framed.
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*/
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class CoordinatesView : public Fl_Window
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{
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private:
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char data[100];
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Fl_Box* data_box;
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public:
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CoordinatesView();
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~CoordinatesView();
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void display_data(int x, int y, int w, int h);
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};
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class Titlebar;
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class FrameEventHandler;
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// Head honcho of everything
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class Frame : public Fl_Window
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{
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private:
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friend class FrameEventHandler;
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FrameData* fdata;
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int screen_x, screen_y, screen_w, screen_h;
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// sizes used when we do restore()
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int restore_x, restore_y, restore_w, restore_h;
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bool opaque_move_resize;
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bool show_titlebar;
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bool is_moving;
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bool is_resizing;
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bool cursor_grabbed;
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bool snap_move;
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bool show_coordinates;
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FrameBorders borders;
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FrameEventHandler* events;
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Titlebar* titlebar;
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Fl_Box* sizer_top_left;
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Fl_Box* sizer_top_right;
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Fl_Box* sizer_bottom_left;
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Fl_Box* sizer_bottom_right;
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CoordinatesView* cview;
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Overlay overlay;
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// private loaders
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void feed_data(XWindowAttributes* attrs);
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//void load_wm_hints(void);
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/* void load_size_hints(void); */
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void load_label(void);
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// preparers
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void setup_borders(void);
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// void init_sizes(void);
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void init_overlay(int border_size);
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void reparent_window(void);
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void place_sizers(int x, int y, int w, int h);
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long resize_type(int x, int y);
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void recalc_geometry(int x, int y, int w, int h, short rtype);
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void configure_notify(void);
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void shape_borders(void);
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void shape_edges(void);
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void show_sizers(void);
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void hide_sizers(void);
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void draw_overlay(int x, int y, int w, int h);
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void clear_overlay(void);
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// this is here so FrameEventHandler can access Fl_Window
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int handle_parent(int event);
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Frame(const Frame&);
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Frame operator=(const Frame&);
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public:
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Frame(Window, XWindowAttributes* = 0);
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~Frame();
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Window window(void) { return fdata->window; }
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Window transient_window(void) { return fdata->transient_win; }
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void settings_changed(void) { }
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int handle(int e);
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int handle(XEvent* e);
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void destroy(void);
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void display_internals(void);
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void content_click(void);
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bool frame_type(short t) { return ((fdata->type == t) ? true : false); }
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void set_state(long s) { fdata->state |= s; }
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bool state(long s) { return ((fdata->state & s) == s) ? true : false; }
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void clear_state(long s) { fdata->state &= ~s; }
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void clear_all_states(void) { fdata->state = 0; }
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void set_option(long o) { fdata->option |= o; }
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bool option(long o) { return ((fdata->option & o) == o) ? true : false; }
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void clear_option(long o) { fdata->option &= ~o; }
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void clear_all_options(void) { fdata->option = 0; }
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// public loaders
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void load_colormap(Colormap col = 0);
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// window manipulators
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void set_size(int x, int y, int w, int h, bool apply_on_plain);
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void move_window(int x, int y);
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void resize_window(int mouse_x, int mouse_y, long direction);
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void maximize(void);
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void restore(void);
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void shade(void);
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void unshade(void);
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void close_kill(void);
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void focus(void);
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void unfocus(void);
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void raise(void);
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void lower(void);
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void borders_color(FrameBordersState s);
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void set_cursor(CursorType t);
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// void change_window_type(short t);
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void map(void);
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void unmap(void);
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void show_coordinates_window(void);
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void update_coordinates_window(void);
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void hide_coordinates_window(void);
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//const FrameBorders& frame_borders(void) { return borders; }
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/* These function are used to determine how Frame
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* will dispatch events between titlebar and sizers
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*/
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void move_start(void) { is_moving = true; }
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void move_end(void) { is_moving = false; }
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bool moving(void) { return is_moving; }
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void resize_start(void) { is_resizing = true; }
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void resize_end(void) { is_resizing = false; }
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bool resizing(void) { return is_resizing; }
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// TODO: should this be in WindowManager or here ???
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void grab_cursor(void);
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void ungrab_cursor(void);
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bool destroy_scheduled(void) { return state(FrameStateDestroyed); }
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};
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#endif
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