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📄 window_manager.hpp

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/***************************************************************************** * window_manager.hpp ***************************************************************************** * Copyright (C) 2003 VideoLAN * $Id: window_manager.hpp 8966 2004-10-10 10:08:44Z ipkiss $ * * Authors: Cyril Deguet     <asmax@via.ecp.fr> *          Olivier Teuli鑢e <ipkiss@via.ecp.fr> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111, USA. *****************************************************************************/#ifndef WINDOW_MANAGER_HPP#define WINDOW_MANAGER_HPP#include "skin_common.hpp"#include "top_window.hpp"#include <list>#include <map>#include <set>#include <utility>class GenericFont;class GenericLayout;class Anchor;class Tooltip;/// Window manager for skin windowsclass WindowManager: public SkinObject{    public:        /// Constructor        WindowManager( intf_thread_t *pIntf);        /// Destructor        virtual ~WindowManager();        /// Add a window to the list of known windows. Necessary if you want        /// your window to be movable...        void registerWindow( TopWindow &rWindow );        /// Remove a previously registered window        void unregisterWindow( TopWindow &rWindow );        /// Tell the window manager that a move is initiated for pWindow.        void startMove( TopWindow &rWindow );        /// Tell the window manager that the current move ended.        void stopMove();        /// Move the pWindow window to (left, top), and move all its        /// anchored windows.        /// If a new anchoring is detected, the windows will move accordingly.        void move( TopWindow &rWindow, int left, int top ) const;        /// Raise all the registered windows        void raiseAll() const;        /// Show all the registered windows        void showAll() const;        /// Hide all the registered windows        void hideAll() const;        /// Synchronize the windows with their visibility variable        void synchVisibility() const;        /// Raise the given window        void raise( TopWindow &rWindow ) const { rWindow.raise(); }        /// Show the given window        void show( TopWindow &rWindow ) const { rWindow.show(); }        /// Hide the given window        void hide( TopWindow &rWindow ) const { rWindow.hide(); }        /// Toggle all the windows on top        void toggleOnTop();        /// Set the magnetism of screen edges        void setMagnetValue( int magnet ) { m_magnet = magnet; }        /// Set the alpha value of the static windows        void setAlphaValue( int alpha ) { m_alpha = alpha; }        /// Set the alpha value of the moving windows        void setMoveAlphaValue( int moveAlpha ) { m_moveAlpha = moveAlpha; }        /// Create the tooltip window        void createTooltip( const GenericFont &rTipFont );        /// Show the tooltip window        void showTooltip();        /// Hide the tooltip window        void hideTooltip();        /// Add a layout of the given window. This new layout will be the        /// active one.        void addLayout( TopWindow &rWindow, GenericLayout &rLayout );        /// Change the active layout of the given window        void setActiveLayout( TopWindow &rWindow, GenericLayout &rLayout );    private:        /// Some useful typedefs for lazy people like me        typedef set<TopWindow*> WinSet_t;        typedef list<Anchor*> AncList_t;        /// This map represents the graph of anchored windows: it associates        /// to a given window all the windows that are directly anchored by it.        /// This is not transitive, i.e. if a is in m_dep[b] and if b is in        /// m_dep[c], it doesn't mean that a is in m_dep[c] (in fact, it        /// would be extremely rare...)        map<TopWindow*, WinSet_t> m_dependencies;        /// Store all the windows        WinSet_t m_allWindows;        /// Store the moving windows; this set is updated at every start of        /// move.        WinSet_t m_movingWindows;        /// Indicate whether the windows are currently on top        VariablePtr m_cVarOnTop;        /// Magnetism of the screen edges (= scope of action)        int m_magnet;        /// Alpha value of the static windows        int m_alpha;        /// Alpha value of the moving windows        int m_moveAlpha;        /// Tooltip        Tooltip *m_pTooltip;        /// Recursively build a set of windows anchored to the one given.        void buildDependSet( WinSet_t &rWinSet, TopWindow *pWindow );        /// Check anchoring: this function updates xOffset and yOffset,        /// to take care of a new anchoring (if any)        void checkAnchors( TopWindow *pWindow,                           int &xOffset, int &yOffset ) const;};#endif

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