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📄 contextmenucontainer.cpp

📁 symbian下实现上下文敏感菜单
💻 CPP
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/**
* 
* @brief Definition of CContextMenuContainer
*
* Copyright (c) EMCC Software Ltd 2003
* @version 1.0
*/

// INCLUDE FILES

// Class include
#include "ContextMenuContainer.h"

// System includes
#include <aknlists.h> // CAknSingleStyleListBox
#include <barsread.h> // TResource Reader
#include <eikmenub.h> // CEikMenuBar
#include <ContextMenu.rsg> // R_CONTEXTMENU_SAVED_GAMES_LISTBOX
#include <uikon.hrh> // TKeyCode #defines

// CONSTANTS

// N.B. #define'd as DLL cannot contain writeable static data
#define KListPosition TPoint(0,0) 


// ================= MEMBER FUNCTIONS =======================

/**
* Symbian OS 2nd phase constructor.  Creates a Window for the controls, which it contains.
* Constructs a label and adds it to the window, which it then activates.
* @param aRect The rectangle for this window
*/		
void CContextMenuContainer::ConstructL(const TRect& aRect)
	{
	CreateWindowL();
	
	iSavedGamesListBox = new (ELeave) CAknSingleStyleListBox;
	iSavedGamesListBox->SetContainerWindowL(*this);

	TResourceReader reader;
	CEikonEnv::Static()->CreateResourceReaderLC(reader, R_CONTEXTMENU_SAVED_GAMES_LISTBOX);
	iSavedGamesListBox->ConstructFromResourceL(reader);
	CleanupStack::PopAndDestroy(); // reader

	SetRect(aRect);
	ActivateL();
	}

/**
* Symbian OS 2 phase constructor.
* Constructs the CContextMenuContainer using the NewLC method, popping
* the constructed object from the CleanupStack before returning it.
* 
* @param aRect The rectangle for this window
* @return The newly constructed CContextMenuContainer
*/
CContextMenuContainer* CContextMenuContainer::NewL(const TRect& aRect)
	{
	CContextMenuContainer* self = CContextMenuContainer::NewLC(aRect);
	CleanupStack::Pop(self);
	return self;
	}

/**
* Symbian OS 2 phase constructor.
* Constructs the CContextMenuContainer using the constructor and ConstructL 
* method, leaving the constructed object on the CleanupStack before returning it.
* 
* @param aRect The rectangle for this window
* @return The newly constructed CContextMenuContainer
*/
CContextMenuContainer* CContextMenuContainer::NewLC(const TRect& aRect)
	{
	CContextMenuContainer* self = new (ELeave) CContextMenuContainer;
	CleanupStack::PushL(self);
	self->ConstructL(aRect);
	return self;
	}

/** 
* Destructor.  Frees up memory for the iLabel.
*/
CContextMenuContainer::~CContextMenuContainer()
	{
	delete iSavedGamesListBox;
	}

/**
*	
* Called by framework when the view size is changed.  Resizes the
* iLabel accordingly.
*
*/
void CContextMenuContainer::SizeChanged()
	{
	iSavedGamesListBox->SetExtent (KListPosition, iSavedGamesListBox->MinimumSize());
	}

/**
* Called by the framework in compound controls	
* @return The number of controls in this CContextMenuContainer
*/
TInt CContextMenuContainer::CountComponentControls() const
	{
	return 1; // return number of controls inside this container
	}

/**
* Called by the framework in compound controls	
* @param The index of the control to return
* @return The control for aIndex
*/
CCoeControl* CContextMenuContainer::ComponentControl(TInt aIndex) const
	{
	switch (aIndex)
		{
		case 0:
			return iSavedGamesListBox;
		default:
			return NULL;
		}
	}

/**
* Called by the framework to draw this control.  Clears the area in 
* aRect.
* @param aRect in which to draw
*/
void CContextMenuContainer::Draw(const TRect& aRect) const
	{
	CWindowGc& gc = SystemGc();
	gc.Clear(aRect);
	}

/**
* Called by the framework whenever a key event occurs.  
* If the select key is pressed, displays a context-sensitive menu, otherwise passes the key event
* to the saved games list
* @param aKeyEvent the Key event which occured, e.g. select key pressed
* @param aType the type of Key event which occurred, e.g. key up, key down
*/
TKeyResponse CContextMenuContainer::OfferKeyEventL(const TKeyEvent& aKeyEvent,TEventCode aType)
	{
	
	// If the Select Key (OK key in emulator) is pressed, show the context sensitive menu
	TBool selectKeyPressed = (aType == EEventKey) && (aKeyEvent.iCode == EKeyOK);
	TBool savedGameListNotEmpty = (iSavedGamesListBox) && (iSavedGamesListBox->Model()->NumberOfItems() > 0);

	if (selectKeyPressed && savedGameListNotEmpty)
		{
		
		// get the menu bar from the parent of this control.
		CEikMenuBar* parentMenuBar = iEikonEnv->AppUiFactory()->MenuBar();

		// Set the menu bar to the context-sensitive menu bar
		parentMenuBar->SetMenuTitleResourceId(R_CONTEXTMENU_SAVED_GAMES_MENU_BAR);

		// try to display the context sensitive menu bar
		if (parentMenuBar)
			{
			parentMenuBar->TryDisplayMenuBarL();
			}

		// change the menu bars resource to the normal menu bar so that the left softkey displays
		// the correct menu
		parentMenuBar->SetMenuTitleResourceId(R_CONTEXTMENU_MENU_BAR);

		return EKeyWasConsumed;
		}

	// Otherwise, offer the key to the listbox to process. 
	else
		return iSavedGamesListBox->OfferKeyEventL (aKeyEvent, aType);
	}



/**
* Deletes the currently select game in the iSavedGamesListBox, if one exists.  
*/
void CContextMenuContainer::DeleteSelectedGameL()
	{
	if (iSavedGamesListBox)
		{
		CTextListBoxModel* model = iSavedGamesListBox->Model();
		
		if (model->NumberOfItems() > 0)
			{
			
			MDesCArray* itemList = model->ItemTextArray();
			CDesCArray* itemArray = STATIC_CAST(CDesCArray*, itemList);
			
			TInt currentItem = iSavedGamesListBox->CurrentItemIndex();
			itemArray->Delete(currentItem);

			AknListBoxUtils::HandleItemRemovalAndPositionHighlightL(iSavedGamesListBox, 
																	currentItem, 
																	ETrue );
			iSavedGamesListBox->DrawNow(); 
				
			}
		}
	}


/**
* Plays the currently select game in the iSavedGamesListBox, if one exists.  
* This is an empty implementation of this method
*/
void CContextMenuContainer::PlaySelectedGame()
	{
	}

// End of File	

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