list.java
来自「moblie syncml mail javame」· Java 代码 · 共 613 行 · 第 1/2 页
JAVA
613 行
/*
* Funambol is a mobile platform developed by Funambol, Inc.
* Copyright (C) 2003 - 2007 Funambol, Inc.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU Affero General Public License version 3 as published by
* the Free Software Foundation with the addition of the following permission
* added to Section 15 as permitted in Section 7(a): FOR ANY PART OF THE COVERED
* WORK IN WHICH THE COPYRIGHT IS OWNED BY FUNAMBOL, FUNAMBOL DISCLAIMS THE
* WARRANTY OF NON INFRINGEMENT OF THIRD PARTY RIGHTS.
*
* 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 Affero General Public License
* along with this program; if not, see http://www.gnu.org/licenses or write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301 USA.
*
* You can contact Funambol, Inc. headquarters at 643 Bair Island Road, Suite
* 305, Redwood City, CA 94063, USA, or at email address info@funambol.com.
*
* The interactive user interfaces in modified source and object code versions
* of this program must display Appropriate Legal Notices, as required under
* Section 5 of the GNU Affero General Public License version 3.
*
* In accordance with Section 7(b) of the GNU Affero General Public License
* version 3, these Appropriate Legal Notices must retain the display of the
* "Powered by Funambol" logo. If the display of the logo is not reasonably
* feasible for technical reasons, the Appropriate Legal Notices must display
* the words "Powered by Funambol".
*/
package com.funambol.mailclient.ui.view;
import com.funambol.mailclient.loc.Localization;
import com.funambol.mailclient.loc.LocalizedMessages;
import com.funambol.mailclient.ui.controller.UIController;
import com.funambol.mailclient.ui.utils.UiUtils;
import com.funambol.util.Log;
import java.util.Vector;
import javax.microedition.lcdui.Canvas;
import javax.microedition.lcdui.Command;
import javax.microedition.lcdui.CommandListener;
import javax.microedition.lcdui.Display;
import javax.microedition.lcdui.Displayable;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Screen;
/**
* generic list class.
*
*
*/
abstract class List extends Canvas implements CommandListener {
/**
* the current active element
* i.e. the one that will have the command
* referred to
*/
private int activeElement = 0;
/**
* the first visible element
*/
private int firstVisible = 0;
/**
* the last visible element
*/
private int lastVisible = 0;
/**
* the current height we've painted element to,
* the next element should start painting
* itself from this h
*/
protected int current_paint_h = 0;
/**
* the vector of objects
*/
protected Vector elements;
protected String theTitle = "";
protected Command fireCommand;
protected Ads ad;
public int NEXT_ITEM = 1;
public int PREVIOUS_ITEM = -1;
public List() {
this(new Vector());
}
/**
* Creates a new instance of FunCanvasList
* @param elements the array of elements
*/
public List(Vector elements) {
ad = UIController.getAd();
initCommands();
addCommands();
setElements(elements);
}
/**
* paint the element corresponding to given
* elementId.
* @return the height of the painted area
*/
abstract int paintElement(int elementId, Graphics g);
/**
* handle the non-navigation keypress, e.g.
* sending the keypress to the active element
*/
abstract void handleKey(int keyCode);
/**
* paint the title and return the height of the
* painted region
*/
abstract int paintTitle(Graphics g);
/**
* this method is called by default constructor
* and should create the commands
*/
protected abstract void initCommands();
/**
* called once by default constructor, should add the
* general commands (i.e. not the item-specific commands)
*/
protected void addCommands() {
//#ifdef isBlackberry
//# //overrides the default blackberry close command
//# //implementors will need to call super.
//# addCommand( UIController.blackberryExitCommand );
//#endif
}
/**
* called by setElements when a empty element array is set
*/
abstract void removeItemCommands();
/**
* called by setElements when a non-empty array is set
*/
abstract void addItemCommands();
/**
* this method must paint the background of the canvas
*/
abstract void paintBackground(Graphics graphics);
/**
* @return true if the element identified by elementid can be the active element
*/
abstract boolean isActivable(int elementId);
/**
* @return true if the the element identified by elementid is visible
*/
abstract boolean isVisible(int elementId);
/**
* handle the up / down navigation
*/
protected void keyPressed(int keyCode) {
int dir = getGameAction(keyCode);
// todo: check if we can filter out keypad numbers
// by checking if keycode is > 0.
if (isSoftKey(dir, keyCode)) {
// do nothing here, soft keys must be handled by command actions
} else if (isDownKey(dir, keyCode)) {//&& getActiveElementId() < elements.length -1 ) {
getNextItem(NEXT_ITEM);
//scroll(1);
repaint();
} else if (isUpKey(dir, keyCode)) {// && getActiveElementId() > 0 ) {
getNextItem(PREVIOUS_ITEM);
//scroll(-1);
repaint();
} else if (isFireKey(dir, keyCode)) {
commandAction(fireCommand, this);
} else if (keyCode == KEY_STAR) {
Log.debug("star key!");
if (ad.isEnabled()) {
UIController.handleAdClick(ad);
} else {
handleKey(keyCode);
}
} else {
handleKey(keyCode);
}
}
public boolean isSoftKey(int dir, int keyCode) {
// handling soft keys of Motorola devices
boolean motoSoftKey = false;
switch (keyCode) {
// Moto V500 uses positive codes
case 21:
case 22:
case 23:
// Moto RAZR uses negative codes
case -21:
case -22:
case -23:
motoSoftKey = true;
}
boolean isSoftKey =
((dir == 0) && motoSoftKey);
return isSoftKey;
}
private boolean isDownKey(int dir, int keyCode) {
boolean isDownKey =
((dir == Canvas.DOWN) &&
((keyCode < 0) || (keyCode == Canvas.DOWN)));
return isDownKey;
}
private boolean isUpKey(int dir, int keyCode) {
boolean isUpKey =
((dir == Canvas.UP) &&
((keyCode < 0) || (keyCode == Canvas.UP)));
return isUpKey;
}
private boolean isFireKey(int dir, int keyCode) {
boolean isFireKey =
((dir == Canvas.FIRE) &&
((keyCode < 0) || (keyCode == Canvas.FIRE) || (keyCode == 20)));
return isFireKey;
}
/**
* move the active element to the next activable ones
*/
private int toNextActivable() {
// Log.debug("Current Active Element is " + activeElement);
for (int i = 1; i < elements.size() - getActiveElementId(); i++) {
// Log.debug("checking element " + i);
if (isActivable(getActiveElementId() + i)) {
// Log.debug("is activable");
setActiveElement(getActiveElementId() + i);
return i;
}
// Log.debug("is not activable");
}
return 0;
}
/**
* move the active element to the previous activable ones
*/
private int toPreviousActivable() {
// Log.debug("Current Active Element is " + activeElement);
for (int i = 1; i < getActiveElementId() + 1; i++) {
// Log.debug("checking element " + (activeElement -i));
if (isActivable(getActiveElementId() - i)) {
// Log.debug("is activable");
setActiveElement(getActiveElementId() - i);
return -i;
}
// Log.debug("is not activable");
}
return 0;
}
/**
* change the active element
* @param amount the number of elements to step forward or back.
* it can be positive or negative, and the result will be a scroll up
* or down accordingly to the sign
*/
protected void scroll(int amount) {
if (elements == null || elements.size() == 0) {
return;
}
// Log.debug(this, "amount = " + amount);
int steps = 0;
if (amount > 0) {
for (int i = 0; i < amount; i++) {
toNextActivable();
}
} else {
for (int i = 0; i < -amount; i++) {
toPreviousActivable();
}
}
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