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📄 framewin.c

📁 MCB2300_ucgui_LCD320240.rar LPC2368的uc/gui的移植
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/*
*********************************************************************************************************
*   											 uC/GUI
*   					 Universal graphic software for embedded applications
*
*   					(c) Copyright 2002, Micrium Inc., Weston, FL
*   					(c) Copyright 2002, SEGGER Microcontroller Systeme GmbH
*
*   		   礐/GUI is protected by international copyright laws. Knowledge of the
*   		   source code may not be used to write a similar product. This file may
*   		   only be used in accordance with a license and should not be redistributed
*   		   in any way. We appreciate your understanding and fairness.
*
----------------------------------------------------------------------
File		: FRAMEWIN.c
Purpose 	: Implementation of framewindow widget
---------------------------END-OF-HEADER------------------------------
*/

#include <stdlib.h>
#include <string.h>
#include "FRAMEWIN_Private.h"
#include "GUI_Protected.h"
#include "WM_Intern.h"

#if GUI_WINSUPPORT

/******************************************************************
*
*   	 Config defaults
*
*******************************************************************
*/

/* Support for 3D effects */
#ifndef FRAMEWIN_CLIENTCOLOR_DEFAULT
#define FRAMEWIN_CLIENTCOLOR_DEFAULT 0xc0c0c0
#endif

/* Default for top frame size */
#ifndef FRAMEWIN_TITLEHEIGHT_DEFAULT
#define FRAMEWIN_TITLEHEIGHT_DEFAULT 0
#endif

/* Default for left/right/top/bottom frame size */
#ifndef FRAMEWIN_BORDER_DEFAULT
#define FRAMEWIN_BORDER_DEFAULT 3
#endif

/* Default for inner frame size */
#ifndef FRAMEWIN_IBORDER_DEFAULT
#define FRAMEWIN_IBORDER_DEFAULT 1
#endif

/* Default font */
#ifndef FRAMEWIN_DEFAULT_FONT
#define FRAMEWIN_DEFAULT_FONT &GUI_Font8_1
#endif

/* Default barcolor when framewin is active */
#ifndef FRAMEWIN_BARCOLOR_ACTIVE_DEFAULT
#define FRAMEWIN_BARCOLOR_ACTIVE_DEFAULT 0xFF0000
#endif

/* Default barcolor when framewin is inactive */
#ifndef FRAMEWIN_BARCOLOR_INACTIVE_DEFAULT
#define FRAMEWIN_BARCOLOR_INACTIVE_DEFAULT 0x404040
#endif

/* Default framecolor */
#ifndef FRAMEWIN_FRAMECOLOR_DEFAULT
#define FRAMEWIN_FRAMECOLOR_DEFAULT 0xAAAAAA
#endif

/* Default textcolor when framewin is active */
#ifndef FRAMEWIN_TEXTCOLOR0_DEFAULT
#define FRAMEWIN_TEXTCOLOR0_DEFAULT GUI_WHITE
#endif

/* Default textcolor when framewin is inactive */
#ifndef FRAMEWIN_TEXTCOLOR1_DEFAULT
#define FRAMEWIN_TEXTCOLOR1_DEFAULT GUI_WHITE
#endif

/*********************************************************************
*
*   	public data, defaults (internal use only)
*
**********************************************************************
*/

FRAMEWIN_PROPS FRAMEWIN__DefaultProps = {
FRAMEWIN_DEFAULT_FONT,
FRAMEWIN_BARCOLOR_INACTIVE_DEFAULT,
FRAMEWIN_BARCOLOR_ACTIVE_DEFAULT,
FRAMEWIN_TEXTCOLOR0_DEFAULT,
FRAMEWIN_TEXTCOLOR1_DEFAULT,
FRAMEWIN_CLIENTCOLOR_DEFAULT,
FRAMEWIN_TITLEHEIGHT_DEFAULT,
FRAMEWIN_BORDER_DEFAULT,
FRAMEWIN_IBORDER_DEFAULT
};

/*********************************************************************
*
*   	static data
*
**********************************************************************
*/

static I16 FRAMEWIN__MinVisibility = 5;

/*********************************************************************
*
*   		Static routines
*
**********************************************************************
*/

/*********************************************************************
*
*   	_SetActive
*/
static void _SetActive(FRAMEWIN_Handle hObj, int State)
{
	FRAMEWIN_Obj* pObj;
	pObj = FRAMEWIN_H2P(hObj);
	if (State && !(pObj->Flags & FRAMEWIN_SF_ACTIVE))
	{
		pObj->Flags |= FRAMEWIN_CF_ACTIVE;
		FRAMEWIN_Invalidate(hObj);
	}
	else if (!State && (pObj->Flags & FRAMEWIN_SF_ACTIVE))
	{
		pObj->Flags &= ~FRAMEWIN_CF_ACTIVE;
		FRAMEWIN_Invalidate(hObj);
	}
}

/*********************************************************************
*
*   	_OnTouch
*/
static void _OnTouch(FRAMEWIN_Handle hWin, FRAMEWIN_Obj *pObj, WM_MESSAGE *pMsg)
{
	const GUI_PID_STATE* pState;
	pState = (const GUI_PID_STATE *) pMsg->Data.p;
	if (pMsg->Data.p)
	{
		/* Something happened in our area (pressed or released) */
		if (pState->Pressed)
		{
			if (!(pObj->Flags & FRAMEWIN_SF_ACTIVE))
			{
				WM_SetFocus(hWin);
			}
			WM_BringToTop(hWin);
			if (pObj->Flags & FRAMEWIN_SF_MOVEABLE)
			{
				WM_SetCaptureMove(hWin, pState, FRAMEWIN__MinVisibility);
			}
		}
	}
}

/*********************************************************************
*
*   	_Paint  (Frame)
*
*/
static void _Paint(FRAMEWIN_Obj *pObj)
{
	WM_HWIN hWin = WM_GetActiveWindow();
	const char* pText = NULL;
	int xsize = WM_GetWindowSizeX(hWin);
	int ysize = WM_GetWindowSizeY(hWin);
	int BorderSize = pObj->Props.BorderSize;
	int y0, Index;
	POSITIONS Pos;
	GUI_RECT r, rText;

	/* Perform computations */
	FRAMEWIN__CalcPositions(pObj, &Pos);
	Index = (pObj->Flags & FRAMEWIN_SF_ACTIVE) ? 1 : 0;

	if (pObj->hText)
	{
		pText = (const char *) GUI_ALLOC_h2p(pObj->hText);
	}
	r.x0 = Pos.rClient.x0;
	r.x1 = Pos.rClient.x1;
	r.y0 = Pos.rTitleText.y0;
	r.y1 = Pos.rTitleText.y1;
	Pos.rTitleText.y0++;
	Pos.rTitleText.x0++;
	Pos.rTitleText.x1--;
	GUI_SetFont(pObj->Props.pFont);
	GUI__CalcTextRect(pText, &Pos.rTitleText, &rText, pObj->TextAlign);
	y0 = Pos.TitleHeight + BorderSize;

	/* Perform drawing operations */
	WM_ITERATE_START(NULL)
	{
		/* Draw Title */
		LCD_SetBkColor(pObj->Props.aBarColor[Index]);
		LCD_SetColor(pObj->Props.aTextColor[Index]);
		WIDGET__FillStringInRect(pText, &r, &Pos.rTitleText, &rText);
		/* Draw Frame */
		LCD_SetColor(FRAMEWIN_FRAMECOLOR_DEFAULT);
		GUI_FillRect(0, 0, xsize - 1, BorderSize - 1);
		GUI_FillRect(0, 0, Pos.rClient.x0 - 1, ysize - 1);
		GUI_FillRect(Pos.rClient.x1 + 1, 0, xsize - 1, ysize - 1);
		GUI_FillRect(0, Pos.rClient.y1 + 1, xsize - 1, ysize - 1);
		GUI_FillRect(0, y0, xsize - 1, y0 + pObj->Props.IBorderSize - 1);
		/* Draw the 3D effect (if configured) */
		if (pObj->Props.BorderSize >= 2)
		{
			WIDGET_EFFECT_3D_DrawUp();  /* pObj->Widget.pEffect->pfDrawUp(); */
		}
	} WM_ITERATE_END();
}

/*********************************************************************
*
*   	_OnChildHasFocus
*
* Function:
*   A child has received or lost the focus.
*   The basic idea is to make sure the framewindow is active if a
*   descendant has the focus.
*   If the focus travels from one desc. to an other, there is no need
*   to make the framewindow inactive and active again.
*   Avoiding this complicates the code a litlle, but avoids flicker
*   and waste of CPU load.
*   
*/
static void _OnChildHasFocus(FRAMEWIN_Handle hWin, FRAMEWIN_Obj *pObj, WM_MESSAGE *pMsg)
{
	if (pMsg->Data.p)
	{
		const WM_NOTIFY_CHILD_HAS_FOCUS_INFO * pInfo = (const WM_NOTIFY_CHILD_HAS_FOCUS_INFO *) pMsg->Data.p;
		int IsDesc = WM__IsAncestorOrSelf(pInfo->hNew, hWin);
		if (IsDesc)
		{
			/* A child has received the focus, Framewindow needs to be activated */
			_SetActive(hWin, 1);
		}
		else
		{
			/* A child has lost the focus, we need to deactivate */
			_SetActive(hWin, 0);
			/* Remember the child which had the focus so we can reactive this child */
			if (WM__IsAncestor(pInfo->hOld, hWin))
			{
				pObj->hFocussedChild = pInfo->hOld;
			}
		}
	}
}

/*********************************************************************
*
*   	Framewin Callback
*/
static void _FRAMEWIN_Callback(WM_MESSAGE *pMsg)
{
	FRAMEWIN_Handle hWin = (FRAMEWIN_Handle) (pMsg->hWin);
	FRAMEWIN_Obj* pObj = FRAMEWIN_H2P(hWin);
	GUI_RECT* pRect = (GUI_RECT *) (pMsg->Data.p);
	POSITIONS Pos;
	GUI_HOOK* pHook;
	/* Call hook functions */
	for (pHook = pObj->pFirstHook; pHook; pHook = pHook->pNext)
	{
		int r;
		r = (*pHook->pHookFunc) (pMsg);
		if (r)
		{
			return;   /* Message handled */
		}
	}
	switch (pMsg->MsgId)
	{
		case WM_HANDLE_DIALOG_STATUS:
			if (pMsg->Data.p)
			{
				/* set pointer to Dialog status */
				pObj->pDialogStatus = (WM_DIALOG_STATUS *) pMsg->Data.p;
			}
			else
			{
				/* return pointer to Dialog status */
				pMsg->Data.p = pObj->pDialogStatus;
			}
			return;
		case WM_PAINT:
			_Paint(pObj);
			break;
		case WM_TOUCH:
			_OnTouch(hWin, pObj, pMsg);
			return; 					  /* Return here ... Message handled */
		case WM_GET_INSIDE_RECT:
			FRAMEWIN__CalcPositions(pObj, &Pos);
			*pRect = Pos.rClient;
			return; 					  /* Return here ... Message handled */
		case WM_GET_CLIENT_WINDOW:
			/* return handle to client window. For most windows, there is no seperate client window, so it is the same handle */
			pMsg->Data.v = (int) pObj->hClient;
			return; 					  /* Return here ... Message handled */
		case WM_NOTIFY_PARENT:
			if (pMsg->Data.v == WM_NOTIFICATION_RELEASED)
			{
				WM_MESSAGE Msg;
				Msg.hWinSrc = hWin;
				Msg.Data = pMsg->Data;
				Msg.MsgId = WM_NOTIFY_PARENT_REFLECTION;
				WM_SendMessage(pMsg->hWinSrc, &Msg);
			}
			return;
		case WM_SET_FOCUS:
			/* We have received or lost focus */
			if (pMsg->Data.v == 1)
			{
				if (WM_IsWindow(pObj->hFocussedChild))
				{
					WM_SetFocus(pObj->hFocussedChild);
				}
				else
				{
					pObj->hFocussedChild = WM_SetFocusOnNextChild(pObj->hClient);
				}
				FRAMEWIN_SetActive(hWin, 1);
				pMsg->Data.v = 0;   		   /* Focus could be accepted */
			}
			else
			{
				FRAMEWIN_SetActive(hWin, 0);
			}
			return;
		case WM_TOUCH_CHILD:
			/* If a child of this framewindow has been touched and the frame window was not active,
			   the framewindow will receive the focus.
			 */
			if (!(pObj->Flags & FRAMEWIN_SF_ACTIVE))
			{
				const WM_MESSAGE * pMsgOrg;
				const GUI_PID_STATE * pState;
				pMsgOrg = (const WM_MESSAGE *) pMsg->Data.p;	  /* The original touch message */
				pState = (const GUI_PID_STATE *) pMsgOrg->Data.p;
				if (pState)
				{
					/* Message may not have a valid pointer (moved out) ! */
					if (pState->Pressed)

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