Ejemplo n.º 1
0
/**************************************************************//*!
*
* Change the active screen
*
******************************************************************/
static void D4D_ChangeScreen(D4D_SCREEN* pNewScreen, D4D_SCREEN* pOldScreen)
{    
    D4D_SCREEN_DATA* pData;
    D4D_MESSAGE tmp_msg;

    if(pNewScreen == NULL)
      return;
    
    if(pOldScreen == pNewScreen)
      return;
    
    tmp_msg.pScreen = pOldScreen;
    
    if(pOldScreen != NULL)
    {
      D4D_SetObjectFlags(pOldScreen->pData->focusedObject, D4D_OBJECT_F_REDRAWSTATE, D4D_FALSE);
      
      tmp_msg.nMsgId = D4D_MSG_KILLFOCUS;
      tmp_msg.pObject = pOldScreen->pData->focusedObject;
      D4D_SendMessage(&tmp_msg);
              
      // Draw NC screen area as an inactivate
      D4D_DrawScreenNC(pOldScreen, D4D_FALSE);
      
      // call de-activate event
      if(pOldScreen->OnDeactivate != NULL)
          pOldScreen->OnDeactivate();       
    }

    // invalidate the new screen (global complete redraw, not individual objects)
    D4D_InvalidateScreen(pNewScreen, D4D_TRUE);
    
    // if this is the first time activating 
    pData = pNewScreen->pData;  
    
    // Init the screen
    D4D_InitScreen(pNewScreen);
    
    D4D_SetObjectFlags(pData->focusedObject, D4D_OBJECT_F_REDRAWSTATE, D4D_FALSE);
    
    // Send to the object Focus message
    tmp_msg.pScreen = pNewScreen;
    tmp_msg.nMsgId = D4D_MSG_SETFOCUS;
    tmp_msg.pObject = pData->focusedObject;
    D4D_SendMessage(&tmp_msg);          
  
    // inform the screen it has been activated
    if(pNewScreen->OnActivate)
        pNewScreen->OnActivate();
    
    D4D_ClearKeysBuffer();
  
  #ifdef D4D_LLD_TCH  
    d4d_LastTouchedObj = NULL;
  #endif
  
    // finish all action for previous screen
    D4D_MouseChangedScreen();     
}
Ejemplo n.º 2
0
/**************************************************************************/ /*!
* @brief   The function set the obejct focus to new object
* @param   pScreen - the pointer to screen
* @param   pObject - the pointer to object that should be focused
* @return  None
* @note    In case that there is no other issue (obejct exists, visible, enable ...) the focus is changed to given one
*******************************************************************************/
void D4D_FocusSet(D4D_SCREEN* pScreen, D4D_OBJECT_PTR pObject)
{
    D4D_SCREEN_DATA* pData = pScreen->pData;
    D4D_OBJECT* pFocusedObj = pData->focusedObject;
    D4D_OBJECT* pNewFocus;
    
    if(pScreen == NULL)
      return;
    
    // check if object is really item of the current screen
    pNewFocus = D4D_FindObject(pScreen, pObject);
    if(pNewFocus == NULL)
      return;
    
    if(pNewFocus == pFocusedObj) // is selected object same as focused?
      return;
  
   if((pNewFocus->pData->flags & (D4D_OBJECT_F_TABSTOP | D4D_OBJECT_F_ENABLED)) != (D4D_OBJECT_F_TABSTOP | D4D_OBJECT_F_ENABLED)) // is this object selectable?
      return;
    
    if(!D4D_IsEnabled(pNewFocus))
      return;
    
    // invalidate object which is loosing focus
    D4D_SetObjectFlags(pFocusedObj, D4D_OBJECT_F_REDRAWSTATE, D4D_FALSE);
    
    // invalidate object which is getting focus
    D4D_SetObjectFlags(pNewFocus, D4D_OBJECT_F_REDRAWSTATE, D4D_FALSE);
    
    // move the focus
    pData->focusedObject = pNewFocus;
    
    // prepare message
    d4d_msg.pScreen = pScreen;
    d4d_msg.nMsgId = D4D_MSG_KILLFOCUS;
    d4d_msg.pObject = pFocusedObj;
    D4D_SendMessage(&d4d_msg);
    
    
    
    // prepare message
    d4d_msg.pScreen = pScreen;
    d4d_msg.nMsgId = D4D_MSG_SETFOCUS;
    d4d_msg.pObject = pNewFocus;
    D4D_SendMessage(&d4d_msg);
        
}
Ejemplo n.º 3
0
/**************************************************************************/ /*!
* @brief   Function switch on capturing the keys to objects
* @param   pObj - pointer to the object. if the parameter is handled as NULL,
*                the function switch off the capturing the keys to object.
* @return  none.
* @note    This function sets the object to the capture keys state. In this state the object obtains all the
*               keys inputs including system navigation keys (escape, up, and down). In this state the object is using
*               capture colors from a color scheme. To switch off from this state the active screen has to be changed or
*               this function has to be called with the input parameter set to NULL.
*******************************************************************************/
void D4D_CaptureKeys(D4D_OBJECT_PTR  pObj)
{
    // NOTE: we need to send message, but we may just be in the middle of
    //       message processing (very likely). This may cause problem with
    //       the global d4d_msg object as we are changing it...
    //       We better use the temporary memory to instanitate the message

    D4D_MESSAGE* pMsg = (D4D_MESSAGE*) d4d_scratchPad;

    if(d4d_pKeysCapturer == pObj)
        return;

    pMsg->pScreen = D4D_GetActiveScreen();

    if(d4d_pKeysCapturer)
    {
        D4D_SetObjectFlags(d4d_pKeysCapturer, D4D_OBJECT_F_REDRAWSTATE, D4D_FALSE);

        pMsg->nMsgId = D4D_MSG_KILLCAPTURE;
        pMsg->pObject = d4d_pKeysCapturer;
        D4D_SendMessage(pMsg);

        d4d_pKeysCapturer = NULL;
    }

    if(pObj != NULL)
    {
        if((pObj->pData->flags & (D4D_OBJECT_F_VISIBLE | D4D_OBJECT_F_ENABLED | D4D_OBJECT_F_TABSTOP)) == (D4D_OBJECT_F_VISIBLE | D4D_OBJECT_F_ENABLED | D4D_OBJECT_F_TABSTOP))
        {
            if(D4D_IsEnabled((D4D_OBJECT*)pObj))
            {
                D4D_FocusSet(D4D_GetActiveScreen(), pObj);

                d4d_pKeysCapturer = (D4D_OBJECT*) pObj;

                D4D_SetObjectFlags(d4d_pKeysCapturer, D4D_OBJECT_F_REDRAWSTATE, D4D_FALSE);

                pMsg->nMsgId = D4D_MSG_SETCAPTURE;
                pMsg->pObject = d4d_pKeysCapturer;
                D4D_SendMessage(pMsg);
            }
        }
    }
}
Ejemplo n.º 4
0
/**************************************************************************/ /*!
* @brief   Function invalidate object to redraw on screen.
* @param   pObject - pointer to the object that should be invalidate.
* @param   bComplete - force complete redraw of object.
* @return  none.
* @note    This function invalidate object what in fact is that force eGUI to redraw
*          object on screen. By the bComplete parameter is select that will be
*          redraw also static parts of object.
*******************************************************************************/
void D4D_InvalidateObject(D4D_OBJECT_PTR pObject, D4D_BOOL bComplete)
{
    D4D_OBJECT_FLAGS flags = D4D_OBJECT_F_REDRAW;

    if(bComplete)
        flags |= D4D_OBJECT_F_REDRAWC;

    D4D_SetObjectFlags((D4D_OBJECT*)pObject,  flags, D4D_TRUE);

    if(pObject->pData->pScreen)
        (pObject->pData->pScreen)->pData->flags |= D4D_SCR_FINT_CHECKOBJECTS;
}
Ejemplo n.º 5
0
/**************************************************************************/ /*!
* @brief   The function mark the screen and its abject as "redraw pending"
* @param   pScreen - the pointer to screen that should be invalidate
* @param   bComplete - flag to mark the the screen and object MUST be redrawed completely, not only the active areas
* @return  None
* @note    Invalidate screen and its object in two ways - complete or active areas only.
*******************************************************************************/
void D4D_InvalidateScreen(D4D_SCREEN* pScreen, D4D_BOOL bComplete)
{    
    if(!pScreen)
      return;

    pScreen->pData->flags |= D4D_SCR_FINT_CHECKOBJECTS;
    
    if(bComplete)
    {
        pScreen->pData->flags |= D4D_SCR_FINT_REDRAWC;
    }
    else
    {
      D4D_OBJECT** pObj = (D4D_OBJECT**)pScreen->pObjects;
      while(*pObj != NULL)
      {
        D4D_SetObjectFlags(*pObj,  D4D_OBJECT_F_REDRAW, D4D_TRUE);
        pObj++;
      }
    }
}
Ejemplo n.º 6
0
/**************************************************************//*!
*
* Function sets the flags of object and all it's childs
*
******************************************************************/
void D4D_SetObjectFlags(D4D_OBJECT* pObject, D4D_OBJECT_FLAGS flagsMask, D4D_BOOL alsoChildren)
{
    pObject->pData->flags |= flagsMask;

    if(alsoChildren && (pObject->pRelations))
    {
        D4D_OBJECT** pChild = (D4D_OBJECT**)&(pObject->pRelations[D4D_OBJECT_USR_DATA_CHILD_IX]);

        while(*pChild)
        {
            D4D_SetObjectFlags(*pChild, flagsMask, D4D_TRUE);
            pChild++;
        }
    }

    if(flagsMask & (D4D_OBJECT_F_REDRAW | D4D_OBJECT_F_REDRAWC | D4D_OBJECT_F_REDRAWSTATE))
    {
        if(pObject->pData->pScreen)
            (pObject->pData->pScreen)->pData->flags |= D4D_SCR_FINT_CHECKOBJECTS;
    }
}
Ejemplo n.º 7
0
/**************************************************************************/ /*!
* @brief   The function change focus to the previous object in the given screen
* @param   pScreen - the pointer to screen
* @return  None
* @note    In case that there is no other usable object (visible, enable ...) the focus is not changed
*******************************************************************************/
void D4D_FocusPrevObject(D4D_SCREEN* pScreen)
{
    D4D_SCREEN_DATA* pData = pScreen->pData;
    const D4D_OBJECT* const* pObjects = pScreen->pObjects;
    D4D_OBJECT* pFocusedObj = pData->focusedObject;
    
    if(!pScreen)
      return;
    
    // sanity check of list of objects - contains Screen any object?
    if(*pObjects == NULL)
      return;
    
    do
    {
        
        // just get previous object
        pFocusedObj = D4D_FindPreviousObject(pFocusedObj, (((pFocusedObj->pData->flags) & (D4D_OBJECT_F_ENABLED | D4D_OBJECT_F_VISIBLE)) == (D4D_OBJECT_F_ENABLED | D4D_OBJECT_F_VISIBLE)));
        
        // object with focus enabled?
        if((pFocusedObj->pData->flags & (D4D_OBJECT_F_TABSTOP | D4D_OBJECT_F_ENABLED | D4D_OBJECT_F_VISIBLE)) == (D4D_OBJECT_F_TABSTOP | D4D_OBJECT_F_ENABLED | D4D_OBJECT_F_VISIBLE))
        {
          D4D_OBJECT * pParent = pFocusedObj;
          D4D_BOOL couldBeFocused = D4D_TRUE;
          
          // Take care that the parents objects are also visible and enabled
          while(pParent = D4D_GetParentObject(pParent))
          {
            if((pParent->pData->flags & (D4D_OBJECT_F_ENABLED | D4D_OBJECT_F_VISIBLE)) != (D4D_OBJECT_F_ENABLED | D4D_OBJECT_F_VISIBLE))
            {
              couldBeFocused = D4D_FALSE;
              break;
            }
          }
          
          if(couldBeFocused)
            break;
        }
        
      // avoid endless loop if no focused object can be found
    }while(pFocusedObj != pData->focusedObject);
    
    if(pFocusedObj != pData->focusedObject)
    {        
      // invalidate object which is loosing focus
      D4D_SetObjectFlags(pData->focusedObject, D4D_OBJECT_F_REDRAWSTATE, D4D_FALSE);
      
      // prepare message KILLFOCUS
      d4d_msg.pScreen = pScreen;
      d4d_msg.nMsgId = D4D_MSG_KILLFOCUS;
      d4d_msg.pObject = pData->focusedObject;
      D4D_SendMessage(&d4d_msg);
      
      // invalidate object which is getting focus
      D4D_SetObjectFlags((D4D_OBJECT*)pFocusedObj, D4D_OBJECT_F_REDRAWSTATE, D4D_FALSE);
      
      // move the focus
      pData->focusedObject = pFocusedObj;
      
      // prepare message
      d4d_msg.pScreen = pScreen;
      d4d_msg.nMsgId = D4D_MSG_SETFOCUS;
      d4d_msg.pObject = pFocusedObj;
      D4D_SendMessage(&d4d_msg);
    }
}
Ejemplo n.º 8
0
/**************************************************************************/ /*!
* @brief   The function change focus to the next object in the given screen
* @param   pScreen - the pointer to screen
* @param   bInitialSearch - flag force start looking from the first object in screen object table
* @return  None
* @note    In case that there is no other usable object (visible, enable ...) the focus is not changed
*******************************************************************************/
void D4D_FocusNextObject(D4D_SCREEN* pScreen, D4D_BOOL bInitialSearch)
{
  D4D_SCREEN_DATA* pData = pScreen->pData;
  const D4D_OBJECT* const* pObjects = pScreen->pObjects;
  D4D_OBJECT* pFocusedObj = pData->focusedObject;
  
  if(!pScreen)
    return;
  
  // sanity check of list of objects - contains Screen any object?
  if(*pObjects == NULL)
    return;

  // currently focused object already has a tabstop    
  if(bInitialSearch)
  {
    //SetUp start object
    pData->focusedObject = (D4D_OBJECT*)pObjects[0];
    pFocusedObj = (D4D_OBJECT*)pObjects[0];
    if((pObjects[0]->pData->flags & (D4D_OBJECT_F_TABSTOP | D4D_OBJECT_F_ENABLED)) == (D4D_OBJECT_F_TABSTOP | D4D_OBJECT_F_ENABLED))
      return ;
  }
  
  do
  {
      
      // get next object
      pFocusedObj = D4D_FindNextObject(pFocusedObj, (((pFocusedObj->pData->flags) & (D4D_OBJECT_F_ENABLED | D4D_OBJECT_F_VISIBLE)) == (D4D_OBJECT_F_ENABLED | D4D_OBJECT_F_VISIBLE)));
             
      // object with focus enabled?
      if((pFocusedObj->pData->flags & (D4D_OBJECT_F_TABSTOP | D4D_OBJECT_F_ENABLED | D4D_OBJECT_F_VISIBLE)) == (D4D_OBJECT_F_TABSTOP | D4D_OBJECT_F_ENABLED | D4D_OBJECT_F_VISIBLE))
          break;
      
    // avoid endless loop if no focused object can be found
  }while(((D4D_OBJECT*)pFocusedObj) != pData->focusedObject);
  
  
  
  if(((D4D_OBJECT*)pFocusedObj) != pData->focusedObject)
  {        
    // invalidate object which is loosing focus
    D4D_SetObjectFlags(pData->focusedObject, D4D_OBJECT_F_REDRAWSTATE, D4D_FALSE);

    // prepare message KILLFOCUS
    d4d_msg.pScreen = pScreen;
    d4d_msg.nMsgId = D4D_MSG_KILLFOCUS;
    d4d_msg.pObject = pData->focusedObject;
    D4D_SendMessage(&d4d_msg);
    
    
    // invalidate object which is getting focus
    D4D_SetObjectFlags((D4D_OBJECT*)pFocusedObj, D4D_OBJECT_F_REDRAWSTATE, D4D_FALSE);
    
    // move the focus
    pData->focusedObject = ((D4D_OBJECT*)pFocusedObj);
    
    // prepare message
    d4d_msg.pScreen = pScreen;
    d4d_msg.nMsgId = D4D_MSG_SETFOCUS;
    d4d_msg.pObject = ((D4D_OBJECT*)pFocusedObj);
    D4D_SendMessage(&d4d_msg);
  }
}