/* * Copyright 2006 The Android Open Source Project * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkView_DEFINED #define SkView_DEFINED #include "SkEventSink.h" #include "SkRect.h" #include "SkMatrix.h" #include "SkMetaData.h" class SkCanvas; class SkLayerView; class SkDOM; struct SkDOMNode; /** \class SkView SkView is the base class for screen management. All widgets and controls inherit from SkView. */ class SkView : public SkEventSink { public: enum Flag_Shift { kVisible_Shift, kEnabled_Shift, kFocusable_Shift, kFlexH_Shift, kFlexV_Shift, kNoClip_Shift, kFlagShiftCount }; enum Flag_Mask { kVisible_Mask = 1 << kVisible_Shift, //!< set if the view is visible kEnabled_Mask = 1 << kEnabled_Shift, //!< set if the view is enabled kFocusable_Mask = 1 << kFocusable_Shift, //!< set if the view can receive focus kFlexH_Mask = 1 << kFlexH_Shift, //!< set if the view's width is stretchable kFlexV_Mask = 1 << kFlexV_Shift, //!< set if the view's height is stretchable kNoClip_Mask = 1 << kNoClip_Shift, //!< set if the view is not clipped to its bounds kAllFlagMasks = (uint32_t)(0 - 1) >> (32 - kFlagShiftCount) }; SkView(uint32_t flags = 0); virtual ~SkView(); /** Return the flags associated with the view */ uint32_t getFlags() const { return fFlags; } /** Set the flags associated with the view */ void setFlags(uint32_t flags); /** Helper that returns non-zero if the kVisible_Mask bit is set in the view's flags */ int isVisible() const { return fFlags & kVisible_Mask; } int isEnabled() const { return fFlags & kEnabled_Mask; } int isFocusable() const { return fFlags & kFocusable_Mask; } int isClipToBounds() const { return !(fFlags & kNoClip_Mask); } /** Helper to set/clear the view's kVisible_Mask flag */ void setVisibleP(bool); void setEnabledP(bool); void setFocusableP(bool); void setClipToBounds(bool); /** Return the view's width */ SkScalar width() const { return fWidth; } /** Return the view's height */ SkScalar height() const { return fHeight; } /** Set the view's width and height. These must both be >= 0. This does not affect the view's loc */ void setSize(SkScalar width, SkScalar height); void setSize(const SkPoint& size) { this->setSize(size.fX, size.fY); } void setWidth(SkScalar width) { this->setSize(width, fHeight); } void setHeight(SkScalar height) { this->setSize(fWidth, height); } /** Return a rectangle set to [0, 0, width, height] */ void getLocalBounds(SkRect* bounds) const; /** Loc - the view's offset with respect to its parent in its view hiearchy. NOTE: For more complex transforms, use Local Matrix. The tranformations are applied in the following order: canvas->translate(fLoc.fX, fLoc.fY); canvas->concat(fMatrix); */ /** Return the view's left edge */ SkScalar locX() const { return fLoc.fX; } /** Return the view's top edge */ SkScalar locY() const { return fLoc.fY; } /** Set the view's left and top edge. This does not affect the view's size */ void setLoc(SkScalar x, SkScalar y); void setLoc(const SkPoint& loc) { this->setLoc(loc.fX, loc.fY); } void setLocX(SkScalar x) { this->setLoc(x, fLoc.fY); } void setLocY(SkScalar y) { this->setLoc(fLoc.fX, y); } /** Local Matrix - matrix used to tranform the view with respect to its parent in its view hiearchy. Use setLocalMatrix to apply matrix transformations to the current view and in turn affect its children. NOTE: For simple offsets, use Loc. The transformations are applied in the following order: canvas->translate(fLoc.fX, fLoc.fY); canvas->concat(fMatrix); */ const SkMatrix& getLocalMatrix() const { return fMatrix; } void setLocalMatrix(const SkMatrix& matrix); /** Offset (move) the view by the specified dx and dy. This does not affect the view's size */ void offset(SkScalar dx, SkScalar dy); /** Call this to have the view draw into the specified canvas. */ virtual void draw(SkCanvas* canvas); /** Call this to invalidate part of all of a view, requesting that the view's draw method be called. The rectangle parameter specifies the part of the view that should be redrawn. If it is null, it specifies the entire view bounds. */ void inval(SkRect* rectOrNull); // Focus management SkView* getFocusView() const; bool hasFocus() const; enum FocusDirection { kNext_FocusDirection, kPrev_FocusDirection, kFocusDirectionCount }; bool acceptFocus(); SkView* moveFocus(FocusDirection); // Click handling class Click { public: Click(SkView* target); virtual ~Click(); const char* getType() const { return fType; } bool isType(const char type[]) const; void setType(const char type[]); // does NOT make a copy of the string void copyType(const char type[]); // makes a copy of the string enum State { kDown_State, kMoved_State, kUp_State }; SkPoint fOrig, fPrev, fCurr; SkIPoint fIOrig, fIPrev, fICurr; State fState; void* fOwner; unsigned fModifierKeys; SkMetaData fMeta; private: SkEventSinkID fTargetID; char* fType; bool fWeOwnTheType; void resetType(); friend class SkView; }; Click* findClickHandler(SkScalar x, SkScalar y, unsigned modifierKeys); static void DoClickDown(Click*, int x, int y, unsigned modi); static void DoClickMoved(Click*, int x, int y, unsigned modi); static void DoClickUp(Click*, int x, int y, unsigned modi); /** Send the event to the view's parent, and its parent etc. until one of them returns true from its onEvent call. This view is returned. If no parent handles the event, null is returned. */ SkView* sendEventToParents(const SkEvent&); /** Send the query to the view's parent, and its parent etc. until one of them returns true from its onQuery call. This view is returned. If no parent handles the query, null is returned. */ SkView* sendQueryToParents(SkEvent*); // View hierarchy management /** Return the view's parent, or null if it has none. This does not affect the parent's reference count. */ SkView* getParent() const { return fParent; } SkView* attachChildToFront(SkView* child); /** Attach the child view to this view, and increment the child's reference count. The child view is added such that it will be drawn before all other child views. The child view parameter is returned. */ SkView* attachChildToBack(SkView* child); /** If the view has a parent, detach the view from its parent and decrement the view's reference count. If the parent was the only owner of the view, this will cause the view to be deleted. */ void detachFromParent(); /** Attach the child view to this view, and increment the child's reference count. The child view is added such that it will be drawn after all other child views. The child view parameter is returned. */ /** Detach all child views from this view. */ void detachAllChildren(); /** Convert the specified point from global coordinates into view-local coordinates * Return true on success; false on failure */ bool globalToLocal(SkPoint* pt) const { if (pt) { return this->globalToLocal(pt->fX, pt->fY, pt); } return true; // nothing to do so return true } /** Convert the specified x,y from global coordinates into view-local coordinates, returning the answer in the local parameter. */ bool globalToLocal(SkScalar globalX, SkScalar globalY, SkPoint* local) const; /** \class F2BIter Iterator that will return each of this view's children, in front-to-back order (the order used for clicking). The first call to next() returns the front-most child view. When next() returns null, there are no more child views. */ class F2BIter { public: F2BIter(const SkView* parent); SkView* next(); private: SkView* fFirstChild, *fChild; }; /** \class B2FIter Iterator that will return each of this view's children, in back-to-front order (the order they are drawn). The first call to next() returns the back-most child view. When next() returns null, there are no more child views. */ class B2FIter { public: B2FIter(const SkView* parent); SkView* next(); private: SkView* fFirstChild, *fChild; }; /** \class Artist Install a subclass of this in a view (calling setArtist()), and then the default implementation of that view's onDraw() will invoke this object automatically. */ class Artist : public SkRefCnt { public: void draw(SkView*, SkCanvas*); void inflate(const SkDOM&, const SkDOMNode*); protected: virtual void onDraw(SkView*, SkCanvas*) = 0; virtual void onInflate(const SkDOM&, const SkDOMNode*); private: typedef SkRefCnt INHERITED; }; /** Return the artist attached to this view (or null). The artist's reference count is not affected. */ Artist* getArtist() const; /** Attach the specified artist (or null) to the view, replacing any existing artist. If the new artist is not null, its reference count is incremented. The artist parameter is returned. */ Artist* setArtist(Artist* artist); /** \class Layout Install a subclass of this in a view (calling setLayout()), and then the default implementation of that view's onLayoutChildren() will invoke this object automatically. */ class Layout : public SkRefCnt { public: void layoutChildren(SkView* parent); void inflate(const SkDOM&, const SkDOMNode*); protected: virtual void onLayoutChildren(SkView* parent) = 0; virtual void onInflate(const SkDOM&, const SkDOMNode*); private: typedef SkRefCnt INHERITED; }; /** Return the layout attached to this view (or null). The layout's reference count is not affected. */ Layout* getLayout() const; /** Attach the specified layout (or null) to the view, replacing any existing layout. If the new layout is not null, its reference count is incremented. The layout parameter is returned. */ Layout* setLayout(Layout*, bool invokeLayoutNow = true); /** If a layout is attached to this view, call its layoutChildren() method */ void invokeLayout(); /** Call this to initialize this view based on the specified XML node */ void inflate(const SkDOM& dom, const SkDOMNode* node); SkDEBUGCODE(void dump(bool recurse) const;) protected: /** Override this to draw inside the view. Be sure to call the inherited version too */ virtual void onDraw(SkCanvas*); /** Override this to be notified when the view's size changes. Be sure to call the inherited version too */ virtual void onSizeChange(); /** Override this if you want to handle an inval request from this view or one of its children. Tyically this is only overridden by the by the "window". If your subclass does handle the request, return true so the request will not continue to propogate to the parent. */ virtual bool handleInval(const SkRect*); //! called once before all of the children are drawn (or clipped/translated) virtual SkCanvas* beforeChildren(SkCanvas* c) { return c; } //! called once after all of the children are drawn (or clipped/translated) virtual void afterChildren(SkCanvas*) {} //! called right before this child's onDraw is called virtual void beforeChild(SkView* /*child*/, SkCanvas*) {} //! called right after this child's onDraw is called virtual void afterChild(SkView* /*child*/, SkCanvas*) {} /** Override this if you might handle the click */ virtual Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi); /** Override this to decide if your children are targets for a click. The default returns true, in which case your children views will be candidates for onFindClickHandler. Returning false wil skip the children and just call your onFindClickHandler. */ virtual bool onSendClickToChildren(SkScalar x, SkScalar y, unsigned modi); /** Override this to track clicks, returning true as long as you want to track the pen/mouse. */ virtual bool onClick(Click*); /** Override this to initialize your subclass from the XML node. Be sure to call the inherited version too */ virtual void onInflate(const SkDOM& dom, const SkDOMNode* node); /** Override this if you want to perform post initialization work based on the ID dictionary built during XML parsing. Be sure to call the inherited version too. */ public: #ifdef SK_DEBUG void validate() const; #else void validate() const {} #endif // default action is to inval the view virtual void onFocusChange(bool gainFocusP); protected: // override these if you're acting as a layer/host virtual bool onGetFocusView(SkView**) const { return false; } virtual bool onSetFocusView(SkView*) { return false; } private: SkScalar fWidth, fHeight; SkMatrix fMatrix; SkPoint fLoc; SkView* fParent; SkView* fFirstChild; SkView* fNextSibling; SkView* fPrevSibling; uint8_t fFlags; uint8_t fContainsFocus; friend class B2FIter; friend class F2BIter; friend class SkLayerView; bool setFocusView(SkView* fvOrNull); SkView* acceptFocus(FocusDirection); void detachFromParent_NoLayout(); /** Compute the matrix to transform view-local coordinates into global ones */ void localToGlobal(SkMatrix* matrix) const; }; #endif