// Focusable.hh // Copyright (c) 2007 Fluxbox Team (fluxgen at fluxbox dot org) // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL // THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. #ifndef FOCUSABLE_HH #define FOCUSABLE_HH #include "FbTk/PixmapWithMask.hh" #include "FbTk/ITypeAheadable.hh" #include "FbTk/Subject.hh" #include "FbTk/Signal.hh" #include "FbTk/FbString.hh" class BScreen; class FluxboxWindow; /** * A Base class for any object that might be "focused". * Such as FluxboxWindow, Menu etc */ class Focusable: public FbTk::ITypeAheadable { public: Focusable(BScreen &scr, FluxboxWindow *fbwin = 0): m_screen(scr), m_fbwin(fbwin), m_instance_name("fluxbox"), m_class_name("fluxbox"), m_focused(false), m_attention_state(false), m_diesig(*this), m_attentionsig(*this), m_focussig(), m_titlesig() { } virtual ~Focusable() { } /** * Take focus. * @return true if the focuable took focus */ virtual bool focus() { return false; } /// @return true if the focusable has input focus virtual bool isFocused() const { return m_focused; } /// @return return true if it can be focused virtual bool acceptsFocus() const { return true; } /// @return true if icon button should appear focused bool getAttentionState() const { return m_attention_state; } /// @set the attention state virtual void setAttentionState(bool value) { m_attention_state = value; attentionSig().notify(); } /// @return the screen in which this object resides BScreen &screen() { return m_screen; } /// @return the screen in which this object resides const BScreen &screen() const { return m_screen; } /** * For accessing window properties, like shaded, minimized, etc. * @return window context */ const FluxboxWindow *fbwindow() const { return m_fbwin; } /** * For accessing window properties, like shaded, minimized, etc. * @return window context */ FluxboxWindow *fbwindow() { return m_fbwin; } /// @return WM_CLASS class string (for pattern matching) virtual const FbTk::FbString &getWMClassClass() const { return m_class_name; } /// @return WM_CLASS name string (for pattern matching) virtual const FbTk::FbString &getWMClassName() const { return m_instance_name; } /// @return wm role string (for pattern matching) virtual std::string getWMRole() const { return "Focusable"; } virtual FbTk::FbString getTextProperty(Atom prop) const { return ""; } /// @return whether this window is a transient (for pattern matching) virtual bool isTransient() const { return false; } // so we can make nice buttons, menu entries, etc. /// @return icon pixmap of the focusable virtual const FbTk::PixmapWithMask &icon() const { return m_icon; } /// @return title string virtual const FbTk::BiDiString &title() const { return m_title; } /// @return type ahead string const std::string &iTypeString() const { return title().logical(); } /** * Signaling object to attatch observers to. */ class FocusSubject: public FbTk::Subject { public: explicit FocusSubject(Focusable &w):m_win(w) { } /// @return context focusable for this signal Focusable &win() { return m_win; } /// @return context focusable for this signal const Focusable &win() const { return m_win; } private: Focusable &m_win; //< the context }; /** @name signals @{ */ typedef FbTk::Signal<void, const std::string&, Focusable&> TitleSignal; /// Used for both title and icon changes. TitleSignal &titleSig() { return m_titlesig; } /// Used for both title and icon changes. const TitleSignal &titleSig() const { return m_titlesig; } FbTk::Signal<void, Focusable&> &focusSig() { return m_focussig; } const FbTk::Signal<void, Focusable&> &focusSig() const { return m_focussig; } FbTk::Subject &dieSig() { return m_diesig; } const FbTk::Subject &dieSig() const { return m_diesig; } FbTk::Subject &attentionSig() { return m_attentionsig; } const FbTk::Subject &attentionSig() const { return m_attentionsig; } /** @} */ // end group signals /// Notify any listeners that the focus changed for this window. void notifyFocusChanged() { m_focussig.emit(*this); } protected: BScreen &m_screen; //< the screen in which it works FluxboxWindow *m_fbwin; //< the working fluxbox window FbTk::BiDiString m_title; FbTk::FbString m_instance_name; FbTk::FbString m_class_name; bool m_focused; //< whether or not it has focus bool m_attention_state; //< state of icon button while demanding attention FbTk::PixmapWithMask m_icon; //< icon pixmap with mask // state and hint signals FocusSubject m_diesig, m_attentionsig; private: FbTk::Signal<void, Focusable&> m_focussig; TitleSignal m_titlesig; }; #endif // FOCUSABLE_HH