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// FbWinFrame.hh for Fluxbox Window Manager
// Copyright (c) 2003 - 2006 Henrik Kinnunen (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 FBWINFRAME_HH
#define FBWINFRAME_HH

#include "FbTk/FbWindow.hh"
#include "FbTk/EventHandler.hh"
#include "FbTk/RefCount.hh"
#include "FbTk/Subject.hh"
#include "FbTk/Color.hh"
#include "FbTk/XLayerItem.hh"
#include "FbTk/TextButton.hh"
#include "FbTk/DefaultValue.hh"
#include "FbTk/Container.hh"
#include "FbTk/Shape.hh"

#include <X11/Xutil.h>

#include <vector>
#include <memory>

class FbWinFrameTheme;
class BScreen;
class IconButton;
class Focusable;
template <class T> class FocusableTheme;

namespace FbTk {
class ImageControl;
template <class T> class Command;
class Texture;
class XLayer;
}

/// holds a window frame with a client window
/// (see: <a href="fluxbox_fbwinframe.png">image</a>)
class FbWinFrame:public FbTk::EventHandler {
public:
    // STRICTINTERNAL means it doesn't go external automatically when no titlebar
    enum TabMode { NOTSET = 0, INTERNAL = 1, EXTERNAL };

   /// Toolbar placement on the screen
    enum TabPlacement{
        // top and bottom placement
        TOPLEFT = 1, TOP, TOPRIGHT,
        BOTTOMLEFT, BOTTOM, BOTTOMRIGHT,
        // left and right placement
        LEFTBOTTOM, LEFT, LEFTTOP,
        RIGHTBOTTOM, RIGHT, RIGHTTOP
    };

    /**
     * Types of maximization
     */
    enum MaximizeMode {
        MAX_NONE = 0, ///< normal state
        MAX_HORZ = 1, ///< maximize horizontal
        MAX_VERT = 2, ///< maximize vertical
        MAX_FULL = 3  ///< maximize full
    };

    /**
       This enumeration represents individual decoration
       attributes, they can be OR-d together to get a mask.
       Useful for saving.
    */
    enum DecorationMask {
        DECORM_TITLEBAR = (1<<0),
        DECORM_HANDLE   = (1<<1),
        DECORM_BORDER   = (1<<2),
        DECORM_ICONIFY  = (1<<3),
        DECORM_MAXIMIZE = (1<<4),
        DECORM_CLOSE    = (1<<5),
        DECORM_MENU     = (1<<6),
        DECORM_STICKY   = (1<<7),
        DECORM_SHADE    = (1<<8),
        DECORM_TAB      = (1<<9),
        DECORM_ENABLED  = (1<<10),
        DECORM_LAST     = (1<<11) // useful for getting "All"
    };

    enum Decoration {
        DECOR_NONE = 0,
        DECOR_NORMAL = DECORM_LAST - 1,
        DECOR_TINY = DECORM_TITLEBAR|DECORM_ICONIFY|DECORM_MENU|DECORM_TAB,
        DECOR_TOOL = DECORM_TITLEBAR|DECORM_MENU,
        DECOR_BORDER = DECORM_BORDER|DECORM_MENU,
        DECOR_TAB = DECORM_BORDER|DECORM_MENU|DECORM_TAB
    };

    class SizeHints {
    public:
        SizeHints():
            min_width(1), max_width(0), min_height(1), max_height(0),
            width_inc(1), height_inc(1), base_width(0), base_height(0),
            min_aspect_x(0), max_aspect_x(1),
            min_aspect_y(1), max_aspect_y(0),
            win_gravity(0) { }

        void reset(const XSizeHints &sizehint);

        void apply(unsigned int &w, unsigned int &h,
                   bool maximizing = false) const;
        bool valid(unsigned int width, unsigned int height) const;
        void displaySize(unsigned int &i, unsigned int &j,
                         unsigned int width, unsigned int height) const;

        unsigned int min_width, max_width, min_height, max_height,
                     width_inc, height_inc, base_width, base_height,
                     min_aspect_x, max_aspect_x, min_aspect_y, max_aspect_y;
        int win_gravity;
    };

    class State {
    public:
        State():
            size_hints(),
            deco_mask(DECOR_NORMAL),
            focused(false),
            shaded(false), fullscreen(false), maximized(0),
            x(0), y(0), width(1), height(1) { }

        SizeHints size_hints;
        unsigned int deco_mask;
        bool focused, shaded, fullscreen;
        int maximized;
        int x, y;
        unsigned int width, height;
    };

    /// create a top level window
    FbWinFrame(BScreen &screen, FocusableTheme<FbWinFrameTheme> &theme,
               FbTk::ImageControl &imgctrl,
               FbTk::XLayer &layer,
               int x, int y,
               unsigned int width, unsigned int height);

/*    /// create a frame window inside another FbWindow, NOT IMPLEMENTED!
    FbWinFrame(BScreen &screen, FbWinFrameTheme &theme, FbTk::ImageControl &imgctrl,
               const FbTk::FbWindow &parent,
               int x, int y,
               unsigned int width, unsigned int height);
*/
    /// destroy frame
    ~FbWinFrame();

    void hide();
    void show();
    bool isVisible() const { return m_visible; }
    /// shade frame (ie resize to titlebar size)
    void shade();
    void move(int x, int y);
    void resize(unsigned int width, unsigned int height);
    /// resize client to specified size and resize frame to it
    void resizeForClient(unsigned int width, unsigned int height, int win_gravity=ForgetGravity, unsigned int client_bw = 0);

    // for when there needs to be an atomic move+resize operation
    void moveResizeForClient(int x, int y,
                             unsigned int width, unsigned int height,
                             int win_gravity=ForgetGravity, unsigned int client_bw = 0, bool move = true, bool resize = true);

    // can elect to ignore move or resize (mainly for use of move/resize individual functions
    void moveResize(int x, int y,
                    unsigned int width, unsigned int height,
                    bool move = true, bool resize = true);

    // move without transparency or special effects (generally when dragging)
    void quietMoveResize(int x, int y,
                         unsigned int width, unsigned int height);

    /// some outside move/resize happened, and we need to notify all of our windows
    /// in case of transparency
    void notifyMoved(bool clear);
    void clearAll();

    /// set focus/unfocus style
    void setFocus(bool newvalue);
    void setFullscreen(bool value);
    void setMaximized(int value);

    void setFocusTitle(const std::string &str) { m_label.setText(str); }
    bool setTabMode(TabMode tabmode);
    void updateTabProperties() { alignTabs(); }

    /// Alpha settings
    void setAlpha(bool focused, unsigned char value);
    void applyAlpha();
    unsigned char getAlpha(bool focused) const;

    void setDefaultAlpha();
    bool getUseDefaultAlpha() const;

    /// add a button to the left of the label
    void addLeftButton(FbTk::Button *btn);
    /// add a button to the right of the label
    void addRightButton(FbTk::Button *btn);
    /// remove all buttons from titlebar
    void removeAllButtons();
    /// adds a button to tab container
    void createTab(FbTk::Button &button);
    /// removes a specific button from label window
    void removeTab(IconButton *id);
    /// move label button to the left
    void moveLabelButtonLeft(FbTk::TextButton &btn);
    /// move label button to the right
    void moveLabelButtonRight(FbTk::TextButton &btn);
    /// move label button to the given location( x and y are relative to the root window)
    void moveLabelButtonTo(FbTk::TextButton &btn, int x, int y);
    /// move the first label button to the left of the second
    void moveLabelButtonLeftOf(FbTk::TextButton &btn, const FbTk::TextButton &dest);
    //move the first label button to the right of the second
    void moveLabelButtonRightOf(FbTk::TextButton &btn, const FbTk::TextButton &dest);
    /// which button is to be rendered focused
    void setLabelButtonFocus(IconButton &btn);
    /// attach a client window for client area
    void setClientWindow(FbTk::FbWindow &win);
    /// remove attached client window
    void removeClient();
    /// redirect events to another eventhandler
    void setEventHandler(FbTk::EventHandler &evh);
    /// remove any handler for the windows
    void removeEventHandler();

    const SizeHints &sizeHints() const { return m_state.size_hints; }
    void setSizeHints(const SizeHints &hint) { m_state.size_hints = hint; }

    void applySizeHints(unsigned int &width, unsigned int &height,
                        bool maximizing = false) const;
    void displaySize(unsigned int width, unsigned int height) const;

    static int getDecoMaskFromString(const std::string &str);
    void setDecorationMask(unsigned int mask) { m_state.deco_mask = mask; }
    void applyDecorations();
    void applyState();
    void saveGeometry();

    /// determine if the given decoration should be shown in current state
    bool useBorder() const;
    bool useTabs() const;
    bool useTitlebar() const;
    bool useHandle() const;
    int getShape() const;

    // this function translates its arguments according to win_gravity
    // if win_gravity is negative, it does an inverse translation
    void gravityTranslate(int &x, int &y, int win_gravity, unsigned int client_bw, bool move_frame = false);
    void setActiveGravity(int gravity, unsigned int orig_client_bw) { m_state.size_hints.win_gravity = gravity; m_active_orig_client_bw = orig_client_bw; }

    /**
       @name Event handlers
    */
    //@{
    void exposeEvent(XExposeEvent &event);
    void configureNotifyEvent(XConfigureEvent &event);
    void handleEvent(XEvent &event);
    //@}

    void reconfigure();
    void setShapingClient(FbTk::FbWindow *win, bool always_update);
    void updateShape() { m_shape.update(); }

    /**
       @name accessors
    */
    //@{
    int x() const { return m_window.x(); }
    int y() const { return m_window.y(); }
    unsigned int width() const { return m_window.width(); }
    unsigned int height() const { return m_window.height(); }

    int normalX() const;
    int normalY() const;
    unsigned int normalWidth() const;
    unsigned int normalHeight() const;

    // extra bits for tabs
    int xOffset() const;
    int yOffset() const;
    int widthOffset() const;
    int heightOffset() const;

    const FbTk::FbWindow &window() const { return m_window; }
    FbTk::FbWindow &window() { return m_window; }
    /// @return titlebar window
    const FbTk::FbWindow &titlebar() const { return m_titlebar; }
    FbTk::FbWindow &titlebar() { return m_titlebar; }
    const FbTk::FbWindow &label() const { return m_label; }
    FbTk::FbWindow &label() { return m_label; }

    const FbTk::Container &tabcontainer() const { return m_tab_container; }
    FbTk::Container &tabcontainer() { return m_tab_container; }

    /// @return clientarea window
    const FbTk::FbWindow &clientArea() const { return m_clientarea; }
    FbTk::FbWindow &clientArea() { return m_clientarea; }
    /// @return handle window
    const FbTk::FbWindow &handle() const { return m_handle; }
    FbTk::FbWindow &handle() { return m_handle; }
    const FbTk::FbWindow &gripLeft() const { return m_grip_left; }
    FbTk::FbWindow &gripLeft() { return m_grip_left; }
    const FbTk::FbWindow &gripRight() const { return m_grip_right; }
    FbTk::FbWindow &gripRight() { return m_grip_right; }
    bool focused() const { return m_state.focused; }
    bool isShaded() const { return m_state.shaded; }
    FocusableTheme<FbWinFrameTheme> &theme() const { return m_theme; }
    /// @return titlebar height
    unsigned int titlebarHeight() const { return (m_use_titlebar?m_titlebar.height()+m_titlebar.borderWidth():0); }
    unsigned int handleHeight() const { return (m_use_handle?m_handle.height()+m_handle.borderWidth():0); }
    /// @return size of button
    unsigned int buttonHeight() const;
    bool externalTabMode() const { return m_tabmode == EXTERNAL && m_use_tabs; }

    const FbTk::XLayerItem &layerItem() const { return m_layeritem; }
    FbTk::XLayerItem &layerItem() { return m_layeritem; }

    const FbTk::Subject &frameExtentSig() const { return m_frame_extent_sig; }
    FbTk::Subject &frameExtentSig() { return m_frame_extent_sig; }

    //@}

private:
    void redrawTitlebar();

    /// reposition titlebar items
    void reconfigureTitlebar();
    /**
       @name render helper functions
    */
    //@{
    void renderAll();
    void renderTitlebar();
    void renderHandles();
    void renderTabContainer(); // and labelbuttons

    void renderButtons(); // subset of renderTitlebar - don't call directly

    /// renders to pixmap or sets color
    void render(const FbTk::Texture &tex, FbTk::Color &col, Pixmap &pm,
                unsigned int width, unsigned int height, FbTk::Orientation orient = FbTk::ROT0);

    //@}

    // these return true/false for if something changed
    bool hideTitlebar();
    bool showTitlebar();
    bool hideTabs();
    bool showTabs();
    bool hideHandle();
    bool showHandle();
    bool setBorderWidth(bool do_move = true);

    /**
       @name apply pixmaps depending on focus
    */
    //@{
    void applyAll();
    void applyTitlebar();
    void applyHandles();
    void applyTabContainer(); // and label buttons
    void applyButtons(); // only called within applyTitlebar

    void getCurrentFocusPixmap(Pixmap &label_pm, Pixmap &title_pm,
                               FbTk::Color &label_color, FbTk::Color &title_color);

    /// initiate inserted button for current theme
    void applyButton(FbTk::Button &btn);

    void alignTabs();
    //@}

    /// initiate some commont variables
    void init();

    BScreen &m_screen;

    FocusableTheme<FbWinFrameTheme> &m_theme; ///< theme to be used
    FbTk::ImageControl &m_imagectrl; ///< Image control for rendering
    /**
       @name windows
    */
    //@{
    FbTk::FbWindow m_window; ///< base window that holds each decorations (ie titlebar, handles)
    // want this deleted before the windows in it
    FbTk::XLayerItem m_layeritem;

    FbTk::FbWindow m_titlebar; ///<  titlebar window
    FbTk::Container m_tab_container; ///< Holds tabs
    FbTk::TextButton m_label; ///< holds title
    FbTk::FbWindow m_handle; ///< handle between grips
    FbTk::FbWindow m_grip_right,  ///< rightgrip
        m_grip_left; ///< left grip
    FbTk::FbWindow m_clientarea; ///< window that sits behind client window to fill gaps @see setClientWindow
    //@}

    FbTk::Subject m_frame_extent_sig;

    typedef std::vector<FbTk::Button *> ButtonList;
    ButtonList m_buttons_left, ///< buttons to the left
        m_buttons_right; ///< buttons to the right
    typedef std::list<FbTk::TextButton *> LabelList;
    int m_bevel;  ///< bevel between titlebar items and titlebar
    bool m_use_titlebar; ///< if we should use titlebar
    bool m_use_tabs; ///< if we should use tabs (turns them off in external mode only)
    bool m_use_handle; ///< if we should use handle
    bool m_visible; ///< if we are currently showing
    ///< do we use screen or window alpha settings ? (0 = window, 1 = default, 2 = default and window never set)

    /**
       @name pixmaps and colors for rendering
    */
    //@{
    Pixmap m_title_focused_pm; ///< pixmap for focused title
    FbTk::Color m_title_focused_color; ///< color for focused title
    Pixmap m_title_unfocused_pm; ///< pixmap for unfocused title
    FbTk::Color m_title_unfocused_color; ///< color for unfocused title

    Pixmap m_label_focused_pm; ///< pixmap for focused label (only visible with external tabs)
    FbTk::Color m_label_focused_color; ///< color for focused label
    Pixmap m_label_unfocused_pm; ///< pixmap for unfocused label
    FbTk::Color m_label_unfocused_color; ///< color for unfocused label

    Pixmap m_tabcontainer_focused_pm; ///< pixmap for focused tab container
    FbTk::Color m_tabcontainer_focused_color; ///< color for focused tab container
    Pixmap m_tabcontainer_unfocused_pm; ///< pixmap for unfocused tab container
    FbTk::Color m_tabcontainer_unfocused_color; ///< color for unfocused tab container

    FbTk::Color m_handle_focused_color, m_handle_unfocused_color;
    Pixmap m_handle_focused_pm, m_handle_unfocused_pm;


    Pixmap m_button_pm;  ///< normal button
    FbTk::Color m_button_color; ///< normal color button
    Pixmap m_button_unfocused_pm; ///< unfocused button
    FbTk::Color m_button_unfocused_color; ///< unfocused color button
    Pixmap m_button_pressed_pm; ///< pressed button
    FbTk::Color m_button_pressed_color; ///< pressed button color

    Pixmap m_grip_focused_pm;
    FbTk::Color m_grip_focused_color; ///< if no pixmap is given for grip, use this color
    Pixmap m_grip_unfocused_pm; ///< unfocused pixmap for grip
    FbTk::Color m_grip_unfocused_color; ///< unfocused color for grip if no pixmap is given
    //@}

    TabMode m_tabmode;

    unsigned int m_active_orig_client_bw;
    State m_state;

    bool m_need_render;
    int m_button_size; ///< size for all titlebar buttons
    unsigned int m_height_before_shade; ///< height before shade, so we can restore it when we unshade
    /// alpha values
    typedef FbTk::ConstObjectAccessor<unsigned char, FbWinFrameTheme> AlphaAcc;
    FbTk::DefaultValue<unsigned char, AlphaAcc> m_focused_alpha;
    FbTk::DefaultValue<unsigned char, AlphaAcc> m_unfocused_alpha;

    FbTk::Shape m_shape;
};

#endif // FBWINFRAME_HH