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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 <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, BOTTOMLEFT,
TOPRIGHT, BOTTOMRIGHT,
// left and right placement
LEFTBOTTOM, LEFTTOP,
RIGHTBOTTOM, RIGHTTOP
};
/**
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
};
typedef struct SizeHints {
void apply(unsigned int &w, unsigned int &h,
bool maximizing = false) const;
bool valid(unsigned int width, unsigned int height) const;
void displaySize(int &i, int &j,
unsigned int width, unsigned int height) const;
unsigned int min_width;
unsigned int max_width;
unsigned int min_height;
unsigned int max_height;
unsigned int width_inc;
unsigned int height_inc;
unsigned int min_aspect_x;
unsigned int max_aspect_x;
unsigned int min_aspect_y;
unsigned int max_aspect_y;
unsigned int base_width;
unsigned int base_height;
} SizeHints;
/// 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 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_size_hints; }
void setSizeHints(const SizeHints &hint) { m_size_hints = hint; }
void setDecorationMask(unsigned int mask) { m_decoration_mask = mask; }
void applyDecorations();
// 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_active_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 setUseShape(bool value);
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(); }
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_focused; }
bool isShaded() const { return m_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
unsigned int m_decoration_mask; ///< bitmask of applied decorations
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_focused; ///< focused/unfocused mode
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;
// last gravity that this window was *actively* placed with
int m_active_gravity;
unsigned int m_active_orig_client_bw;
SizeHints m_size_hints;
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
bool m_shaded; ///< wheter we're shaded or not
/// 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;
bool m_disable_themeshape;
};
#endif // FBWINFRAME_HH
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