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# Define window operations for STDWIN
import gl
from stdwinevents import *
from glstdwin import G # Global variables
from glstdwin import MASK # Tunable constant
class WindowObject:
#
def _init(self, title):
self._docsize = (0, 0)
self._fg = G.fg
self._bg = G.bg
self._title = title
self._font = G.font
self._size = G.size
self._menus = []
self._gid = gl.winopen(title)
gl.winconstraints() # To remove prefsize() effect
self._fixviewport()
self._needredraw()
return self
#
def close(self):
del G.windowmap[`self._gid`]
gl.winclose(self._gid)
self._gid = 0
#
def _needredraw(self):
if self in G.drawqueue:
G.drawqueue.remove(self)
G.drawqueue.append(self)
#
def begindrawing(self):
from glstdwdraw import DrawingObject
return DrawingObject()._init(self)
#
def change(self, area):
self._needredraw()
# XXX Should record the area to be drawn?
#
def gettitle(self):
return self._title
#
def getdocsize(self):
return self._docsize
#
def getorigin(self):
return self._area[0]
#
def getwinsize(self):
return self._area[1]
#
def scroll(self, area, by):
# XXX ought to use gl.rectcopy()
if by <> (0, 0):
self.change(area)
#
def setdocsize(self, docsize):
self._docsize = docsize
#
def setorigin(self, origin):
pass # XXX
#
def settimer(self, decisecs):
pass # XXX
#
def settitle(self, title):
self._title = title
gl.wintitle(title)
#
def show(self, area):
pass # XXX
#
def _fixviewport(self):
#
# Called after redraw or resize, and initially.
#
# Fix the coordinate system so that (0, 0) is top left,
# units are pixels, and positive axes point right and down.
#
# Make the viewport slightly larger than the window,
# and set the screenmask exactly to the window; this
# help fixing character clipping.
#
# Set self._area to the window rectangle in STDWIN coords.
#
gl.winset(self._gid)
gl.reshapeviewport()
x0, x1, y0, y1 = gl.getviewport()
width, height = x1-x0, y1-y0
gl.viewport(x0-MASK, x1+MASK, y0-MASK, y1+MASK)
gl.scrmask(x0, x1, y0, y1)
gl.ortho2(-MASK, width+MASK, height+MASK, -MASK)
self._area = (0, 0), (width, height)
#
def menucreate(self, title):
from glstdwmenu import MenuObject
menu = MenuObject()._init(self, title)
self._menus.append(menu)
return menu
#
def _domenu(self):
if not self._menus:
return None
if len(self._menus) == 1:
pup = self._menus[0]._makepup(0)
val = gl.dopup(pup)
gl.freepup(pup)
if val < 0:
return None
return WE_MENU, self, (self._menus[0], val)
#
# More than one menu: use nested menus.
#
pups = []
firstitem = 0
for menu in self._menus:
pups.append(menu._makepup(firstitem))
firstitem = firstitem + 100
pup = gl.newpup()
for i in range(len(self._menus)):
gl.addtopup(pup, self._menus[i]._title + '%m', pups[i])
val = gl.dopup(pup)
gl.freepup(pup)
for pup in pups:
gl.freepup(pup)
if val < 0:
return None
i_menu, i_item = divmod(val, 100)
return WE_MENU, self, (self._menus[i_menu], i_item)
#
def _doshortcut(self, char):
for menu in self._menus:
i = menu._checkshortcut(char)
if i >= 0:
return WE_MENU, self, (menu, i)
return None
#
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