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//========================================================================
// tcmdwin.cpp: Source file for tutorial cmdwin class
//
// Copyright 1995,1996 Bruce E. Wampler. All rights reserved.
//========================================================================
// This file contains the source code for a typical command window
// derived from the vCmdWindow class. It will contain the definitions
// of the menu bar and command and status bars. It represents the main
// interaction point with the user.
//
// We start out with the #includes needed to define this class plus
// any V utility dialogs such as vNotice we use.
#include <v/vnotice.h> // so we can use notice
#include <v/vkeys.h> // to map keys
#include <v/vutil.h> // for utilities
#include <v/vfilesel.h> // for file select
#include "tcmdwin.h" // our header file
// Now, we define static arrays for the menus, command bars, and
// status bars used by this window. This consists of defining the
// constants needed for IDs, followed by the static declarations of
// the menu and command arrays. Note that V predefines quite a few
// standard IDs which you can use instead of defining your own.
// Start ID defines for the main window at 100
enum {m_CheckMe = 100, // for CheckMe command
m_CopySens, // for Set Copy Sensitive
m_Dialog, // to pop up the dialog
m_ModalDialog, // for modal dialog
m_Clear}; // Clear screen
// Now, the static declarations of the menu arrays. You first define
// the pulldown menus, one for each main menu bar label.
static vMenu FileMenu[] = // Items for File menu
{
{"New",M_New,isSens,notChk,noKeyLbl,noKey,noSub},
{"Open",M_Open,isSens,notChk,noKeyLbl,noKey,noSub},
{"Save",M_Save,notSens,notChk,noKeyLbl,noKey,noSub},
{"Save As",M_SaveAs,notSens,notChk,noKeyLbl,noKey,noSub},
#ifdef vDEBUG // Defines V debug code
{"-",M_Line,notSens,notChk,noKeyLbl,noKey,noSub},
{"Debug",M_SetDebug,isSens,notChk,noKeyLbl,noKey,noSub},
#endif
{"-",M_Line,notSens,notChk,noKeyLbl,noKey,noSub},
{"Exit",M_Exit,isSens,notChk,noKeyLbl,noKey,noSub},
{NULL}
};
static vMenu EditMenu[] = // Items for Edit menu
{
{"Cut",M_Cut,notSens,notChk,noKeyLbl,noKey,noSub},
{"Copy",M_Copy,notSens,notChk,noKeyLbl,noKey,noSub},
{"Paste",M_Paste,notSens,notChk,noKeyLbl,noKey,noSub},
{NULL}
};
static vMenu TestMenu[] = // Items for Test menu
{
{"CheckMe",m_CheckMe,isSens,notChk,noKeyLbl,
noKey,noSub},
{"Copy Sensitive",m_CopySens,isSens,notChk,noKeyLbl,
noKey,noSub},
{"Dialog",m_Dialog,isSens,notChk,noKeyLbl,
noKey,noSub},
{"Modal Dialog",m_ModalDialog,isSens,notChk,noKeyLbl,
noKey,noSub},
{NULL}
};
// Now, define the items on the menu bar
vMenu StandardMenu[] = // The menu bar with three items
{
{"File",M_File,isSens,notUsed,notUsed,noKey,&FileMenu[0]},
{"Edit",M_Edit,isSens,notUsed,notUsed,noKey,&EditMenu[0]},
{"Test",M_Test,isSens,notUsed,notUsed,noKey,&TestMenu[0]},
{NULL}
};
// We now define a command bar. Command bars are optional, and there
// may be more than one. You can place any CommandObject you want on a
// command bar.
static CommandObject CommandBar[] = // A simple command bar
{
{C_Label,999,0 ,"Command Bar",NoList,CA_None,
isSens,NoFrame,0,0},
{C_Button,M_Copy,M_Copy,"Copy",NoList,CA_None,
notSens,NoFrame,0,0},
{C_Button,m_Dialog,m_Dialog,"Dialog",NoList,CA_None,
isSens,NoFrame,0,0},
{C_Button,m_Clear,m_Clear,"Clear",NoList,CA_None,
isSens,NoFrame,0,0},
{C_Button,M_Exit,M_Exit,"Exit",NoList,CA_None,
isSens,NoFrame,0,0},
{C_EndOfList,0,0,0,0,CA_None,0,0,0} // This ends list
};
// Sometimes it is easier to define IDs near the definition of
// the dialog or status bar using them.
enum {m_cmdMsg = 110, m_cmdCount, m_keyMsg, m_keyVal};
static vStatus StatBar[] = // Define a simple status bar
{
{"Commands issued: ",m_cmdMsg,CA_NoBorder,isSens,0},
{" ",m_cmdCount,CA_None,isSens,0},
{"Last keypress: ",m_keyMsg,CA_NoBorder,isSens,0},
{" ",m_keyVal,CA_None,isSens,0},
{0,0,0,0,0} // This ends list
};
static int copy_sens = 0; // local for tracking sensitive
//======================>>> tCmdWindow::tCmdWindow <<<====================
tCmdWindow::tCmdWindow(char* name, int width, int height) :
vCmdWindow(name, width, height)
{
// This is the constructor for tCmdWindow.
UserDebug1(Constructor,"tCmdWindow::tCmdWindow(%s) Constructor\n",name)
// The "Standard" window will consist of a menubar, a canvas, an
// optional button bar, and an optional status bar.
//
// First, create and add the proper panes to the CmdWindow
// Note: there must be a corresponding delete in the destructor
// Create and add the standard Menu Bar to this window
myMenu = new vMenuPane(StandardMenu);
AddPane(myMenu);
// Create and add the command pane to this window
myCmdPane = new vCommandPane(CommandBar);
AddPane(myCmdPane);
// Create and add our Canvas pane to this window
myCanvas = new tCanvasPane;
AddPane(myCanvas);
// Create and add the Status Bar to this window
myStatus = new vStatusPane(StatBar);
AddPane(myStatus);
// In the V model, a window may have dialogs. Each dialog used
// by a window must have an instance pointer. The easiest way
// to create dialogs is to construct each one using a new here
// which only defines the dialog - you need to use its
// ShowDialog method at the appropriate time to display it).
// You delete dialogs in the destructor for this window.
//
// Now, create whatever dialogs this app defines:
// instances of tDialog and tModalDialog
sampleDialog = new tDialog(this);
sampleModalDialog = new tModalDialog(this);
// FINALLY, after all the panes have been constructed and
// added, we must show the window!
ShowWindow();
}
//=====================>>> tCmdWindow::~tCmdWindow <<<====================
tCmdWindow::~tCmdWindow()
{
UserDebug(Destructor,"tCmdWindow::~tCmdWindow() destructor\n")
// Now put a delete for each new in the constructor.
delete myMenu;
delete myCanvas;
delete myStatus;
delete myCmdPane;
delete sampleDialog;
delete sampleModalDialog;
}
//========================>>> tCmdWindow::KeyIn <<<=======================
void tCmdWindow::KeyIn(vKey keysym, unsigned int shift)
{
// Keystrokes are routed to this window. This example code shows very
// simple processing of keystrokes, and how to update the m_keyVal
// field of the status bar.
static char ctrl[] = "^X ";
static char chr[] = " X ";
if (vk_IsModifier(keysym))
SetString(m_keyVal, "mod"); // change status bar
else if (keysym < ' ') // ctrl char
{
ctrl[1] = keysym + '@';
SetString(m_keyVal, ctrl); // change status bar
}
else if (keysym < 128) // normal printable char
{
chr[1] = keysym;
SetString(m_keyVal, chr); // change status bar
}
else
SetString(m_keyVal, "+++"); // change status bar
}
//====================>>> tCmdWindow::WindowCommand <<<===================
void tCmdWindow::WindowCommand(ItemVal id, ItemVal val, CmdType cType)
{
// All commands generated from this window's menus and dialog bars
// are routed through here. The easiest way to handle commands is to
// use a single, sometimes large switch. Each time you add a command
// to a menu or command bar, add a case to the switch here. In this
// example, we will use the V Notice dialog to indicate commands have
// been entered.
static int cmdCount = 0; // Used for sample status update
vNoticeDialog note(this); // Used for default actions
char buff[20]; // buffer for status bar
++cmdCount; // count commands that have been issued
IntToStr(cmdCount,buff); // Use V utility routine to get string
SetString(m_cmdCount, buff); // change status bar
UserDebug1(CmdEvents,"tCmdWindow:WindowCommand(%d)\n",id)
switch (id) // The main switch to handle commands
{
// File Menu commands ------------------------------------
case M_New: // For this example, we will open a
{ // new window using our NewAppWin.
(void)theApp->NewAppWin(0,"",250, 100);
break;
}
case M_Open: // This demos vFileSelect dialog
{
char name[100] = ""; // start out with null name
vFileSelect fsel(this); // an instance of vFileSelect
int fI = 0; // Filter index
static char* filter[] = { // Filter for file select
"*", "*.txt", "*.c *.cpp *.cxx *.h", 0 };
// Show the file select dialog
int ans = fsel.FileSelect("Open file",name,99,filter,fI);
if (ans && *name) // User picked a file name
{
SetTitle(name); // Set title of window to name
note.Notice(name); // Show the name
}
else // Notify no name selected
note.Notice("No file name selected.");
break;
}
case M_Save: // This would usually save a file
{
note.Notice("Save");
break;
}
case M_SaveAs: // Save to a specified name
{
note.Notice("Save As");
break;
}
#ifdef vDEBUG // Include debugging like this
case M_SetDebug:
{
vDebugDialog debug(this); // an instance of debug
debug.SetDebug(); // dialog - let user set
break;
}
#endif
case M_Exit: // Standard exit command
{ // Invoke the standard app Exit
theApp->Exit(); // to close all windows
break; // will never get here
}
// Edit Menu commands ------------------------------------
case M_Cut: // Standard items for Edit menu
{
note.Notice("Cut");
break;
}
case M_Copy:
{
note.Notice("Copy");
break;
}
case M_Paste:
{
note.Notice("Paste");
break;
}
// Test Menu commands ------------------------------------
case m_CheckMe: // Demonstrate using a checked menu
{
ItemVal curval = GetValue(id); // Get current status
SetValue(m_CheckMe,!curval,Checked); // Toggle check
if (curval) // Change menu label
SetString(m_CheckMe,"Check Me");
else
SetString(m_CheckMe,"UnChk Me");
break;
}
case m_CopySens: // Demo changing sensitivity
{
copy_sens = !copy_sens; // toggle
// This will change both menu and command button
SetValue(M_Copy,copy_sens,Sensitive);
break;
}
case m_Dialog: // Invoke our dialog
{
if (!sampleDialog->IsDisplayed()) // not twice!
sampleDialog->ShowDialog("Sample Modeless Dialog");
break;
}
case m_ModalDialog: // Invoke our modal dialog
{
ItemVal val, id;
id = sampleModalDialog->ShowModalDialog("Sample Modal",val);
// Now do something useful with id and val ...
break;
}
case m_Clear: // Clear the canvas
{
myCanvas->Clear(); // Invoke the canvas Clear
break;
}
default: // route unhandled commands up
{ // to superclass
vCmdWindow::WindowCommand(id, val, cType);
break;
}
}
}
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