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#ifndef __FLGUIOBJ_H
#define __FLGUIOBJ_H
#define FLEXT_VIRT
#include <flext.h>
#include "flgui.h"
class Canvas
{
public:
Canvas(t_canvas *c);
~Canvas();
#if FLEXT_SYS == FLEXT_SYS_PD
Canvas &Tk(char *fmt,...);
Canvas &TkC();
Canvas &TkE();
void ToBuf(const char *t);
#endif
bool Pre(int x,int y);
void Post();
int X() const { return xpos; }
int Y() const { return ypos; }
protected:
t_canvas *canvas;
int xpos,ypos;
#if FLEXT_SYS == FLEXT_SYS_PD
void Send(const char *t);
void SendBuf();
static bool debug,store;
char *buffer;
int bufix;
int waiting;
#else
PenState svpen;
RGBColor svcol;
GrafPtr svgp;
#endif
};
class Pnt
{
public:
Pnt() {}
Pnt(const Pnt &p): x(p.x),y(p.y) {}
Pnt(int px,int py): x(px),y(py) {}
Pnt &operator =(const Pnt &p) { x = p.x,y = p.y; return *this; }
Pnt &operator ()(int px,int py) { x = px,y = py; return *this; }
Pnt &Move(int dx,int dy) { x += dx,y += dy; return *this; }
int X() const { return x; }
int Y() const { return y; }
//protected:
int x,y;
};
class Rect
{
public:
Rect() {}
Rect(const Rect &r): lo(r.lo),hi(r.hi) {}
Rect(int xlo,int ylo,int xhi,int yhi): lo(xlo,ylo),hi(xhi,yhi) {}
Rect &operator =(const Rect &r) { lo = r.lo; hi = r.hi; return *this; }
Rect &operator ()(const Pnt &l,const Pnt &h) { lo = l; hi = h; return *this; }
Rect &operator ()(int xlo,int ylo,int xhi,int yhi) { lo(xlo,ylo); hi(xhi,yhi); return *this; }
Rect &Move(int dx,int dy) { lo.Move(dx,dy); hi.Move(dx,dy); return *this; }
Rect &MoveTo(int x,int y) { hi(x+hi.X()-lo.X(),y+hi.Y()-lo.Y()); lo(x,y); return *this; }
Pnt &Lo() { return lo; }
Pnt &Hi() { return hi; }
int SizeX() const { return hi.X()-lo.X()+1; }
int SizeY() const { return hi.Y()-lo.Y()+1; }
Rect &Add(const Pnt &p);
Rect &Add(const Rect &r);
bool In(const Pnt &p) const;
bool Inter(const Rect &r) const;
protected:
Pnt lo,hi;
};
class GuiObj:
public flext
{
friend class GuiGroup;
public:
GuiObj(Canvas *c = NULL,GuiGroup *p = NULL);
virtual ~GuiObj();
const t_symbol *Id() const { return idsym; }
virtual const t_symbol *Symbol() const { return NULL; }
virtual void Active() {}
virtual void Inactive() {}
/*
void Origin(int x,int y) { ori(x,y); }
void Origin(const Pnt &p) { ori = p; }
const Pnt &Origin() const { return ori; }
void OriMove(int dx,int dy) { ori.Move(dx,dy); }
int OriX() const { return ori.X(); }
int OriY() const { return ori.Y(); }
*/
virtual GuiSingle *Find(const t_symbol *s) { return NULL; }
inline GuiSingle *Find(const char *s) { return Find(MakeSymbol(s)); }
virtual GuiObj &MoveRel(int dx,int dy) = 0;
virtual GuiObj &Focus() { return *this; }
virtual GuiObj &Draw() = 0;
Canvas &Canv() { return *canvas; }
protected:
virtual GuiObj &Delete() = 0;
GuiGroup *parent;
Canvas *canvas;
const t_symbol *idsym;
virtual bool Method(flext_gui &g,const flext_gui::CBParams &p) = 0;
Rect rect;
};
class GuiSingle:
public GuiObj
{
friend class flext_gui;
public:
GuiSingle(Canvas *c = NULL,GuiGroup *p = NULL,const t_symbol *s = NULL);
~GuiSingle();
virtual const t_symbol *Symbol() const { return sym; }
virtual void Symbol(const t_symbol *s);
void Symbol(const char *s) { Symbol(MakeSymbol(s)); }
virtual void Active() { active = true; }
virtual void Inactive() { active = false; }
virtual bool In(const Pnt &p) const { return false; }
virtual GuiSingle *Find(const t_symbol *s);
virtual GuiObj &MoveTo(int x,int y);
virtual GuiObj &MoveRel(int dx,int dy);
virtual GuiObj &FillColor(unsigned long col);
virtual GuiObj &Outline(unsigned long col);
virtual GuiObj &Focus();
GuiGroup &Parent() { return *parent; }
protected:
virtual GuiObj &Delete();
const t_symbol *sym;
bool active;
class Event {
public:
Event(int evmask,bool (*m)(flext_gui &g,GuiSingle &obj,const flext_gui::CBParams &p));
~Event();
int methfl;
bool (*method)(flext_gui &g,GuiSingle &obj,const flext_gui::CBParams &p);
bool ext;
Event *nxt;
} *event;
void AddEvent(int evmask,bool (*m)(flext_gui &g,GuiSingle &obj,const flext_gui::CBParams &p));
void RmvEvent(int evmask,bool (*m)(flext_gui &g,GuiSingle &obj,const flext_gui::CBParams &p));
virtual bool Method(flext_gui &g,const flext_gui::CBParams &p);
};
class GuiPoint:
public GuiSingle
{
friend class GuiGroup;
GuiPoint(Canvas *c = NULL,GuiGroup *p = NULL,const t_symbol *s = NULL): GuiSingle(c,p,s) {}
GuiObj &Set(int x,int y,long fill = -1);
virtual GuiObj &Draw();
long fill;
public:
};
class GuiCloud:
public GuiSingle
{
friend class GuiGroup;
GuiCloud(Canvas *c = NULL,GuiGroup *p = NULL,const t_symbol *s = NULL): GuiSingle(c,p,s),pnt(NULL) {}
GuiObj &Set(int n,const Pnt *p,long fill = -1);
virtual GuiObj &Draw();
virtual GuiObj &Delete();
long fill;
int pnts;
Pnt *pnt;
public:
};
class GuiBox:
public GuiSingle
{
friend class GuiGroup;
GuiBox(Canvas *c = NULL,GuiGroup *p = NULL,const t_symbol *s = NULL): GuiSingle(c,p,s) {}
GuiObj &Set(int x,int y,int xsz,int ysz,int width = -1,long fill = -1,long outl = -1);
virtual GuiObj &Draw();
virtual bool In(const Pnt &p) const { return rect.In(p); }
int width;
long fill,outln;
public:
};
class GuiRect:
public GuiSingle
{
friend class GuiGroup;
GuiRect(Canvas *c = NULL,GuiGroup *p = NULL,const t_symbol *s = NULL): GuiSingle(c,p,s) {}
GuiObj &Set(int x,int y,int xsz,int ysz,int width = -1,long outl = -1);
virtual GuiObj &Draw();
virtual bool In(const Pnt &p) const { return rect.In(p); }
int width;
long outln;
public:
};
class GuiLine:
public GuiSingle
{
friend class GuiGroup;
GuiLine(Canvas *c = NULL,GuiGroup *p = NULL,const t_symbol *s = NULL): GuiSingle(c,p,s) {}
GuiObj &Set(int x1,int y1,int x2,int y2,int width = -1,long fill = -1);
virtual GuiObj &Draw();
int width;
long fill;
Pnt p1,p2;
public:
};
class GuiPoly:
public GuiSingle
{
friend class GuiGroup;
GuiPoly(Canvas *c = NULL,GuiGroup *p = NULL,const t_symbol *s = NULL): GuiSingle(c,p,s),pnt(NULL) {}
GuiObj &Set(int n,const Pnt *p,int width = -1,long fill = -1);
virtual GuiObj &Draw();
virtual GuiObj &Delete();
int width;
long fill;
int pnts;
Pnt *pnt;
public:
};
class GuiText:
public GuiSingle
{
friend class GuiGroup;
public:
enum just_t { none = -1,left = 0,right,center };
protected:
GuiText(Canvas *c = NULL,GuiGroup *p = NULL,const t_symbol *s = NULL): GuiSingle(c,p,s) {}
GuiObj &Set(int x,int y,const char *txt = NULL,long fill = -1,just_t just = none);
virtual GuiObj &Draw();
just_t just;
long fill;
};
class GuiGroup:
public GuiObj
{
friend class flext_gui;
public:
GuiGroup(Canvas *c,GuiGroup *p = NULL);
~GuiGroup();
virtual GuiSingle *Find(const t_symbol *s);
virtual GuiObj &MoveRel(int dx,int dy);
void Clear();
void Add(GuiObj *o,bool own = true);
GuiSingle *Detach(const t_symbol *s);
virtual GuiObj &Draw();
GuiGroup *Add_Group();
GuiSingle *Add_Point(int x,int y,long fill = -1);
inline GuiSingle *Add_Point(const Pnt &p,long fill = -1) { return Add_Point(p.X(),p.Y(),fill); }
GuiSingle *Add_Cloud(int n,const Pnt *p,long fill = -1);
GuiSingle *Add_Box(int x,int y,int xsz,int ysz,int width = -1,long fill = -1,long outl = -1);
GuiSingle *Add_Rect(int x,int y,int xsz,int ysz,int width = -1,long outl = -1);
GuiSingle *Add_Line(int x1,int y1,int x2,int y2,int width = -1,long fill = -1);
inline GuiSingle *Add_Line(const Pnt &p1,const Pnt &p2,int width = -1,long fill = -1) { return Add_Line(p1.X(),p1.Y(),p2.X(),p2.Y(),width,fill); }
GuiSingle *Add_Poly(int n,const Pnt *p,int width = -1,long fill = -1);
GuiSingle *Add_Text(int x,int y,const char *txt,long fill = -1,GuiText::just_t just = GuiText::none);
inline GuiSingle *Add_Text(const Pnt &p,const char *txt,long fill = -1,GuiText::just_t just = GuiText::none) { return Add_Text(p.X(),p.Y(),txt,fill,just); }
GuiSingle *Remove(GuiSingle *obj);
protected:
#if FLEXT_SYS == FLEXT_SYS_PD
void AddTag(GuiObj *o);
void RemoveTag(GuiObj *o);
#endif
virtual GuiObj &Delete();
class Part
{
public:
Part(GuiObj *o,bool own = true): obj(o),owner(own),nxt(NULL) {}
GuiObj *obj;
bool owner;
Part *nxt;
} *head,*tail;
virtual bool Method(flext_gui &g,const flext_gui::CBParams &p);
};
#endif
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