A simple yet powerful library for controlling graphical displays. Multiple display controllers are supported using inheritance.
Dependents: mbed_rifletool Hexi_Bubble_Game Hexi_Catch-the-dot_Game Hexi_Acceleromagnetic_Synth
NOTE: This library is in beta right now. As far as I know, everything here works, but there are many features that are lacking so far. Most notably containers, button handling, and display drivers other than the SSD1306.
Diff: Abstracts/Control.cpp
- Revision:
- 0:b876cf091464
- Child:
- 1:f7003ec66a51
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Abstracts/Control.cpp Fri Aug 30 17:09:18 2013 +0000 @@ -0,0 +1,234 @@ +/* NeatGUI Library + * Copyright (c) 2013 Neil Thiessen + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "Control.h" + +Control::Control(int x, int y, int w, int h) +{ + m_X = x; + m_Y = y; + m_Width = w; + m_Height = h; + m_Margin = 0; + m_Border = 0; + m_Padding = 0; + m_FgColor = 0xFFFFFFFF; + m_BgColor = 0xFF000000; + m_Text = NULL; + m_Font = NULL; + m_Invalid = true; +} + +void Control::paint(Canvas *canvas) +{ + //Fill the control's content and padding area + canvas->fillRect(contentPosX() - m_Padding, contentPosY() - m_Padding , contentWidth() + m_Padding * 2, contentHeight() + m_Padding * 2, m_BgColor); + + //Check if we need to draw a border + if (m_Border > 0) { + //Draw the border + for (int i = 0; i < border(); i++) { + canvas->drawRect(m_X + m_Margin + i, m_Y + m_Margin + i, m_Width - 2 * (m_Margin + i), m_Height - 2 * (m_Margin + i), m_FgColor); + } + } + + //We're no longer invalid + m_Invalid = false; +} + +int Control::posX(void) +{ + return m_X; +} + +void Control::posX(int x) +{ + //Set the new value + m_X = x; + + //Force a repaint + m_Invalid = true; +} + +int Control::posY(void) +{ + return m_Y; +} + +void Control::posY(int y) +{ + //Set the new value + m_Y = y; + + //Force a repaint + m_Invalid = true; +} + +int Control::width(void) +{ + return m_Width; +} + +void Control::width(int w) +{ + //Set the new value + m_Width = w; + + //Force a repaint + m_Invalid = true; +} + +int Control::height(void) +{ + return m_Height; +} + +void Control::height(int h) +{ + //Set the new value + m_Height = h; + + //Force a repaint + m_Invalid = true; +} + +int Control::margin(void) +{ + return m_Margin; +} + +void Control::margin(int m) +{ + //Update the value + m_Margin = m; + + //Need to repaint + m_Invalid = true; +} + +int Control::border(void) +{ + return m_Border; +} + +void Control::border(int b) +{ + //Update the value + m_Border = b; + + //Need to repaint + m_Invalid = true; +} + +int Control::padding(void) +{ + return m_Padding; +} + +void Control::padding(int p) +{ + //Update the value + m_Padding = p; + + //Need to repaint + m_Invalid = true; +} + +int Control::contentPosX(void) +{ + return m_X + m_Margin + m_Border + m_Padding; +} + +int Control::contentPosY(void) +{ + return m_Y + m_Margin + m_Border + m_Padding; +} + +int Control::contentWidth(void) +{ + return m_Width - (m_Margin + m_Border + m_Padding) * 2; +} + +int Control::contentHeight(void) +{ + return m_Height - (m_Margin + m_Border + m_Padding) * 2; +} + +unsigned int Control::foreColor(void) +{ + return m_FgColor; +} + +void Control::foreColor(unsigned int c) +{ + //Update the value + m_FgColor = c; + + //Need to repaint + m_Invalid = true; +} + +unsigned int Control::backColor(void) +{ + return m_BgColor; +} + +void Control::backColor(unsigned int c) +{ + //Update the value + m_BgColor = c; + + //Need to repaint + m_Invalid = true; +} + +const char *Control::text(void) +{ + return m_Text; +} + +void Control::text(const char *text) +{ + //Update the value + m_Text = text; + + //Need to repaint + m_Invalid = true; +} + +Font *Control::font(void) +{ + return m_Font; +} + +void Control::font(Font *fnt) +{ + //Update the value + m_Font = fnt; + + //Need to repaint + m_Invalid = true; +} + +bool Control::invalid(void) +{ + return m_Invalid; +} + +void Control::invalidate(void) +{ + m_Invalid = true; +}