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.
Abstracts/Control.cpp
- Committer:
- neilt6
- Date:
- 2014-03-14
- Revision:
- 1:f7003ec66a51
- Parent:
- 0:b876cf091464
File content as of revision 1:f7003ec66a51:
/* 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() { return m_X; } void Control::posX(int x) { //Set the new value m_X = x; //Force a repaint m_Invalid = true; } int Control::posY() { return m_Y; } void Control::posY(int y) { //Set the new value m_Y = y; //Force a repaint m_Invalid = true; } int Control::width() { return m_Width; } void Control::width(int w) { //Set the new value m_Width = w; //Force a repaint m_Invalid = true; } int Control::height() { return m_Height; } void Control::height(int h) { //Set the new value m_Height = h; //Force a repaint m_Invalid = true; } int Control::margin() { return m_Margin; } void Control::margin(int m) { //Update the value m_Margin = m; //Need to repaint m_Invalid = true; } int Control::border() { return m_Border; } void Control::border(int b) { //Update the value m_Border = b; //Need to repaint m_Invalid = true; } int Control::padding() { return m_Padding; } void Control::padding(int p) { //Update the value m_Padding = p; //Need to repaint m_Invalid = true; } int Control::contentPosX() { return m_X + m_Margin + m_Border + m_Padding; } int Control::contentPosY() { return m_Y + m_Margin + m_Border + m_Padding; } int Control::contentWidth() { return m_Width - (m_Margin + m_Border + m_Padding) * 2; } int Control::contentHeight() { return m_Height - (m_Margin + m_Border + m_Padding) * 2; } unsigned int Control::foreColor() { 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() { 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() { return m_Text; } void Control::text(const char* text) { //Update the value m_Text = text; //Need to repaint m_Invalid = true; } Font* Control::font() { return m_Font; } void Control::font(Font* fnt) { //Update the value m_Font = fnt; //Need to repaint m_Invalid = true; } bool Control::invalid() { return m_Invalid; } void Control::invalidate() { m_Invalid = true; }