#ifndef KOLIBRI_GUI_H #define KOLIBRI_GUI_H #include /* for malloc() */ #include #include "kolibri_debug.h" /* work with debug board */ /* boxlib loader */ #include "kolibri_boxlib.h" /* All supported GUI elements included */ #include "kolibri_gui_elements.h" enum KOLIBRI_GUI_EVENTS { KOLIBRI_EVENT_REDRAW = 1, /* Window and window elements should be redrawn */ KOLIBRI_EVENT_KEY = 2, /* A key on the keyboard was pressed */ KOLIBRI_EVENT_BUTTON = 3, /* A button was clicked with the mouse */ KOLIBRI_EVENT_MOUSE = 6 /* Mouse activity (movement, button press) was detected */ }; void kolibri_handle_event_redraw(struct kolibri_window* some_window) { /* Draw windows with system color table. */ BeginDraw(); DrawWindow(some_window->topleftx, some_window->toplefty, some_window->sizex, some_window->sizey, some_window->window_title, kolibri_color_table.color_work_area, some_window->XY); /* Enumerate and draw all window elements here */ if(some_window->elements) /* Draw all elements added to window */ { struct kolibri_window_element* current_element = some_window -> elements; do { /* The redraw_fn serves as draw_fn on initial draw */ if(kolibri_gui_op_table[current_element -> type].redraw_fn) kolibri_gui_op_table[current_element -> type].redraw_fn(current_element -> element); //sie after fixing calling conventions no more needed /* switch(current_element -> type) { case KOLIBRI_EDIT_BOX: case KOLIBRI_CHECK_BOX: __asm__ volatile("push $0x13371337"::); / * Random value pushed to balance stack * / / * otherwise edit_box_draw leaves stack unbalanced * / / * and GCC jumps like a crazy motha' fucka' * / break; } */ current_element = current_element -> next; } while(current_element != some_window->elements); /* Have we covered all elements? */ } } void kolibri_handle_event_key(struct kolibri_window* some_window) { /* Enumerate and trigger key handling functions of window elements here */ if(some_window->elements) { struct kolibri_window_element *current_element = some_window -> elements; do { /* Only execute if the function pointer isn't NULL */ if(kolibri_gui_op_table[current_element -> type].key_fn) kolibri_gui_op_table[current_element -> type].key_fn(current_element -> element); current_element = current_element -> next; } while(current_element != some_window->elements); /* Have we covered all elements? */ } } void kolibri_handle_event_mouse(struct kolibri_window* some_window) { /* Enumerate and trigger mouse handling functions of window elements here */ if(some_window->elements) { struct kolibri_window_element *current_element = some_window -> elements; do { if(kolibri_gui_op_table[current_element -> type].mouse_fn) kolibri_gui_op_table[current_element -> type].mouse_fn(current_element -> element); current_element = current_element -> next; } while(current_element != some_window->elements); /* Have we covered all elements? */ } } void kolibri_exit(void) { __asm__ volatile ("int $0x40"::"a"(-1)); } int kolibri_gui_init(void) { int boxlib_init_status = kolibri_boxlib_init(); if(boxlib_init_status == 0) debug_board_write_str("ashmew2 is happy: Kolibri GUI Successfully Initialized.\n"); else { debug_board_write_str("ashmew2 is sad: Kolibri GUI Failed to initialize.\n"); kolibri_exit(); } /* Initialize the global operation table which handles event functions of */ /* each individual element type */ kolibri_init_gui_op_table(); /* Get the current color table for Kolibri and store in global table*/ kolibri_get_system_colors(&kolibri_color_table); /* Set up system events for buttons, mouse and keyboard and redraw */ /* Also set filters so that window receives mouse events only when active and mouse inside window */ __asm__ volatile("int $0x40"::"a"(40), "b"(0xC0000027)); return boxlib_init_status; } /* Note: The current implementation tries to automatically colors GUI elements with system theme */ #endif /* KOLIBRI_GUI_H */