kolibrios/contrib/C_Layer/INCLUDE/kolibri_gui.h

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#ifndef KOLIBRI_GUI_H
#define KOLIBRI_GUI_H
#include <stdlib.h> /* for malloc() */
#include <kos32sys.h>
#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 */