fluxbox/src/Focusable.hh

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// Focusable.hh
// Copyright (c) 2007 Fluxbox Team (fluxgen at fluxbox dot org)
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
#ifndef FOCUSABLE_HH
#define FOCUSABLE_HH
#include "FbTk/PixmapWithMask.hh"
#include "FbTk/ITypeAheadable.hh"
#include "FbTk/Subject.hh"
#include "FbTk/Signal.hh"
#include "FbTk/FbString.hh"
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class BScreen;
class FluxboxWindow;
/**
* A Base class for any object that might be "focused".
* Such as FluxboxWindow, Menu etc
*/
class Focusable: public FbTk::ITypeAheadable {
public:
Focusable(BScreen &scr, FluxboxWindow *fbwin = 0):
m_screen(scr), m_fbwin(fbwin),
m_instance_name("fluxbox"), m_class_name("fluxbox"),
m_focused(false), m_attention_state(false),
m_diesig(*this),
m_attentionsig(*this),
m_focussig(),
m_titlesig() { }
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virtual ~Focusable() { }
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/**
* Take focus.
* @return true if the focuable took focus
*/
virtual bool focus() { return false; }
/// @return true if the focusable has input focus
virtual bool isFocused() const { return m_focused; }
/// @return return true if it can be focused
virtual bool acceptsFocus() const { return true; }
/// @return true if icon button should appear focused
bool getAttentionState() const { return m_attention_state; }
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/// @set the attention state
virtual void setAttentionState(bool value) {
m_attention_state = value; attentionSig().notify();
}
/// @return the screen in which this object resides
BScreen &screen() { return m_screen; }
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/// @return the screen in which this object resides
const BScreen &screen() const { return m_screen; }
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/**
* For accessing window properties, like shaded, minimized, etc.
* @return window context
*/
const FluxboxWindow *fbwindow() const { return m_fbwin; }
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/**
* For accessing window properties, like shaded, minimized, etc.
* @return window context
*/
FluxboxWindow *fbwindow() { return m_fbwin; }
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/// @return WM_CLASS class string (for pattern matching)
virtual const FbTk::FbString &getWMClassClass() const { return m_class_name; }
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/// @return WM_CLASS name string (for pattern matching)
virtual const FbTk::FbString &getWMClassName() const { return m_instance_name; }
/// @return wm role string (for pattern matching)
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virtual std::string getWMRole() const { return "Focusable"; }
virtual FbTk::FbString getTextProperty(Atom prop) const { return ""; }
/// @return whether this window is a transient (for pattern matching)
virtual bool isTransient() const { return false; }
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// so we can make nice buttons, menu entries, etc.
/// @return icon pixmap of the focusable
virtual const FbTk::PixmapWithMask &icon() const { return m_icon; }
/// @return title string
virtual const FbTk::BiDiString &title() const { return m_title; }
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/// @return type ahead string
const std::string &iTypeString() const { return title().logical(); }
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/**
* Signaling object to attatch observers to.
*/
class FocusSubject: public FbTk::Subject {
public:
explicit FocusSubject(Focusable &w):m_win(w) { }
/// @return context focusable for this signal
Focusable &win() { return m_win; }
/// @return context focusable for this signal
const Focusable &win() const { return m_win; }
private:
Focusable &m_win; //< the context
};
/**
@name signals
@{
*/
typedef FbTk::Signal<void, const std::string&, Focusable&> TitleSignal;
/// Used for both title and icon changes.
TitleSignal &titleSig() { return m_titlesig; }
/// Used for both title and icon changes.
const TitleSignal &titleSig() const { return m_titlesig; }
FbTk::Signal<void, Focusable&> &focusSig() { return m_focussig; }
const FbTk::Signal<void, Focusable&> &focusSig() const { return m_focussig; }
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FbTk::Subject &dieSig() { return m_diesig; }
const FbTk::Subject &dieSig() const { return m_diesig; }
FbTk::Subject &attentionSig() { return m_attentionsig; }
const FbTk::Subject &attentionSig() const { return m_attentionsig; }
/** @} */ // end group signals
/// Notify any listeners that the focus changed for this window.
void notifyFocusChanged() {
m_focussig.emit(*this);
}
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protected:
BScreen &m_screen; //< the screen in which it works
FluxboxWindow *m_fbwin; //< the working fluxbox window
FbTk::BiDiString m_title;
FbTk::FbString m_instance_name;
FbTk::FbString m_class_name;
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bool m_focused; //< whether or not it has focus
bool m_attention_state; //< state of icon button while demanding attention
FbTk::PixmapWithMask m_icon; //< icon pixmap with mask
// state and hint signals
FocusSubject m_diesig, m_attentionsig;
private:
FbTk::Signal<void, Focusable&> m_focussig;
TitleSignal m_titlesig;
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};
#endif // FOCUSABLE_HH