Class: CDK::SCREEN
- Inherits:
-
Object
- Object
- CDK::SCREEN
- Defined in:
- lib/cdk/screen.rb
Constant Summary collapse
- NOEXIT =
0
- EXITOK =
1
- EXITCANCEL =
2
Instance Attribute Summary collapse
-
#exit_status ⇒ Object
Returns the value of attribute exit_status.
-
#object ⇒ Object
Returns the value of attribute object.
-
#object_count ⇒ Object
Returns the value of attribute object_count.
-
#object_focus ⇒ Object
Returns the value of attribute object_focus.
-
#object_limit ⇒ Object
Returns the value of attribute object_limit.
-
#window ⇒ Object
Returns the value of attribute window.
Class Method Summary collapse
-
.endCDK ⇒ Object
This is added to remain consistent.
-
.lowerCDKObject(cdktype, object) ⇒ Object
This ‘lowers’ an object.
-
.raiseCDKObject(cdktype, object) ⇒ Object
This ‘brings’ a CDK object to the top of the stack.
- .refresh_output(v = true) ⇒ Object
- .refresh_output? ⇒ Boolean
-
.refreshCDKWindow(win) ⇒ Object
Refresh one CDK window.
-
.unregister(cdktype, object) ⇒ Object
This removes an object from the CDK screen.
- .wrefresh(w) ⇒ Object
Instance Method Summary collapse
-
#destroy ⇒ Object
This destroys a CDK screen.
-
#destroyCDKScreenObjects ⇒ Object
Destroy all the objects on a screen.
-
#draw ⇒ Object
This calls SCREEN.refresh, (made consistent with widgets).
-
#erase ⇒ Object
This clears all the objects in the screen.
-
#initialize(window) ⇒ SCREEN
constructor
A new instance of SCREEN.
- #noutrefresh ⇒ Object
-
#popupDialog(mesg, mesg_count, buttons, button_count) ⇒ Object
This pops up a dialog box.
-
#popupLabel(mesg, count) ⇒ Object
This pops up a message.
-
#popupLabelAttrib(mesg, count, attrib) ⇒ Object
This pops up a message.
-
#refresh ⇒ Object
This refreshes all the objects in the screen.
-
#register(cdktype, object) ⇒ Object
This registers a CDK object with a screen.
- #setScreenIndex(number, obj) ⇒ Object
- #swapCDKIndices(n1, n2) ⇒ Object
- #validIndex(n) ⇒ Object
Constructor Details
#initialize(window) ⇒ SCREEN
Returns a new instance of SCREEN.
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# File 'lib/cdk/screen.rb', line 10 def initialize (window) # initialization for the first time if CDK::ALL_SCREENS.size == 0 # Set up basic curses settings. # #ifdef HAVE_SETLOCALE # setlocale (LC_ALL, ""); # #endif Ncurses.noecho Ncurses.cbreak end CDK::ALL_SCREENS << self @object_count = 0 @object_limit = 2 @object = Array.new(@object_limit, nil) @window = window @object_focus = 0 end |
Instance Attribute Details
#exit_status ⇒ Object
Returns the value of attribute exit_status.
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# File 'lib/cdk/screen.rb', line 4 def exit_status @exit_status end |
#object ⇒ Object
Returns the value of attribute object.
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# File 'lib/cdk/screen.rb', line 3 def object @object end |
#object_count ⇒ Object
Returns the value of attribute object_count.
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# File 'lib/cdk/screen.rb', line 3 def object_count @object_count end |
#object_focus ⇒ Object
Returns the value of attribute object_focus.
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# File 'lib/cdk/screen.rb', line 3 def object_focus @object_focus end |
#object_limit ⇒ Object
Returns the value of attribute object_limit.
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# File 'lib/cdk/screen.rb', line 3 def object_limit @object_limit end |
#window ⇒ Object
Returns the value of attribute window.
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# File 'lib/cdk/screen.rb', line 3 def window @window end |
Class Method Details
.endCDK ⇒ Object
This is added to remain consistent
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# File 'lib/cdk/screen.rb', line 298 def self.endCDK Ncurses.echo Ncurses.nocbreak Ncurses.endwin end |
.lowerCDKObject(cdktype, object) ⇒ Object
This ‘lowers’ an object.
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# File 'lib/cdk/screen.rb', line 113 def self.lowerCDKObject(cdktype, object) if object.validObjType(cdktype) object.screen.swapCDKIndices(object.screen_index, 0) end end |
.raiseCDKObject(cdktype, object) ⇒ Object
This ‘brings’ a CDK object to the top of the stack.
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# File 'lib/cdk/screen.rb', line 105 def self.raiseCDKObject(cdktype, object) if object.validObjType(cdktype) screen = object.screen screen.swapCDKIndices(object.screen_index, screen.object_count - 1) end end |
.refresh_output(v = true) ⇒ Object
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# File 'lib/cdk/screen.rb', line 192 def self.refresh_output(v=true) @refresh_output = v end |
.refresh_output? ⇒ Boolean
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# File 'lib/cdk/screen.rb', line 196 def self.refresh_output? !defined?(@refresh_output) || !!@refresh_output end |
.refreshCDKWindow(win) ⇒ Object
Refresh one CDK window. FIXME(original): this should be rewritten to use the panel library, so it would not be necessary to touch the window to ensure that it covers other windows.
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# File 'lib/cdk/screen.rb', line 214 def self.refreshCDKWindow(win) win.touchwin SCREEN.wrefresh(win) end |
.unregister(cdktype, object) ⇒ Object
This removes an object from the CDK screen.
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# File 'lib/cdk/screen.rb', line 45 def self.unregister(cdktype, object) if object.validObjType(cdktype) && object.screen_index >= 0 screen = object.screen unless screen.nil? index = object.screen_index object.screen_index = -1 # Resequence the objects (index...screen.object_count - 1).each do |x| screen.setScreenIndex(x, screen.object[x+1]) end if screen.object_count <= 1 # if no more objects, remove the array screen.object = [] screen.object_count = 0 screen.object_limit = 0 else screen.object[screen.object_count] = nil screen.object_count -= 1 # Update the object-focus if screen.object_focus == index screen.object_focus -= 1 Traverse.setCDKFocusNext(screen) elsif screen.object_focus > index screen.object_focus -= 1 end end end end end |
.wrefresh(w) ⇒ Object
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# File 'lib/cdk/screen.rb', line 200 def self.wrefresh(w) if refresh_output? w.wrefresh else w.noutrefresh end end |
Instance Method Details
#destroy ⇒ Object
This destroys a CDK screen.
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# File 'lib/cdk/screen.rb', line 293 def destroy CDK::ALL_SCREENS.delete(self) end |
#destroyCDKScreenObjects ⇒ Object
Destroy all the objects on a screen
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# File 'lib/cdk/screen.rb', line 279 def destroyCDKScreenObjects (0...@object_count).each do |x| obj = @object[x] before = @object_count if obj.validObjType(obj.object_type) obj.erase obj.destroy x -= (@object_count - before) end end end |
#draw ⇒ Object
This calls SCREEN.refresh, (made consistent with widgets)
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# File 'lib/cdk/screen.rb', line 188 def draw self.refresh end |
#erase ⇒ Object
This clears all the objects in the screen
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# File 'lib/cdk/screen.rb', line 265 def erase # We just call the object erase function (0...@object_count).each do |x| obj = @object[x] if obj.validObjType(obj.object_type) obj.erase end end # Refresh the screen. SCREEN.wrefresh(@window) end |
#noutrefresh ⇒ Object
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# File 'lib/cdk/screen.rb', line 258 def noutrefresh SCREEN.refresh_output(false) refresh SCREEN.refresh_output(true) end |
#popupDialog(mesg, mesg_count, buttons, button_count) ⇒ Object
This pops up a dialog box.
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# File 'lib/cdk/screen.rb', line 165 def popupDialog(mesg, mesg_count, , ) # Create the dialog box. popup = CDK::DIALOG.new(self, CDK::CENTER, CDK::CENTER, mesg, mesg_count, , , Ncurses::A_REVERSE, true, true, false) # Activate the dialog box popup.draw(true) # Get the choice choice = popup.activate('') # Destroy the dialog box popup.destroy # Clean the screen. self.erase self.refresh return choice end |
#popupLabel(mesg, count) ⇒ Object
This pops up a message.
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# File 'lib/cdk/screen.rb', line 120 def popupLabel(mesg, count) #Create the label. popup = CDK::LABEL.new(self, CENTER, CENTER, mesg, count, true, false) old_state = Ncurses.curs_set(0) #Draw it on the screen popup.draw(true) # Wait for some input. popup.win.keypad(true) popup.getch([]) # Kill it. popup.destroy # Clean the screen. Ncurses.curs_set(old_state) self.erase self.refresh end |
#popupLabelAttrib(mesg, count, attrib) ⇒ Object
This pops up a message
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# File 'lib/cdk/screen.rb', line 142 def popupLabelAttrib(mesg, count, attrib) # Create the label. popup = CDK::LABEL.new(self, CENTER, CENTER, mesg, count, true, false) popup.setBackgroundAttrib old_state = Ncurses.curs_set(0) # Draw it on the screen) popup.draw(true) # Wait for some input popup.win.keypad(true) popup.getch([]) # Kill it. popup.destroy # Clean the screen. Ncurses.curs_set(old_state) screen.erase screen.refresh end |
#refresh ⇒ Object
This refreshes all the objects in the screen.
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# File 'lib/cdk/screen.rb', line 220 def refresh focused = -1 visible = -1 CDK::SCREEN.refreshCDKWindow(@window) # We erase all the invisible objects, then only draw it all back, so # that the objects can overlap, and the visible ones will always be # drawn after all the invisible ones are erased (0...@object_count).each do |x| obj = @object[x] if obj.validObjType(obj.object_type) if obj.is_visible if visible < 0 visible = x end if obj.has_focus && focused < 0 focused = x end else obj.erase end end end (0...@object_count).each do |x| obj = @object[x] if obj.validObjType(obj.object_type) obj.has_focus = (x == focused) if obj.is_visible obj.draw(obj.box) end end end end |
#register(cdktype, object) ⇒ Object
This registers a CDK object with a screen.
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# File 'lib/cdk/screen.rb', line 31 def register(cdktype, object) if @object_count + 1 >= @object_limit @object_limit += 2 @object_limit *= 2 @object.concat(Array.new(@object_limit - @object.size, nil)) end if object.validObjType(cdktype) self.setScreenIndex(@object_count, object) @object_count += 1 end end |
#setScreenIndex(number, obj) ⇒ Object
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# File 'lib/cdk/screen.rb', line 79 def setScreenIndex(number, obj) obj.screen_index = number obj.screen = self @object[number] = obj end |
#swapCDKIndices(n1, n2) ⇒ Object
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# File 'lib/cdk/screen.rb', line 89 def swapCDKIndices(n1, n2) if n1 != n2 && self.validIndex(n1) && self.validIndex(n2) o1 = @object[n1] o2 = @object[n2] self.setScreenIndex(n1, o2) self.setScreenIndex(n2, o1) if @object_focus == n1 @object_focus = n2 elsif @object_focus == n2 @object_focus = n1 end end end |
#validIndex(n) ⇒ Object
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# File 'lib/cdk/screen.rb', line 85 def validIndex(n) n >= 0 && n < @object_count end |