tesseract/viewer/scrollview.h

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///////////////////////////////////////////////////////////////////////
// File: scrollview.h
// Description: ScrollView
// Author: Joern Wanke
// Created: Thu Nov 29 2007
//
// (C) Copyright 2007, Google Inc.
// 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.
//
///////////////////////////////////////////////////////////////////////
//
// ScrollView is designed as an UI which can be run remotely. This is the
// client code for it, the server part is written in java. The client consists
// mainly of 2 parts:
// The "core" ScrollView which sets up the remote connection,
// takes care of event handling etc.
// The other part of ScrollView consists of predefined API calls through LUA,
// which can basically be used to get a zoomable canvas in which it is possible
// to draw lines, text etc.
// Technically, thanks to LUA, its even possible to bypass the here defined LUA
// API calls at all and generate a java user interface from scratch (or
// basically generate any kind of java program, possibly even dangerous ones).
#ifndef TESSERACT_VIEWER_SCROLLVIEW_H__
#define TESSERACT_VIEWER_SCROLLVIEW_H__
// TODO(rays) Move ScrollView into the tesseract namespace.
#ifndef OCR_SCROLLVIEW_H__
#include <stdio.h>
class ScrollView;
class SVNetwork;
class SVMutex;
class SVSemaphore;
struct SVPolyLineBuffer;
enum SVEventType {
SVET_DESTROY, // Window has been destroyed by user.
SVET_EXIT, // User has destroyed the last window by clicking on the 'X'.
SVET_CLICK, // Left button pressed.
SVET_SELECTION, // Left button selection.
SVET_INPUT, // There is some input (single key or a whole string).
SVET_MOUSE, // The mouse has moved with a button pressed.
SVET_MOTION, // The mouse has moved with no button pressed.
SVET_HOVER, // The mouse has stayed still for a second.
SVET_POPUP, // A command selected through a popup menu.
SVET_MENU, // A command selected through the menubar.
SVET_ANY, // Any of the above.
SVET_COUNT // Array sizing.
};
struct SVEvent {
~SVEvent() { delete [] parameter; }
SVEvent* copy();
SVEventType type; // What kind of event.
ScrollView* window; // Window event relates to.
int x; // Coords of click or selection.
int y;
int x_size; // Size of selection.
int y_size;
int command_id; // The ID of the possibly associated event (e.g. MENU)
char* parameter; // Any string that might have been passed as argument.
int counter; // Used to detect which kind of event to process next.
SVEvent() {
window = NULL;
parameter = NULL;
}
SVEvent(const SVEvent&);
SVEvent& operator=(const SVEvent&);
};
// The SVEventHandler class is used for Event handling: If you register your
// class as SVEventHandler to a ScrollView Window, the SVEventHandler will be
// called whenever an appropriate event occurs.
class SVEventHandler {
public:
virtual ~SVEventHandler() {}
// Gets called by the SV Window. Does nothing on default, overwrite this
// to implement the desired behaviour
virtual void Notify(const SVEvent* sve) { (void)sve; }
};
// The ScrollView class provides the expernal API to the scrollviewer process.
// The scrollviewer process manages windows and displays images, graphics and
// text while allowing the user to zoom and scroll the windows arbitrarily.
// Each ScrollView class instance represents one window, and stuff is drawn in
// the window through method calls on the class. The constructor is used to
// create the class instance (and the window).
class ScrollView {
public:
// Color enum for pens and brushes.
enum Color {
NONE,
BLACK,
WHITE,
RED,
YELLOW,
GREEN,
CYAN,
BLUE,
MAGENTA,
AQUAMARINE,
DARK_SLATE_BLUE,
LIGHT_BLUE,
MEDIUM_BLUE,
MIDNIGHT_BLUE,
NAVY_BLUE,
SKY_BLUE,
SLATE_BLUE,
STEEL_BLUE,
CORAL,
BROWN,
SANDY_BROWN,
GOLD,
GOLDENROD,
DARK_GREEN,
DARK_OLIVE_GREEN,
FOREST_GREEN,
LIME_GREEN,
PALE_GREEN,
YELLOW_GREEN,
LIGHT_GREY,
DARK_SLATE_GREY,
DIM_GREY,
GREY,
KHAKI,
MAROON,
ORANGE,
ORCHID,
PINK,
PLUM,
INDIAN_RED,
ORANGE_RED,
VIOLET_RED,
SALMON,
TAN,
TURQUOISE,
DARK_TURQUOISE,
VIOLET,
WHEAT,
GREEN_YELLOW // Make sure this one is last.
};
~ScrollView();
#ifndef GRAPHICS_DISABLED
// Create a window. The pixel size of the window may be 0,0, in which case
// a default size is selected based on the size of your canvas.
// The canvas may not be 0,0 in size!
ScrollView(const char* name, int x_pos, int y_pos, int x_size, int y_size,
int x_canvas_size, int y_canvas_size);
// With a flag whether the x axis is reversed.
ScrollView(const char* name, int x_pos, int y_pos, int x_size, int y_size,
int x_canvas_size, int y_canvas_size, bool y_axis_reversed);
// Connect to a server other than localhost.
ScrollView(const char* name, int x_pos, int y_pos, int x_size, int y_size,
int x_canvas_size, int y_canvas_size, bool y_axis_reversed,
const char* server_name);
/*******************************************************************************
* Event handling
* To register as listener, the class has to derive from the SVEventHandler
* class, which consists of a notifyMe(SVEvent*) function that should be
* overwritten to process the event the way you want.
*******************************************************************************/
// Add an Event Listener to this ScrollView Window.
void AddEventHandler(SVEventHandler* listener);
// Block until an event of the given type is received.
SVEvent* AwaitEvent(SVEventType type);
// Block until any event on any window is received.
SVEvent* AwaitEventAnyWindow();
/*******************************************************************************
* Getters and Setters
*******************************************************************************/
// Returns the title of the window.
const char* GetName() { return window_name_; }
// Returns the unique ID of the window.
int GetId() { return window_id_; }
/*******************************************************************************
* API functions for LUA calls
* the implementations for these can be found in svapi.cc
* (keep in mind that the window is actually created through the ScrollView
* constructor, so this is not listed here)
*******************************************************************************/
// Draw a Pix on (x,y).
void Image(struct Pix* image, int x_pos, int y_pos);
// Flush buffers and update display.
static void Update();
// Exit the program.
static void Exit();
// Update the contents of a specific window.
void UpdateWindow();
// Erase all content from the window, but do not destroy it.
void Clear();
// Set pen color with an enum.
void Pen(Color color);
// Set pen color to RGB (0-255).
void Pen(int red, int green, int blue);
// Set pen color to RGBA (0-255).
void Pen(int red, int green, int blue, int alpha);
// Set brush color with an enum.
void Brush(Color color);
// Set brush color to RGB (0-255).
void Brush(int red, int green, int blue);
// Set brush color to RGBA (0-255).
void Brush(int red, int green, int blue, int alpha);
// Set attributes for future text, like font name (e.g.
// "Times New Roman"), font size etc..
// Note: The underlined flag is currently not supported
void TextAttributes(const char* font, int pixel_size,
bool bold, bool italic, bool underlined);
// Draw line from (x1,y1) to (x2,y2) with the current pencolor.
void Line(int x1, int y1, int x2, int y2);
// Set the stroke width of the pen.
void Stroke(float width);
// Draw a rectangle given upper left corner and lower right corner.
// The current pencolor is used as outline, the brushcolor to fill the shape.
void Rectangle(int x1, int y1, int x2, int y2);
// Draw an ellipse centered on (x,y).
// The current pencolor is used as outline, the brushcolor to fill the shape.
void Ellipse(int x, int y, int width, int height);
// Draw text with the current pencolor
void Text(int x, int y, const char* mystring);
// Draw an image from a local filename. This should be faster than createImage.
// WARNING: This only works on a local machine. This also only works image
// types supported by java (like bmp,jpeg,gif,png) since the image is opened by
// the server.
void Image(const char* image, int x_pos, int y_pos);
// Set the current position to draw from (x,y). In conjunction with...
void SetCursor(int x, int y);
// ...this function, which draws a line from the current to (x,y) and then
// sets the new position to the new (x,y), this can be used to easily draw
// polygons using vertices
void DrawTo(int x, int y);
// Set the SVWindow visible/invisible.
void SetVisible(bool visible);
// Set the SVWindow always on top or not always on top.
void AlwaysOnTop(bool b);
// Shows a modal dialog with "msg" as question and returns 'y' or 'n'.
int ShowYesNoDialog(const char* msg);
// Shows a modal dialog with "msg" as question and returns a char* string.
// Constraint: As return, only words (e.g. no whitespaces etc.) are allowed.
char* ShowInputDialog(const char* msg);
// Adds a messagebox to the SVWindow. This way, it can show the messages...
void AddMessageBox();
// ...which can be added by this command.
// This is intended as an "debug" output window.
void AddMessage(const char* format, ...);
// Zoom the window to the rectangle given upper left corner and
// lower right corner.
void ZoomToRectangle(int x1, int y1, int x2, int y2);
// Custom messages (manipulating java code directly) can be send through this.
// Send a message to the server and attach the Id of the corresponding window.
// Note: This should only be called if you are know what you are doing, since
// you are fiddling with the Java objects on the server directly. Calling
// this just for fun will likely break your application!
// It is public so you can actually take use of the LUA functionalities, but
// be careful!
void SendMsg(const char* msg, ...);
// Custom messages (manipulating java code directly) can be send through this.
// Send a message to the server without adding the
// window id. Used for global events like Exit().
// Note: This should only be called if you are know what you are doing, since
// you are fiddling with the Java objects on the server directly. Calling
// this just for fun will likely break your application!
// It is public so you can actually take use of the LUA functionalities, but
// be careful!
static void SendRawMessage(const char* msg);
/*******************************************************************************
* Add new menu entries to parent. If parent is "", the entry gets added to the
* main menubar (toplevel).
*******************************************************************************/
// This adds a new submenu to the menubar.
void MenuItem(const char* parent, const char* name);
// This adds a new (normal) menu entry with an associated eventID, which should
// be unique among menubar eventIDs.
void MenuItem(const char* parent, const char* name, int cmdEvent);
2016-11-08 02:46:33 +08:00
// This adds a new checkbox entry, which might initially be flagged.
void MenuItem(const char* parent, const char* name,
int cmdEvent, bool flagged);
// This adds a new popup submenu to the popup menu. If parent is "", the entry
// gets added at "toplevel" popupmenu.
void PopupItem(const char* parent, const char* name);
// This adds a new popup entry with the associated eventID, which should be
// unique among popup eventIDs.
// If value and desc are given, on a click the server will ask you to modify
// the value and return the new value.
void PopupItem(const char* parent, const char* name,
int cmdEvent, const char* value, const char* desc);
// Returns the correct Y coordinate for a window, depending on whether it might
// have to be flipped (by ySize).
int TranslateYCoordinate(int y);
private:
// Transfers a binary Image.
void TransferBinaryImage(struct Pix* image);
// Transfers a gray scale Image.
void TransferGrayImage(struct Pix* image);
// Transfers a 32-Bit Image.
void Transfer32bppImage(struct Pix* image);
// Sets up ScrollView, depending on the variables from the constructor.
void Initialize(const char* name, int x_pos, int y_pos, int x_size,
int y_size, int x_canvas_size, int y_canvas_size,
bool y_axis_reversed, const char* server_name);
// Send the current buffered polygon (if any) and clear it.
void SendPolygon();
// Start the message receiving thread.
static void* MessageReceiver(void* a);
// Place an event into the event_table (synchronized).
void SetEvent(SVEvent* svevent);
// Wake up the semaphore.
void Signal();
// Returns the unique, shared network stream.
static SVNetwork* GetStream() { return stream_; }
// Starts a new event handler. Called whenever a new window is created.
static void* StartEventHandler(void* sv);
// Escapes the ' character with a \, so it can be processed by LUA.
char* AddEscapeChars(const char* input);
// The event handler for this window.
SVEventHandler* event_handler_;
// The name of the window.
const char* window_name_;
// The id of the window.
int window_id_;
// The points of the currently under-construction polyline.
SVPolyLineBuffer* points_;
// Whether the axis is reversed.
bool y_axis_is_reversed_;
// Set to true only after the event handler has terminated.
bool event_handler_ended_;
// If the y axis is reversed, flip all y values by ySize.
int y_size_;
// # of created windows (used to assign an id to each ScrollView* for svmap).
static int nr_created_windows_;
// Serial number of sent images to ensure that the viewer knows they
// are distinct.
static int image_index_;
// The stream through which the c++ client is connected to the server.
static SVNetwork* stream_;
// Table of all the currently queued events.
SVEvent* event_table_[SVET_COUNT];
// Mutex to access the event_table_ in a synchronized fashion.
SVMutex* mutex_;
// Semaphore to the thread belonging to this window.
SVSemaphore* semaphore_;
#endif // GRAPHICS_DISABLED
};
#endif // OCR_SCROLLVIEW_H__
#endif // TESSERACT_VIEWER_SCROLLVIEW_H__