/////////////////////////////////////////////////////////////////////// // 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__ #include 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) { } }; // 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. }; #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); ~ScrollView(); /******************************************************************************* * 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) *******************************************************************************/ #ifdef HAVE_LIBLEPT // Draw a Pix on (x,y). void Image(struct Pix* image, int x_pos, int y_pos); #endif // 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); // This adds a new checkbox entry, which might initally 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: #ifdef HAVE_LIBLEPT // 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); #endif // 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_; // 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 // TESSERACT_VIEWER_SCROLLVIEW_H__