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053403ecdb
All of them were found by codespell. Signed-off-by: Stefan Weil <sw@weilnetz.de>
419 lines
15 KiB
C++
419 lines
15 KiB
C++
///////////////////////////////////////////////////////////////////////
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// File: scrollview.h
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// Description: ScrollView
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// Author: Joern Wanke
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// Created: Thu Nov 29 2007
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//
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// (C) Copyright 2007, Google Inc.
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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// http://www.apache.org/licenses/LICENSE-2.0
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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///////////////////////////////////////////////////////////////////////
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//
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// ScrollView is designed as an UI which can be run remotely. This is the
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// client code for it, the server part is written in java. The client consists
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// mainly of 2 parts:
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// The "core" ScrollView which sets up the remote connection,
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// takes care of event handling etc.
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// The other part of ScrollView consists of predefined API calls through LUA,
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// which can basically be used to get a zoomable canvas in which it is possible
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// to draw lines, text etc.
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// Technically, thanks to LUA, its even possible to bypass the here defined LUA
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// API calls at all and generate a java user interface from scratch (or
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// basically generate any kind of java program, possibly even dangerous ones).
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#ifndef TESSERACT_VIEWER_SCROLLVIEW_H__
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#define TESSERACT_VIEWER_SCROLLVIEW_H__
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// TODO(rays) Move ScrollView into the tesseract namespace.
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#ifndef OCR_SCROLLVIEW_H__
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#include <stdio.h>
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class ScrollView;
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class SVNetwork;
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class SVMutex;
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class SVSemaphore;
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struct SVPolyLineBuffer;
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enum SVEventType {
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SVET_DESTROY, // Window has been destroyed by user.
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SVET_EXIT, // User has destroyed the last window by clicking on the 'X'.
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SVET_CLICK, // Left button pressed.
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SVET_SELECTION, // Left button selection.
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SVET_INPUT, // There is some input (single key or a whole string).
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SVET_MOUSE, // The mouse has moved with a button pressed.
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SVET_MOTION, // The mouse has moved with no button pressed.
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SVET_HOVER, // The mouse has stayed still for a second.
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SVET_POPUP, // A command selected through a popup menu.
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SVET_MENU, // A command selected through the menubar.
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SVET_ANY, // Any of the above.
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SVET_COUNT // Array sizing.
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};
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struct SVEvent {
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~SVEvent() { delete [] parameter; }
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SVEvent* copy();
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SVEventType type; // What kind of event.
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ScrollView* window; // Window event relates to.
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int x; // Coords of click or selection.
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int y;
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int x_size; // Size of selection.
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int y_size;
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int command_id; // The ID of the possibly associated event (e.g. MENU)
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char* parameter; // Any string that might have been passed as argument.
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int counter; // Used to detect which kind of event to process next.
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SVEvent() {
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window = NULL;
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parameter = NULL;
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}
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SVEvent(const SVEvent&);
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SVEvent& operator=(const SVEvent&);
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};
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// The SVEventHandler class is used for Event handling: If you register your
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// class as SVEventHandler to a ScrollView Window, the SVEventHandler will be
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// called whenever an appropriate event occurs.
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class SVEventHandler {
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public:
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virtual ~SVEventHandler() {}
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// Gets called by the SV Window. Does nothing on default, overwrite this
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// to implement the desired behaviour
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virtual void Notify(const SVEvent* sve) { }
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};
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// The ScrollView class provides the expernal API to the scrollviewer process.
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// The scrollviewer process manages windows and displays images, graphics and
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// text while allowing the user to zoom and scroll the windows arbitrarily.
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// Each ScrollView class instance represents one window, and stuff is drawn in
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// the window through method calls on the class. The constructor is used to
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// create the class instance (and the window).
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class ScrollView {
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public:
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// Color enum for pens and brushes.
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enum Color {
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NONE,
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BLACK,
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WHITE,
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RED,
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YELLOW,
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GREEN,
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CYAN,
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BLUE,
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MAGENTA,
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AQUAMARINE,
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DARK_SLATE_BLUE,
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LIGHT_BLUE,
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MEDIUM_BLUE,
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MIDNIGHT_BLUE,
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NAVY_BLUE,
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SKY_BLUE,
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SLATE_BLUE,
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STEEL_BLUE,
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CORAL,
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BROWN,
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SANDY_BROWN,
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GOLD,
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GOLDENROD,
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DARK_GREEN,
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DARK_OLIVE_GREEN,
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FOREST_GREEN,
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LIME_GREEN,
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PALE_GREEN,
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YELLOW_GREEN,
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LIGHT_GREY,
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DARK_SLATE_GREY,
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DIM_GREY,
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GREY,
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KHAKI,
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MAROON,
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ORANGE,
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ORCHID,
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PINK,
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PLUM,
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INDIAN_RED,
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ORANGE_RED,
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VIOLET_RED,
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SALMON,
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TAN,
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TURQUOISE,
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DARK_TURQUOISE,
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VIOLET,
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WHEAT,
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GREEN_YELLOW // Make sure this one is last.
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};
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~ScrollView();
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#ifndef GRAPHICS_DISABLED
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// Create a window. The pixel size of the window may be 0,0, in which case
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// a default size is selected based on the size of your canvas.
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// The canvas may not be 0,0 in size!
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ScrollView(const char* name, int x_pos, int y_pos, int x_size, int y_size,
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int x_canvas_size, int y_canvas_size);
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// With a flag whether the x axis is reversed.
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ScrollView(const char* name, int x_pos, int y_pos, int x_size, int y_size,
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int x_canvas_size, int y_canvas_size, bool y_axis_reversed);
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// Connect to a server other than localhost.
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ScrollView(const char* name, int x_pos, int y_pos, int x_size, int y_size,
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int x_canvas_size, int y_canvas_size, bool y_axis_reversed,
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const char* server_name);
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/*******************************************************************************
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* Event handling
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* To register as listener, the class has to derive from the SVEventHandler
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* class, which consists of a notifyMe(SVEvent*) function that should be
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* overwritten to process the event the way you want.
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*******************************************************************************/
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// Add an Event Listener to this ScrollView Window.
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void AddEventHandler(SVEventHandler* listener);
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// Block until an event of the given type is received.
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SVEvent* AwaitEvent(SVEventType type);
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// Block until any event on any window is received.
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SVEvent* AwaitEventAnyWindow();
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/*******************************************************************************
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* Getters and Setters
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*******************************************************************************/
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// Returns the title of the window.
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const char* GetName() { return window_name_; }
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// Returns the unique ID of the window.
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int GetId() { return window_id_; }
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/*******************************************************************************
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* API functions for LUA calls
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* the implementations for these can be found in svapi.cc
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* (keep in mind that the window is actually created through the ScrollView
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* constructor, so this is not listed here)
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*******************************************************************************/
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// Draw a Pix on (x,y).
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void Image(struct Pix* image, int x_pos, int y_pos);
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// Flush buffers and update display.
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static void Update();
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// Exit the program.
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static void Exit();
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// Update the contents of a specific window.
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void UpdateWindow();
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// Erase all content from the window, but do not destroy it.
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void Clear();
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// Set pen color with an enum.
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void Pen(Color color);
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// Set pen color to RGB (0-255).
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void Pen(int red, int green, int blue);
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// Set pen color to RGBA (0-255).
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void Pen(int red, int green, int blue, int alpha);
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// Set brush color with an enum.
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void Brush(Color color);
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// Set brush color to RGB (0-255).
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void Brush(int red, int green, int blue);
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// Set brush color to RGBA (0-255).
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void Brush(int red, int green, int blue, int alpha);
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// Set attributes for future text, like font name (e.g.
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// "Times New Roman"), font size etc..
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// Note: The underlined flag is currently not supported
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void TextAttributes(const char* font, int pixel_size,
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bool bold, bool italic, bool underlined);
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// Draw line from (x1,y1) to (x2,y2) with the current pencolor.
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void Line(int x1, int y1, int x2, int y2);
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// Set the stroke width of the pen.
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void Stroke(float width);
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// Draw a rectangle given upper left corner and lower right corner.
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// The current pencolor is used as outline, the brushcolor to fill the shape.
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void Rectangle(int x1, int y1, int x2, int y2);
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// Draw an ellipse centered on (x,y).
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// The current pencolor is used as outline, the brushcolor to fill the shape.
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void Ellipse(int x, int y, int width, int height);
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// Draw text with the current pencolor
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void Text(int x, int y, const char* mystring);
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// Draw an image from a local filename. This should be faster than createImage.
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// WARNING: This only works on a local machine. This also only works image
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// types supported by java (like bmp,jpeg,gif,png) since the image is opened by
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// the server.
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void Image(const char* image, int x_pos, int y_pos);
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// Set the current position to draw from (x,y). In conjunction with...
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void SetCursor(int x, int y);
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// ...this function, which draws a line from the current to (x,y) and then
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// sets the new position to the new (x,y), this can be used to easily draw
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// polygons using vertices
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void DrawTo(int x, int y);
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// Set the SVWindow visible/invisible.
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void SetVisible(bool visible);
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// Set the SVWindow always on top or not always on top.
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void AlwaysOnTop(bool b);
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// Shows a modal dialog with "msg" as question and returns 'y' or 'n'.
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int ShowYesNoDialog(const char* msg);
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// Shows a modal dialog with "msg" as question and returns a char* string.
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// Constraint: As return, only words (e.g. no whitespaces etc.) are allowed.
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char* ShowInputDialog(const char* msg);
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// Adds a messagebox to the SVWindow. This way, it can show the messages...
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void AddMessageBox();
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// ...which can be added by this command.
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// This is intended as an "debug" output window.
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void AddMessage(const char* format, ...);
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// Zoom the window to the rectangle given upper left corner and
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// lower right corner.
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void ZoomToRectangle(int x1, int y1, int x2, int y2);
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// Custom messages (manipulating java code directly) can be send through this.
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// Send a message to the server and attach the Id of the corresponding window.
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// Note: This should only be called if you are know what you are doing, since
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// you are fiddling with the Java objects on the server directly. Calling
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// this just for fun will likely break your application!
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// It is public so you can actually take use of the LUA functionalities, but
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// be careful!
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void SendMsg(const char* msg, ...);
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// Custom messages (manipulating java code directly) can be send through this.
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// Send a message to the server without adding the
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// window id. Used for global events like Exit().
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// Note: This should only be called if you are know what you are doing, since
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// you are fiddling with the Java objects on the server directly. Calling
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// this just for fun will likely break your application!
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// It is public so you can actually take use of the LUA functionalities, but
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// be careful!
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static void SendRawMessage(const char* msg);
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/*******************************************************************************
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* Add new menu entries to parent. If parent is "", the entry gets added to the
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* main menubar (toplevel).
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*******************************************************************************/
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// This adds a new submenu to the menubar.
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void MenuItem(const char* parent, const char* name);
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// This adds a new (normal) menu entry with an associated eventID, which should
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// be unique among menubar eventIDs.
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void MenuItem(const char* parent, const char* name, int cmdEvent);
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// This adds a new checkbox entry, which might initially be flagged.
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void MenuItem(const char* parent, const char* name,
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int cmdEvent, bool flagged);
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// This adds a new popup submenu to the popup menu. If parent is "", the entry
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// gets added at "toplevel" popupmenu.
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void PopupItem(const char* parent, const char* name);
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// This adds a new popup entry with the associated eventID, which should be
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// unique among popup eventIDs.
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// If value and desc are given, on a click the server will ask you to modify
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// the value and return the new value.
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void PopupItem(const char* parent, const char* name,
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int cmdEvent, const char* value, const char* desc);
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// Returns the correct Y coordinate for a window, depending on whether it might
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// have to be flipped (by ySize).
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int TranslateYCoordinate(int y);
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private:
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// Transfers a binary Image.
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void TransferBinaryImage(struct Pix* image);
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// Transfers a gray scale Image.
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void TransferGrayImage(struct Pix* image);
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// Transfers a 32-Bit Image.
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void Transfer32bppImage(struct Pix* image);
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// Sets up ScrollView, depending on the variables from the constructor.
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void Initialize(const char* name, int x_pos, int y_pos, int x_size,
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int y_size, int x_canvas_size, int y_canvas_size,
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bool y_axis_reversed, const char* server_name);
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// Send the current buffered polygon (if any) and clear it.
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void SendPolygon();
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// Start the message receiving thread.
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static void* MessageReceiver(void* a);
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// Place an event into the event_table (synchronized).
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void SetEvent(SVEvent* svevent);
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// Wake up the semaphore.
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void Signal();
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// Returns the unique, shared network stream.
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static SVNetwork* GetStream() { return stream_; }
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// Starts a new event handler. Called whenever a new window is created.
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static void* StartEventHandler(void* sv);
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// Escapes the ' character with a \, so it can be processed by LUA.
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char* AddEscapeChars(const char* input);
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// The event handler for this window.
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SVEventHandler* event_handler_;
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// The name of the window.
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const char* window_name_;
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// The id of the window.
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int window_id_;
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// The points of the currently under-construction polyline.
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SVPolyLineBuffer* points_;
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// Whether the axis is reversed.
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bool y_axis_is_reversed_;
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// Set to true only after the event handler has terminated.
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bool event_handler_ended_;
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// If the y axis is reversed, flip all y values by ySize.
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int y_size_;
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// # of created windows (used to assign an id to each ScrollView* for svmap).
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static int nr_created_windows_;
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// Serial number of sent images to ensure that the viewer knows they
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// are distinct.
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static int image_index_;
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// The stream through which the c++ client is connected to the server.
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static SVNetwork* stream_;
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// Table of all the currently queued events.
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SVEvent* event_table_[SVET_COUNT];
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// Mutex to access the event_table_ in a synchronized fashion.
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SVMutex* mutex_;
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// Semaphore to the thread belonging to this window.
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SVSemaphore* semaphore_;
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#endif // GRAPHICS_DISABLED
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};
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#endif // OCR_SCROLLVIEW_H__
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#endif // TESSERACT_VIEWER_SCROLLVIEW_H__
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