#include "stdafx.h" #include "CLCDOutputManager.h" #include "CLCDGfx.h" #include "CLCDObject.h" #include "CLCDScreen.h" //************************************************************************ // Constructor //************************************************************************ CLCDScreen::CLCDScreen() { m_dwExpiration = INFINITE; m_bAlert = false; // Set a default screen size to use if no device is plugged in m_Size.cx = 160; m_Size.cy = 43; } //************************************************************************ // Destructor //************************************************************************ CLCDScreen::~CLCDScreen() { } //************************************************************************ // Initializes the screen //************************************************************************ bool CLCDScreen::Initialize() { CLCDConnection *pConnection = CLCDOutputManager::GetInstance()->GetLCDConnection(); if(pConnection->GetConnectionState() == CONNECTED) { m_Size = pConnection->GetDisplaySize(); } return true; } //************************************************************************ // Shuts down the screen //************************************************************************ bool CLCDScreen::Shutdown() { // Shutdown all Objects vector::iterator iter = m_Objects.begin(); while(iter != m_Objects.end()) { (*(iter))->Shutdown(); iter++; } return true; } //************************************************************************ // called when the screens size has changed //************************************************************************ void CLCDScreen::OnSizeChanged() { CLCDConnection *pConnection = CLCDOutputManager::GetInstance()->GetLCDConnection(); if(!pConnection) return; m_Size = pConnection->GetDisplaySize(); } //************************************************************************ // Updates the screen //************************************************************************ bool CLCDScreen::Update() { // Loop through all objects and call their update function vector::iterator iter = m_Objects.begin(); CLCDObject *pObject = NULL; while(iter != m_Objects.end()) { pObject = *(iter); pObject->Update(); iter++; } return true; } //************************************************************************ // Draws the screen //************************************************************************ bool CLCDScreen::Draw(CLCDGfx *pGfx) { POINT ptPrevViewportOrg = { 0, 0 }; // Loop through all objects and call their draw function vector::iterator iter = m_Objects.begin(); CLCDObject *pObject = NULL; while(iter != m_Objects.end()) { pObject = *(iter); // Only draw visible objects if(!pObject->IsVisible()) { iter++; continue; } // create the clip region pGfx->SetClipRegion(pObject->GetOrigin().x, pObject->GetOrigin().y, pObject->GetWidth(), pObject->GetHeight()); // offset the control at its origin so controls use (0,0) SetViewportOrgEx(pGfx->GetHDC(), pObject->GetOrigin().x, pObject->GetOrigin().y, &ptPrevViewportOrg); /* // allow controls to supply additional translation // this allows controls to move freely within the confined viewport OffsetViewportOrgEx(pGfx->GetHDC(), 0, 0, NULL); */ pObject->Draw(pGfx); iter++; } // set the clipping region to nothing SelectClipRgn(pGfx->GetHDC(), NULL); // restore the viewport origin SetViewportOrgEx(pGfx->GetHDC(), 0, 0, NULL); return true; } //************************************************************************ // Set the screen's time until expiration //************************************************************************ void CLCDScreen::SetExpiration(DWORD dwTime) { if(dwTime == INFINITE) m_dwExpiration = INFINITE; else m_dwExpiration = GetTickCount() + dwTime; } //************************************************************************ // checks if the screen has expired //************************************************************************ bool CLCDScreen::HasExpired() { if(m_dwExpiration == INFINITE) return false; if(m_dwExpiration <= GetTickCount()) return true; return false; } //************************************************************************ // Set the alert status of the screen //************************************************************************ void CLCDScreen::SetAlert(bool bAlert) { m_bAlert = bAlert; } //************************************************************************ // gets the alert status of the scren //************************************************************************ bool CLCDScreen::GetAlert() { return m_bAlert; } //************************************************************************ // add an object to the screen's object list //************************************************************************ bool CLCDScreen::AddObject(CLCDObject *pObject) { // Check if the object is already managed vector::iterator iter = m_Objects.begin(); while(iter != m_Objects.end()) { if(*(iter) == pObject) return false; iter++; } m_Objects.push_back(pObject); return true; } //************************************************************************ // remove an object from the screen's object list //************************************************************************ bool CLCDScreen::RemoveObject(CLCDObject *pObject) { if(m_Objects.empty()) return false; // Find and remove the specified object vector::iterator iter = m_Objects.begin(); while(iter != m_Objects.end()) { if(*(iter) == pObject) { m_Objects.erase(iter); return true; } iter++; } return false; } //************************************************************************ // gets the screen's height //************************************************************************ int CLCDScreen::GetHeight() { return m_Size.cy; } //************************************************************************ // gets the screen's width //************************************************************************ int CLCDScreen::GetWidth() { return m_Size.cx; } //************************************************************************ // Called when the screen is activated //************************************************************************ void CLCDScreen::OnActivation() { } //************************************************************************ // Called when the screen is deactivated //************************************************************************ void CLCDScreen::OnDeactivation() { } //************************************************************************ // Called when the screen has expired //************************************************************************ void CLCDScreen::OnExpiration() { } //************************************************************************ // Called when an LCD-button is pressed //************************************************************************ void CLCDScreen::OnLCDButtonDown(int) { } //************************************************************************ // Called when an LCD-button event is repeated //************************************************************************ void CLCDScreen::OnLCDButtonRepeated(int) { } //************************************************************************ // Called when an LCD-button is released //************************************************************************ void CLCDScreen::OnLCDButtonUp(int) { }