mirror of
https://github.com/0ldsk00l/nestopia.git
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167 lines
3.5 KiB
C++
167 lines
3.5 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Nestopia; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#ifndef NST_CTRL_STANDARD_H
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#define NST_CTRL_STANDARD_H
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#pragma once
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#include <map>
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#include "NstWindowGeneric.hpp"
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namespace Nestopia
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{
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namespace Window
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{
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namespace Control
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{
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class Generic
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{
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public:
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bool FixedFont() const;
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Point GetMaxTextSize() const;
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protected:
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Window::Generic control;
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public:
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Generic(HWND hWnd=NULL)
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: control(hWnd) {}
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Generic(HWND hWnd,uint id)
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: control( ::GetDlgItem( hWnd, id ) )
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{
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NST_VERIFY( control );
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}
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void Enable(bool state=true) const
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{
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control.Enable( state );
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}
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void Disable() const
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{
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Enable( false );
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}
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bool Enabled() const
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{
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return control.Enabled();
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}
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void Redraw() const
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{
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control.Redraw();
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}
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Window::Generic GetWindow() const
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{
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return control;
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}
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HWND GetHandle() const
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{
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return control;
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}
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Window::Generic::Stream Text() const
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{
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return control;
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}
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};
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class NotificationHandler
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{
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public:
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template<typename T> struct Entry
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{
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uint msg;
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void (T::*function)(const NMHDR&);
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};
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private:
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typedef Object::Delegate<void,const NMHDR&> Callback;
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typedef std::map<uint,Callback> Items;
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const uint control;
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Items items;
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MsgHandler& msgHandler;
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void Initialize();
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void OnNotify(Param&);
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template<typename T>
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void Add(T*,const Entry<T>*,uint);
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Callback& operator () (uint id)
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{
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return items[id];
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}
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public:
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NotificationHandler(uint,MsgHandler&);
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template<typename T,uint N>
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NotificationHandler(uint,MsgHandler&,T*,const Entry<T>(&)[N]);
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~NotificationHandler();
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template<typename T,uint N>
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void Add(T* data,const Entry<T>(&entries)[N])
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{
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Add( data, entries, N );
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}
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};
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template<typename T,uint N>
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NotificationHandler::NotificationHandler
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(
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const uint id,
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MsgHandler& m,
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T* const data,
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const Entry<T>(&entries)[N]
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)
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: control(id), msgHandler(m)
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{
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Initialize();
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Add( data, entries, N );
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}
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template<typename T>
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void NotificationHandler::Add(T* const object,const Entry<T>* it,const uint count)
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{
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for (const Entry<T>* const end = it + count; it != end; ++it)
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(*this)( it->msg ).Set( object, it->function );
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}
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}
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}
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}
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#endif
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