/* * Copyright (c) 1987, 1988, 1989 Stanford University * * Permission to use, copy, modify, distribute, and sell this software and its * documentation for any purpose is hereby granted without fee, provided * that the above copyright notice appear in all copies and that both that * copyright notice and this permission notice appear in supporting * documentation, and that the name of Stanford not be used in advertising or * publicity pertaining to distribution of the software without specific, * written prior permission. Stanford makes no representations about * the suitability of this software for any purpose. It is provided "as is" * without express or implied warranty. * * STANFORD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. * IN NO EVENT SHALL STANFORD BE LIABLE FOR ANY SPECIAL, INDIRECT OR * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, * DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION * WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /* * Support for window managers. */ #include #include #include #include WorldView* _worldview; WorldView::WorldView (World* w) { world = w; curfocus = nil; Init(w); if (input == nil) { input = new Sensor; input->Catch(DownEvent); input->Catch(UpEvent); input->CatchRemote(); } w->Listen(input); _worldview = this; } WorldView::~WorldView () { /* nothing to do currently */ } void WorldView::InsertRemote (RemoteInteractor i) { Map(i); } void WorldView::ChangeRemote ( RemoteInteractor i, Coord left, Coord top, unsigned int w, unsigned int h ) { Change(i, left, top, w, h); } RemoteInteractor WorldView::Choose (Cursor* c, bool waitforup) { Event e; GrabMouse(c); do { Read(e); } while (e.eventType != DownEvent); if (waitforup) { do { Read(e); } while (e.eventType != UpEvent); } UngrabMouse(); return Find(e.x, e.y); } void WorldView::FreeList (RemoteInteractor* i) { delete i; } class Blanket : public Interactor { public: Blanket(int x, int y); private: int _right; int _top; void Reconfig(); }; Blanket::Blanket (int x, int y) { _right = x; _top = y; } void Blanket::Reconfig () { shape->Rect(_right + 1, _top + 1); } void WorldView::RedrawAll () { Blanket* b = new Blanket(xmax, ymax); world->Insert(b, 0, 0); world->Remove(b); delete b; Sync(); }