Add a "event processing" chapter into the first steps document

This commit is contained in:
Markus Gans 2018-12-25 22:34:04 +01:00
parent 9a694ab267
commit eb8ae63b72
2 changed files with 177 additions and 6 deletions

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@ -1,10 +1,13 @@
2018-12-25 Markus Gans <guru.mail@muenster.de>
* Add a "event processing" chapter into the first steps document
2018-12-24 Markus Gans <guru.mail@muenster.de>
* Events can not only be sent to FWidgets, but also to FObjects
* New event FUserEvent for user-defined events
2018-12-19 Markus Gans <guru.mail@muenster.de>
* Use of smart pointers
* Add a "memory management" Chapter into the first steps document
* Add a "memory management" chapter into the first steps document
2018-12-17 Markus Gans <guru.mail@muenster.de>
* Improve FButton mouse click animation
@ -13,7 +16,7 @@
2018-12-15 Markus Gans <guru.mail@muenster.de>
* Use of the C++11 auto specifier in the program code
* Code reduction by using of Range-based for loop
* Code reduction by using of range-based for loop
* The example program for video attributes now replaces
the switch statement with a vector of lambda expressions

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@ -101,7 +101,7 @@ not closed.
Memory Management
-----------------
If you want to create a hierarchy of FObjects (or derived classes/widgets),
To create a hierarchy of FObjects (or derived classes/widgets),
a new FObject must initialize with its parent object.
```cpp
@ -109,9 +109,8 @@ FObject* parent = new FObject();
FObject* child = new FObject(parent);
```
When you deallocate the used memory of a parent FObject,
the allocated memory of its child objects will automatically deallocate
too.
To deallocate the used memory of a parent FObject, the allocated memory
of its child objects will also automatically deallocate.
An object can also be assigned to another object later via `addChild()`.
@ -134,3 +133,172 @@ If an FObject with a parent will remove from the hierarchy,
the destructor automatically deletes the object assignment from
its parent object. If a class object doesn't derive from FObject,
you must implement storage deallocation yourself.
**File:** *memory.cpp*
```cpp
#include <final/final.h>
using namespace finalcut;
int main (int argc, char* argv[])
{
FApplication app(argc, argv);
// The object dialog is managed by app
FDialog* dialog = new FDialog(&app);
dialog->setText ("Window Title");
dialog->setGeometry (25, 5, 40, 8);
// The object input is managed by dialog
FLineEdit* input = new FLineEdit("predefined text", dialog);
input->setGeometry(8, 2, 29, 1);
input->setLabelText (L"&Input");
// The object label is managed by dialog
FLabel* label = new FLabel ( "Lorem ipsum dolor sit amet, consectetur "
"adipiscing elit, sed do eiusmod tempor "
"incididunt ut labore et dolore magna aliqua."
, dialog );
label->setGeometry (2, 4, 36, 1);
app.setMainWidget(dialog);
dialog->show();
return app.exec();
}
```
*(Note: You can close the window with the mouse,
<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
After entering the source code in *memory.cpp* you can compile
the above program with gcc:
```cpp
g++ -O2 -lfinal memory.cpp -o memory
```
Event Processing
----------------
Calling `FApplication::exec()` starts the FINAL CUT main event loop.
While the event loop is running, the system constantly checks whether
an event has occurred and sends it to the application's currently focused
object. The events of the terminal such as keystrokes, mouse actions or
resizing the terminal are translated into `FEvent` objects and sent it to
the active `FObject`. It is also possible to use `FApplication::sendEvent()`
or `FApplication::queueEvent()` to send your own events to an object.
`FObject`-derived objects process incoming events by reimplementing the
virtual method `event()`. The `FObject` itself calls only
`onTimer()` or `onUserEvent()` and ignores all other events. The
`FObject`-derived class `FWidget` also reimplements the `event()` method
to handle further events. `FWidget` calls the `FWidget::onKeyPress` method
when you press a key, or the `FWidget::onMouseDown` method when you click
a mouse button.
### Event handler reimplementation ###
An event in FINAL CUT is an object that inherits from the base class
`FEvent`. There are several event types, represented by an enum value.
For example, the method `FEvent::type()` returns the type
`fc::MouseDown_Event` when you press down a mouse button.
Some event types have data that cannot store in an `FEvent` object.
For example, a click event of the mouse must store which button it
triggered where the mouse pointer was at that time. In classes derived
from `FEvent`, such as `FMouseEvent()`, we store this data.
Widgets get their events from the `event()` method inherited from FObject.
The implementation of `event()` in `FWidget` forwards the most common event
types to specific event handlers such as `FMouseEvent()`, `FKeyEvent()` or
`FResizeEvent()`. There are many other event types. It is also possible to
create own event types and send them to other objects.
**The FINAL CUT event types:**
```cpp
enum events
{
None_Event, // invalid event
KeyPress_Event, // key pressed
KeyUp_Event, // key released
KeyDown_Event, // key pressed
MouseDown_Event, // mouse button pressed
MouseUp_Event, // mouse button released
MouseDoubleClick_Event, // mouse button double click
MouseWheel_Event, // mouse wheel rolled
MouseMove_Event, // mouse move
FocusIn_Event, // focus in
FocusOut_Event, // focus out
ChildFocusIn_Event, // child focus in
ChildFocusOut_Event, // child focus out
WindowActive_Event, // activate window
WindowInactive_Event, // deactivate window
WindowRaised_Event, // raise window
WindowLowered_Event, // lower window
Accelerator_Event, // keyboard accelerator
Resize_Event, // terminal resize
Show_Event, // widget is shown
Hide_Event, // widget is hidden
Close_Event, // widget close
Timer_Event, // timer event occur
User_Event // user defined event
};
```
**File:** *timer.cpp*
```cpp
#include <final/final.h>
using namespace finalcut;
class dialogWidget : public FDialog
{
public:
explicit dialogWidget (FWidget* parent = nullptr)
: FDialog(parent)
{
setText ("Dialog");
setGeometry (25, 5, 23, 4);
label.setGeometry (1, 1, 10, 1);
label.setAlignment (fc::alignRight);
value.setGeometry (11, 1, 10, 1);
id = addTimer(100);
}
private:
virtual void onTimer (FTimerEvent* ev)
{
if ( id == ev->getTimerId() && n < 9999999999 )
{
value.setNumber(n);
value.redraw();
n++;
}
}
FLabel label{"Counter: ", this};
FLabel value{"0", this};
long n{0};
int id{0};
};
int main (int argc, char* argv[])
{
FApplication app(argc, argv);
dialogWidget dialog(&app);
app.setMainWidget(&dialog);
dialog.show();
return app.exec();
}
```
*(Note: You can close the window with the mouse,
<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
After entering the source code in *timer.cpp* you can compile
the above program with gcc:
```cpp
g++ -O2 -std=c++11 -lfinal timer.cpp -o timer
```