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text_viewer.h
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text_viewer.h
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#ifndef TEXT_VIEWER_H_
#define TEXT_VIEWER_H_
#include <string>
#include "sdl_ptrs.h"
#include "sdl_ttf_multifont.h"
#include "window.h"
class TextViewer : public CWindow {
public:
explicit TextViewer(std::string filename);
virtual ~TextViewer() = default;
TextViewer(const TextViewer &) = delete;
TextViewer &operator=(const TextViewer &) = delete;
private:
void init();
void render(const bool focused) const override;
bool keyPress(const SDL_Event &event, SDLC_Keycode key,
ControllerButton button) override;
bool keyHold() override;
#if SDL_VERSION_ATLEAST(2, 0, 0)
bool gamepadHold(SDL_GameController *controller) override;
#endif
bool mouseDown(int button, int x, int y) override;
bool mouseWheel(int dx, int dy) override;
void onResize() override;
bool isFullScreen() const override { return true; }
// Returns the viewport line index at the given coordinates or -1.
int getLineAt(int x, int y) const;
int maxFirstLine() const;
// Scroll:
bool moveUp(unsigned step);
bool moveDown(unsigned step);
bool moveLeft();
bool moveRight();
// Open line editing dialog for the currently highlighted line.
bool editLine();
void saveFile();
const Fonts &fonts_;
std::string filename_;
SDLSurfaceUniquePtr background_;
SDLSurfaceUniquePtr image_;
SDL_Rect clip_;
// Colors:
std::uint32_t border_color_;
std::uint32_t bg_color_;
SDL_Color sdl_bg_color_;
std::uint32_t highlight_color_;
SDL_Color sdl_highlight_color_;
// Text mode:
std::vector<std::string> lines_;
std::vector<std::string> lines_for_display_;
std::size_t first_line_;
std::size_t current_line_;
};
#endif // TEXT_VIEWER_H_