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PC World Komputer 2001 December
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Wersje pelne i specjalne
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Example1
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example1wnd.h
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/*
Nullsoft WASABI Source File License
Copyright 1999-2001 Nullsoft, Inc.
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Brennan Underwood
brennan@nullsoft.com
*/
#ifndef _EXAMPLE1WND_H
#define _EXAMPLE1WND_H
#include "../common/virtualwnd.h"
#include "../common/SimpleWndCreate.h"
#include "../common/nsGUID.h"
#define EXAMPLE1WND_PARENT VirtualWnd
//
// Well, great. Now that we have that whole "PARENT" thing straightened out,
// let's define the class we're going to be using in our first happy example.
class Example1Wnd : public EXAMPLE1WND_PARENT {
public:
// This public enum allows us to decide at runtime if the object that we're
// instantiating will paint itself in a boring or exciting manner.
typedef enum {
BORING,
EXCITING
} BlitStyle;
public:
// And make a pair of constructors that let us set the default blitstyle value
// Or specify it upon allocation & construction.
Example1Wnd( BlitStyle style = BORING ) :
myBlitStyle( style ),
EXAMPLE1WND_PARENT() { }
// And, then, here are the virtual methods we'll be overriding to get our
// little window to be painting prettily on its little canvas. Woot!
virtual int onPaint(Canvas *canvas);
virtual void timerCallback(int id);
virtual int onInit();
// We'll cover these methods as we implement them in the CPP file.
// =========================================================================
//
// These static methods must be provided in order to use this object
// as a WindowCreationObject in the SimpleWndCreate template. The ExampleB
// project shows a way to implement these statics upon your component obj.
//
// In this example, we're implementing these methods on this window class
// itself. Furthermore, because we reuse this Example1 window class IN
// ExampleB, we cannot assume a single instance of this object to ever be
// resident (and thus cannot use the "Main()" method implemented on the
// ExampleB component to thunk from a static call to the single instance).
//
// Complicated, eh?
//
// Well, not really... just the slightly-more-complicated version living
// in the earlier project rather than the later one. Sorry.
//
static const char *getWindowNameStatic();
static GUID getGUIDStatic();
static RootWnd *createWindowStatic(int n, RootWnd *parentWnd);
static int destroyWindowStatic(RootWnd *deadWnd);
static ThingerBitmapInfo getThingerBitmapInfoStatic();
// =========================================================================
static BlitStyle getNextBlitStyle();
protected:
// How did I want to draw myself today?
BlitStyle myBlitStyle;
// There's nothing quite as useless as code that displays how to implement
// the functionality of "Look different the next time you're opened" !!
static BlitStyle nextBlitStyle;
// I assign a GUID to this window class, to allow it to be accessible
// through the window creation services.
static GUID myWindowClassGUID;
// And here we're just going to write down what pointers we created, in
// order to ensure that we delete them and only them.
static PtrList< Example1Wnd > createdWindows;
};
#endif _EXAMPLE1WND_H