Formpublic class Form extends Screen A Form is a Screen that contains
an arbitrary mixture of items: images,
read-only text fields, editable text fields, editable date fields, gauges,
choice groups, and custom items. In general, any subclass of the
{@link Item Item} class may be contained within a form.
The implementation handles layout, traversal, and scrolling.
The entire contents of the Form scrolls together.
Item Management
The items contained within a Form may be edited
using append, delete,
insert, and set methods. Items within a
Form are referred to by their
indexes, which are consecutive integers in the range from zero to
size()-1 ,
with zero referring to the first item and size()-1
to the last item.
An item may be placed within at most one
Form . If the application
attempts to place an item into a Form , and the
item is already owned by this
or another Form , an
IllegalStateException is thrown.
The application must
remove the item from its currently containing Form
before inserting it into
the new Form .
If the Form is visible on the display when
changes to its contents are
requested by the application, updates to the display take place as soon
as it is feasible for the implementation to do so.
Applications need not take any special action to refresh a
Form's display
after its contents have been modified.
Layout
Layout policy in Form is organized around
rows. Rows are typically
related to the width of the screen, respective of margins, scroll bars, and
such. All rows in a particular Form will have the
same width. Rows do not
vary in width based on the Items contained within
the Form , although they
may all change width in certain circumstances, such as when a scroll bar
needs to be added or removed. Forms generally do not scroll
horizontally.
Forms grow vertically and scroll vertically as
necessary. The height
of a Form varies depending upon the number of rows
and the height of
each row. The height of each row is determined by the items that are
positioned on that row. Rows need not all have the same height.
Implementations may also vary row heights to provide proper padding or
vertical alignment of Item labels.
An implementation may choose to lay out Items in a
left-to-right or right-to-left direction depending upon the language
conventions in use. The same choice of layout direction must apply to all
rows within a particular Form .
Prior to the start of the layout algorithm, the
Form is considered to
have one empty row at the top. The layout algorithm considers each Item
in turn, starting at Item zero and proceeding in
order through each Item
until the last Item in the Form
has been processed.
If the layout direction (as described above) is left-to-right, the
beginning of the row is the left edge of the Form . If the
layout direction is right-to-left, the beginning of the row is the right
edge of the Form . Items are laid out at the
beginning of each row, proceeding across each row in the chosen layout
direction, packing as many Items onto each row as will fit,
unless a condition occurs that causes the packing of a row to be terminated
early.
A new row is then added, and
Items are packed onto it
as described above. Items are packed onto rows,
and new rows are added
below existing rows as necessary until all Items
have been processed by
the layout algorithm.
The layout algorithm has a concept of a current alignment.
It can have the value LAYOUT_LEFT ,
LAYOUT_CENTER , or LAYOUT_RIGHT .
The value of the current alignment at the start of the layout algorithm
depends upon the layout direction in effect for this Form . If
the layout direction is left-to-right, the initial alignment value must be
LAYOUT_LEFT . If the layout direction is right-to-left, the
initial alignment value must be LAYOUT_RIGHT .
The current alignment changes when the layout
algorithm encounters an Item that has one of the layout
directives LAYOUT_LEFT , LAYOUT_CENTER , or
LAYOUT_RIGHT . If none of these directives is present on an
Item , the current layout directive does not change. This
rule has the effect of grouping the contents of the
Form into sequences of consecutive Items
sharing an alignment value. The alignment value of each Item
is maintained internally to the Form and does not affect the
Items' layout value as reported by the
{@link Item#getLayout Item.getLayout} method.
The layout algorithm generally attempts to place an item on the same
row as the previous item, unless certain conditions occur that cause a
"row break." When there is a row break, the current item
will be placed
at the beginning of a new row instead of being placed after
the previous item, even if there is room.
A row break occurs before an item if any of the following
conditions occurs:
- the previous item has a row break after it;
- it has the
LAYOUT_NEWLINE_BEFORE directive; or
- it is a
StringItem whose contents starts with
"\n";
- it is a
ChoiceGroup , DateField ,
Gauge , or a TextField , and the
LAYOUT_2 directive is not set; or
- this
Item has a LAYOUT_LEFT ,
LAYOUT_CENTER , or LAYOUT_RIGHT directive
that differs from the Form's current alignment.
A row break occurs after an item if any of the following
conditions occurs:
- it is a
StringItem whose contents ends with
"\n"; or
- it has the
LAYOUT_NEWLINE_AFTER directive; or
- it is a
ChoiceGroup , DateField ,
Gauge , or a TextField , and the
LAYOUT_2 directive is not set.
The presence of the LAYOUT_NEWLINE_BEFORE or
LAYOUT_NEWLINE_AFTER directive does not cause
an additional row break if there is one already present. For example,
if a LAYOUT_NEWLINE_BEFORE directive appears on a
StringItem whose contents starts with "\n",
there is only a single row break. A similar rule applies with a
trailing "\n" and LAYOUT_NEWLINE_AFTER .
Also, there is only a single row
break if an item has the LAYOUT_NEWLINE_AFTER directive
and the next item has the LAYOUT_NEWLINE_BEFORE directive.
However, the presence of consecutive "\n" characters,
either within a single StringItem or in adjacent
StringItems , will cause as many row breaks as there are
"\n" characters. This will cause empty rows to be present.
The height of an empty row is determined by the prevailing font height of
the StringItem within which the "\n" that ends the
row occurs.
Implementations may provide additional conditions under which a row
break occurs. For example, an implementation's layout policy may lay out
labels specially, implicitly causing a break before every
Item that has a
label. Or, as another example, a particular implementation's user
interface style may dictate that a DateField item always appears on a row
by itself. In this case, this implementation may cause row breaks to occur
both before and after every DateField item.
Given two items with adjacent Form indexes, if
none of the specified
or implementation-specific conditions for a row break between them
occurs, and if space permits, these items should be placed on the same
row.
When packing Items onto a row, the width of the
item is compared with
the remaining space on the row. For this purpose, the width used is the
Item's preferred width, unless the
Item has the LAYOUT_SHRINK
directive,
in which case the Item's minimum width is used. If
the Item is too wide
to fit in the space remaining on the row, the row is considered to be
full, a new row is added beneath this one, and the
Item is laid out on
this new row.
Once the contents of a row have been determined, the space available on
the row is distributed by expanding items and by adding space between
items. If any items on this row have the
LAYOUT_SHRINK directive (that is,
they are shrinkable), space is first distributed to these items. Space is
distributed to each of these items proportionally to the difference between
the each Item's preferred size and its minimum
size. At this stage, no
shrinkable item is expanded beyond its preferred width.
For example, consider a row that has 30 pixels
of space available and
that has two shrinkable items A and
B . Item A's preferred size is
15 and
its minimum size is 10 . Item B's
preferred size is 30 and its minimum
size is 20 . The difference between
A's preferred and minimum size is
5 ,
and B's difference is 10 . The
30 pixels are distributed to these items
proportionally to these differences. Therefore, 10
pixels are
distributed to item A and 20
pixels to item B .
If after expanding all the shrinkable items to their preferred widths,
there is still space left on the row, this remaining space is distributed
equally among the Items that have the
LAYOUT_EXPAND directive (the
stretchable Items ). The presence of any
stretchable items on a row will
cause the Items on this row to occupy the full
width of the row.
If there are no stretchable items on this row, and there is still space
available on this row, the Items are packed as tightly as
possible and are placed on the row according to the alignment value shared
by the Items on this row. (Since changing the current
alignment causes a row break, all Items on the same row must
share the same alignment value.) If the alignment value is
LAYOUT_LEFT , the Items are positioned at the left
end of the row and the remaining space is placed at the right end of the
row. If the alignment value is LAYOUT_RIGHT , the
Items are positioned at the right end of the row and the
remaining space is placed at the left end of the row. If the alignment
value is LAYOUT_CENTER , the Items are positioned
in the middle of the row such that the remaining space on the row is
divided evenly between the left and right ends of the row.
Given the set of items on a particular row, the heights of these
Items are inspected. For each Item , the height
that is used is the preferred height, unless the Item has the
LAYOUT_VSHRINK directive, in which case the
Item's minimum height is used.
The height of the tallest
Item determines the
height of the row. Items that have the
LAYOUT_VSHRINK directive are expanded to their preferred
height or to the height of the row, whichever is smaller.
Items that are still shorter than the
row height and that
have the LAYOUT_VEXPAND directive will expand to
the height of the row.
The LAYOUT_VEXPAND directive on an item will never
increase the height
of a row.
Remaining Items shorter than the row height
will be positioned
vertically within the row using the LAYOUT_TOP ,
LAYOUT_BOTTOM , and
LAYOUT_VCENTER directives. If no vertical layout directive is
specified, the item must be aligned along the bottom of the row.
StringItems are treated specially in the above
algorithm. If the
contents of a StringItem (its string value,
exclusive of its label) contain
a newline character ("\n"), the string should be split at
that point and
the remainder laid out starting on the next row.
If one or both dimensions of the preferred size of
a StringItem have been locked, the StringItem
is wrapped to fit that width and height and is treated as a
rectangle whose minimum and preferred width and height are the width and
height of this rectangle. In this case, the
LAYOUT_SHRINK , LAYOUT_EXPAND ,
and LAYOUT_VEXPAND directives are ignored.
If both dimensions of the preferred size of a StringItem
are unlocked, the text from the StringItem may be wrapped
across multiple rows. At the point in the layout algorithm where the width
of the Item is compared to the remaining space on the row, as
much text is taken from the beginning of the StringItem as
will fit onto the current row. The contents of this row are then
positioned according to the current alignment value. The remainder of the
text in the StringItem is line-wrapped to the full width of as
many new rows as are necessary to accommodate the text. Each full row is
positioned according to the current alignment value. The last line of the
text might leave space available on its row. If there is no row break
following this StringItem , subsequent Items are
packed into the remaining space and the contents of the row are positioned
according to the current alignment value. This rule has the effect of
displaying the contents of a StringItem as a paragraph of text
set flush-left, flush-right, or centered, depending upon whether the
current alignment value is LAYOUT_LEFT ,
LAYOUT_RIGHT , or LAYOUT_CENTER , respectively.
The preferred width and height of a StringItem wrapped across
multiple rows, as reported by the
{@link Item#getPreferredWidth Item.getPreferredWidth} and
{@link Item#getPreferredHeight Item.getPreferredHeight}
methods, describe the width and height of the bounding rectangle of the
wrapped text.
ImageItems are also treated specially by the above
algorithm. The foregoing rules concerning the horizontal alignment value
and the LAYOUT_LEFT , LAYOUT_RIGHT , and
LAYOUT_CENTER directives, apply to ImageItems
only when the LAYOUT_2 directive is also present on that item.
If the LAYOUT_2 directive is not present on an
ImageItem , the behavior of the LAYOUT_LEFT ,
LAYOUT_RIGHT , and LAYOUT_CENTER directives is
implementation-specific.
A Form's layout is recomputed automatically as
necessary. This may
occur because of a change in an Item's size caused
by a change in its
contents or because of a request by the application to change the Item's
preferred size. It may also occur if an Item's
layout directives are
changed by the application. The application does not need to perform
any specific action to cause the Form's layout to
be updated.
For all cases where text is wrapped,
line breaks must occur at each newline character
('\n' = Unicode 'U+000A' ).
If space does not permit
the full text to be displayed it is truncated at line breaks.
If there are no suitable line breaks, it is recommended that
implementations break text at word boundaries.
If there are no word boundaries, it is recommended that
implementations break text at character boundaries.
Labels that contain line breaks may be truncated at the line
break and cause the rest of the label not to be shown.
User Interaction
When a Form is present on the display the user
can interact
with it and its Items indefinitely (for instance,
traversing from Item
to Item
and possibly
scrolling). These traversing and scrolling operations do not cause
application-visible events. The system notifies
the application when the user modifies the state of an interactive
Item
contained within the Form . This notification is
accomplished by calling the
{@link ItemStateListener#itemStateChanged itemStateChanged()}
method of the listener declared to the Form with the
{@link #setItemStateListener setItemStateListener()} method.
As with other Displayable objects, a
Form can declare
{@link Command commands} and declare a command listener with the
{@link Displayable#setCommandListener setCommandListener()} method.
{@link CommandListener CommandListener}
objects are distinct from
{@link ItemStateListener ItemStateListener} objects, and they are declared
and invoked separately.
Notes for Application Developers
- Although this class allows creation of arbitrary combination of
components
the application developers should keep the small screen size in mind.
Form is designed to contain a small number of
closely related
UI elements.
- If the number of items does not fit on the screen, the
implementation may choose to make it scrollable or to fold some components
so that a separate screen appears when the element is edited.
|
Fields Summary |
---|
final boolean | TRAVERSE_HORIZONTALA boolean declaring whether the contents of the viewport
can be traversed using the horizontal traversal keys,
ie, left and right | final boolean | TRAVERSE_VERTICALA boolean declaring whether the contents of the viewport
can be traversed using the vertical traversal keys,
ie, up and down | static final int | CELL_SPACINGThe spacing, in pixels, between cells | static final int | ONE_PIXEL_BOXA static identifying a one pixel box for a traversal indicator | static final int | TRIANGLE_CORNERSA static identifying a traversal indicator using triangles | static final int | TRAVERSE_INDICATORA static holding the type of traversal indicator to draw | static final int | TRAVERSE_INDICATOR_COLORA static holding the color of the traversal indicator | static final int | LAYOUT_HMASKA bit mask to capture the horizontal layout directive of an item | static final int | LAYOUT_VMASKA bit mask to capture the vertical layout directive of an item | private int | formModeA Form is always in one of 2 modes:
1. traversing the Form
2. traversing within an Item
These 2 modes map to the values:
FORM_TRAVERSE
ITEM_TRAVERSE | private static final int | FORM_TRAVERSEA value indicating this Form is in "form traverse" mode | private static final int | ITEM_TRAVERSEA value indicating this Form is in "item traverse" mode | private int | traverseIndexThe item index which has the traversal focus | private boolean | indicateTraverseThe traversal indicator should only be shown when the current
traversal item is actually interactive. indicateTraverse is
true when the traversal indicator should be drawn around the
current traversal item. | private boolean | validateVisibilityItems must have their show/hide notify methods called when
they come into and go out of view. This essentially only
happens on scrolling, however their method is called in
paint(). This flag tells us wether we should be calling
the method in the paint routine, and is set in the scroll
routine | private int[] | viewable'viewable' contains the dimensions and location of the child
viewable object within the viewport | private int[] | visRectWhen a Form calls an Item's traverse() method, it passes in
an in-out int[] that represents the Item's internal traversal
bounds. This gets cached in the visRect variable | private static final int | GROW_SIZEThis is the rate at wich the internal array of Items grows if
it gets filled up | private Item[] | itemsArray of Items that were added to this form. | private int | numOfItemsThe number of actual Items added is numOfItems. | private ItemStateListener | itemStateListeneritemStateListener that has to be notified of any state changes | private boolean | pointerPressedtrue if a callPointerPressed event has occured without
a corresponding callPointerReleased. false otherwise |
Constructors Summary |
---|
public Form(String title)Creates a new, empty Form .
// ************************************************************
// Static initializer, constructor
// ************************************************************
this(title, null);
| public Form(String title, Item[] items)Creates a new Form with the specified
contents. This is identical to
creating an empty Form and then using a set of
append
methods. The
items array may be null , in which case the
Form is created empty. If
the items array is non-null, each element must be a valid
Item not
already contained within another Form .
super(title);
synchronized (Display.LCDUILock) {
// Initialize the in-out rect for Item traversal
visRect = new int[4];
if (items == null) {
this.items = new Item[GROW_SIZE];
// numOfItems was initialized to 0
// so there is no need to update it
return;
} else {
this.items = new Item[items.length > GROW_SIZE ?
items.length : GROW_SIZE];
}
// We have to check all items first so that some
// items would not be added to a form that was not
// instanciated
for (int i = 0; i < items.length; i++) {
// NullPointerException will be thrown by
// items[i].getOwner() if items[i] == null;
if (items[i].getOwner() != null) {
throw new IllegalStateException();
}
}
numOfItems = items.length;
for (int i = 0; i < numOfItems; i++) {
items[i].setOwner(this);
this.items[i] = items[i];
}
} // synchronized
|
Methods Summary |
---|
public int | append(Item item)Adds an Item into the Form . The newly
added Item becomes the last Item in the
Form , and the size of the Form grows
by one.
synchronized (Display.LCDUILock) {
// NullPointerException will be thrown
// by item.getOwner() if item == null
if (item.getOwner() != null) {
throw new IllegalStateException();
}
return insertImpl(numOfItems, item);
}
| public int | append(java.lang.String str)Adds an item consisting of one String to the
Form . The effect of
this method is identical to
append(new StringItem(null, str))
if (str == null) {
throw new NullPointerException();
}
synchronized (Display.LCDUILock) {
return insertImpl(numOfItems, new StringItem(null, str));
}
| public int | append(Image img)Adds an item consisting of one Image to the
Form . The effect of
this method is identical to
append(new ImageItem(null, img, ImageItem.LAYOUT_DEFAULT, null))
if (img == null) {
throw new NullPointerException();
}
synchronized (Display.LCDUILock) {
return insertImpl(numOfItems,
new ImageItem(null, img, ImageItem.LAYOUT_DEFAULT, null));
}
| void | callHideNotify(Display d)notify this Form it is being hidden on the given Display
super.callHideNotify(d);
// SYNC NOTE: Rather than make a complete copy of the set
// of items on this form, we'll simply catch any exception
// that occurs and move on. The only problem that could occur
// would be items being deleted from the Form, which would
// mean the application was removing items from the Form
// while it was technically still visible.
if (traverseIndex != -1) {
try {
items[traverseIndex].callTraverseOut();
} catch (Throwable t) {
// Simply swallow the error and move on
}
}
// We need to loop through our Items and call hideNotify
// on those that were visible
for (int x = 0; x < numOfItems; x++) {
try {
if (items[x].visible) {
items[x].callHideNotify();
}
} catch (Throwable t) {
// Simply swallow the error and move on
}
}
| void | callInvalidate(Item item)Re-validate the contents of this Form, possibly due to an
individual item
if (!paintDelegate.isShown()) {
return;
}
synchronized (Display.LCDUILock) {
// If an Item is now invalid, we layout the Form, repaint it,
// and do a traverse to the current item with the "NONE"
// direction.
layout();
}
repaintContents();
traverse(CustomItem.NONE);
| void | callItemStateChanged(Item item)Used by the event handler to notify the ItemStateListener
of a change in the given item
// get a copy of the object reference to ItemStateListener
ItemStateListener isl = itemStateListener;
if (isl == null || item == null) {
return;
}
// Protect from any unexpected application exceptions
try {
// SYNC NOTE: We lock on calloutLock around any calls
// into application code
synchronized (Display.calloutLock) {
isl.itemStateChanged(item);
}
} catch (Throwable thr) {
Display.handleThrowable(thr);
}
| void | callKeyPressed(int keyCode)Handle a key press
Item i = null;
synchronized (Display.LCDUILock) {
if (numOfItems == 0 || traverseIndex < 0) {
return;
}
i = items[traverseIndex];
} // synchronized
// SYNC NOTE: formMode can only change as a result of a
// traversal, which can only occur serially on the event
// thread, so its safe to use it outside of the lock
if (keyCode == Display.KEYCODE_UP
|| keyCode == Display.KEYCODE_DOWN
|| keyCode == Display.KEYCODE_LEFT
|| keyCode == Display.KEYCODE_RIGHT) {
traverse(Display.getGameAction(keyCode));
return;
}
// SYNC NOTE: callKeyPressed may result in a call to the
// application, so we make sure we do this outside of the
// LCDUILock
if (i != null) {
// pass the keypress onto the current item
i.callKeyPressed(keyCode);
}
| void | callKeyReleased(int keyCode)Handle a key release event
Item i = null;
synchronized (Display.LCDUILock) {
if (numOfItems == 0 || traverseIndex < 0) {
return;
}
i = items[traverseIndex];
}
// SYNC NOTE: this call may result in a call to the
// application, so we make sure we do this outside of the
// LCDUILock
i.callKeyReleased(keyCode);
| void | callKeyRepeated(int keyCode)Handle a key repeat
if (keyCode == Display.KEYCODE_UP
|| keyCode == Display.KEYCODE_DOWN
|| keyCode == Display.KEYCODE_LEFT
|| keyCode == Display.KEYCODE_RIGHT) {
traverse(Display.getGameAction(keyCode));
}
| void | callKeyTyped(char c)Handle a typed key from a keyboard
Item i = null;
synchronized (Display.LCDUILock) {
if (numOfItems == 0 || traverseIndex < 0) {
return;
}
i = items[traverseIndex];
}
// SYNC NOTE: this call may result in a call to the
// application, so we make sure we do this outside of the
// LCDUILock
i.callKeyTyped(c);
| void | callPaint(Graphics g, java.lang.Object target)Paint the contents of this Form
super.callPaint(g, target);
/*
System.err.println("Form:Clip: " +
g.getClipX() + "," + g.getClipY() + "," +
g.getClipWidth() + "," + g.getClipHeight());
System.err.println("numOfItems: " + numOfItems);
*/
// SYNC NOTE: We cannot hold any lock around a call into
// the application's paint() routine. Rather than copy
// the dataset and expend heap space, we simply protect
// this operation with try/catch. The only error condition
// would be if an insert/append/delete occurred in the middle
// of painting. This error condition would be quickly remedied
// by the pending validation of that change which causes a
// repaint automatically
try {
if (numOfItems == 0) {
return;
}
int clip[] = new int[4];
clip[X] = g.getClipX();
clip[Y] = g.getClipY();
clip[WIDTH] = g.getClipWidth();
clip[HEIGHT] = g.getClipHeight();
// If the clip is an area above our viewport, just return
if (clip[Y] + clip[HEIGHT] <= viewport[Y]) {
return;
}
if (SCROLLS_VERTICAL) {
setVerticalScroll();
}
if (SCROLLS_HORIZONTAL) {
// setHorizontalScroll();
}
if (target instanceof Item) {
if (((Item)target).owner == this) {
paintItem((Item)target, g, clip);
}
} else {
for (int i = 0; i < numOfItems; i++) {
paintItem(items[i], g, clip);
}
}
} catch (Throwable t) {
// Swallow the error and continue
}
| void | callPointerDragged(int x, int y)Handle a pointer dragged event
Item i = null;
synchronized (Display.LCDUILock) {
if (numOfItems == 0 || traverseIndex < 0 || !pointerPressed) {
return;
}
i = items[traverseIndex];
x = (x - viewport[X] + view[X]) - i.bounds[X];
y = (y - viewport[Y] + view[Y]) - i.bounds[Y];
}
// SYNC NOTE: this call may result in a call to the
// application, so we make sure we do this outside of the
// LCDUILock
i.callPointerDragged(x, y);
| void | callPointerPressed(int x, int y)Handle a pointer pressed event
Item i = null;
synchronized (Display.LCDUILock) {
if (numOfItems == 0 || traverseIndex < 0) {
return;
}
i = items[traverseIndex];
x = (x - viewport[X] + view[X]) - i.bounds[X];
y = (y - viewport[Y] + view[Y]) - i.bounds[Y];
if (x < 0
|| x > i.bounds[WIDTH]
|| y < 0
|| y > i.bounds[HEIGHT]) {
return;
}
pointerPressed = true;
}
// SYNC NOTE: this call may result in a call to the
// application, so we make sure we do this outside of the
// LCDUILock
i.callPointerPressed(x, y);
| void | callPointerReleased(int x, int y)Handle a pointer released event
Item i = null;
synchronized (Display.LCDUILock) {
if (numOfItems == 0 || traverseIndex < 0 || !pointerPressed) {
return;
}
i = items[traverseIndex];
x = (x - viewport[X] + view[X]) - i.bounds[X];
y = (y - viewport[Y] + view[Y]) - i.bounds[Y];
pointerPressed = false;
}
// SYNC NOTE: this call may result in a call to the
// application, so we make sure we do this outside of the
// LCDUILock
i.callPointerReleased(x, y);
| void | callShowNotify(Display d)notify this Form it is being shown on the given Display
super.callShowNotify(d);
synchronized (Display.LCDUILock) {
// Whenever this Form is shown, update the layout
layout();
// In most cases, we reset the form to the top
// The cast is safe because paintDelegate is always
// either a List, TextBox, Alert or this Form itself.
if (((Screen)paintDelegate).resetToTop) {
traverseIndex = -1;
view[Y] = 0;
view[X] = 0;
} else {
((Screen)paintDelegate).resetToTop = true;
}
}
// We issue a default traverse when a Form is initially
// shown to traverse to the first item in the Form
traverse(CustomItem.NONE);
| void | commitPendingInteraction()Called to commit any pending user interaction for the current item.
Override the no-op in Displayable.
Item curItem = getCurrentItem();
if (curItem != null) {
curItem.commitPendingInteraction();
}
| public void | delete(int itemNum)Deletes the Item referenced by
itemNum . The size of the Form
shrinks by one. It is legal to delete all items from a
Form .
The itemNum parameter must be
within the range [0..size()-1] , inclusive.
synchronized (Display.LCDUILock) {
if (itemNum < 0 || itemNum >= numOfItems) {
throw new IndexOutOfBoundsException();
}
Item deletedItem = items[itemNum];
deletedItem.setOwner(null);
numOfItems--;
if (traverseIndex == itemNum) {
formMode = FORM_TRAVERSE;
}
if (traverseIndex > itemNum || traverseIndex == numOfItems) {
traverseIndex--;
}
if (itemNum < numOfItems) {
System.arraycopy(items, itemNum + 1, items, itemNum,
numOfItems - itemNum);
}
// Delete reference to the last item
// that was left after array copy
items[numOfItems] = null;
// The Form is clear; reset its state
if (numOfItems == 0 && items.length > GROW_SIZE) {
items = new Item[GROW_SIZE]; // start fresh
}
invalidate(null);
} // synchronized
| public void | deleteAll()Deletes all the items from this Form , leaving
it with zero items.
This method does nothing if the Form is already empty.
synchronized (Display.LCDUILock) {
if (numOfItems == 0) {
return;
}
for (int x = 0; x < numOfItems; x++) {
items[x].setOwner(null);
items[x] = null;
}
if (items.length > GROW_SIZE) {
items = new Item[GROW_SIZE]; // start fresh
}
// Reset form state
numOfItems = 0;
formMode = FORM_TRAVERSE;
traverseIndex = -1;
invalidate(null);
}
| int | findNearestNeighborDown()Find the nearest neighbor to the current traversed-to Item
moving downward
// SYNC NOTE: see traverse()
if (traverseIndex == -1) {
return 0;
}
int a1 = items[traverseIndex].bounds[X];
int b1 = items[traverseIndex].bounds[Y];
int a2 = a1 + items[traverseIndex].bounds[WIDTH];
int b2 = b1 + items[traverseIndex].bounds[HEIGHT];
b2++;
int x1, y1, x2, y2;
int greatestY = -1;
while (true) {
for (int i = traverseIndex + 1; i < numOfItems; i++) {
x1 = items[i].bounds[X];
y1 = items[i].bounds[Y];
x2 = x1 + items[i].bounds[WIDTH];
y2 = y1 + items[i].bounds[HEIGHT];
if (y2 > greatestY) {
greatestY = y2;
}
x1 = (a1 > x1) ? a1: x1;
y1 = (b1 > y1) ? b1: y1;
x2 = (a2 < x2) ? a2: x2;
y2 = (b2 < y2) ? b2: y2;
if (x2 >= x1 & y2 >= y1) {
return i;
}
}
b2 = b2 + CELL_SPACING;
if (b2 > greatestY) {
break;
}
}
return -1;
| int | findNearestNeighborUp()Find the nearest neighbor to the current traversed-to Item
moving upward
// SYNC NOTE: see traverse()
if (traverseIndex == -1) {
return 0;
}
int a1 = items[traverseIndex].bounds[X];
int b1 = items[traverseIndex].bounds[Y];
int a2 = a1 + items[traverseIndex].bounds[WIDTH];
int b2 = b1 + items[traverseIndex].bounds[HEIGHT];
b1--;
b2--;
int x1, y1, x2, y2;
while (b1 >= 0) {
for (int i = traverseIndex - 1; i >= 0; i--) {
x1 = items[i].bounds[X];
y1 = items[i].bounds[Y];
x2 = x1 + items[i].bounds[WIDTH];
y2 = y1 + items[i].bounds[HEIGHT];
x1 = (a1 > x1) ? a1: x1;
y1 = (b1 > y1) ? b1: y1;
x2 = (a2 < x2) ? a2: x2;
y2 = (b2 < y2) ? b2: y2;
if (x2 >= x1 & y2 >= y1) {
return i;
}
}
b1 = b1 - CELL_SPACING;
}
return -1;
| void | formTraverse(int dir)Traverse this Form in the given direction
// SYNC NOTE: rather than copy datasets all the time, we simply
// protect ourselves from unexpected errors using a try/catch in
// the traverse() method itself. The only problem that could occur
// would be if the application added or removed Items on the fly
// while the user was traversing. This could lead to an error
// condition, but it would be rectified immediately by the
// pending validation caused by the append/delete. This seems
// preferable to wasting a lot of heap or employing complicating
// locking behavior
if (numOfItems == 0) {
return;
}
// if that is the initial traverse in the form,
// do it first
if (dir == CustomItem.NONE) {
setTraverseIndex(dir, traverseIndex,
traverseIndex == -1 ? 0 : traverseIndex);
return;
}
// If we need to scroll to fit the current item,
// don't do a traverse, just return
if (traverseIndex >= 0 &&
!items[traverseIndex].shouldSkipTraverse() &&
scrollForBounds(dir, items[traverseIndex].bounds)) {
validateVisibility = true;
repaintContents();
return;
}
int bendDir = dir;
// We know we must do a "traversal". We always
// perform a "direction bend" to achieve our
// desired traversal semantics
if (dir == Canvas.DOWN) {
bendDir = Canvas.RIGHT;
} else if (dir == Canvas.UP) {
bendDir = Canvas.LEFT;
}
// Find new traverseIndex
int oldIndex, newIndex = traverseIndex;
do {
oldIndex = newIndex;
// Traverse to the next Item on the Form in the
// given direction
switch (bendDir) {
case Canvas.UP:
int ni1 = findNearestNeighborUp();
if (ni1 != -1) {
newIndex = ni1;
}
break;
case Canvas.DOWN:
int ni2 = findNearestNeighborDown();
if (ni2 != -1) {
newIndex = ni2;
}
break;
case Canvas.LEFT:
if (newIndex > 0) {
newIndex--;
}
break;
case Canvas.RIGHT:
if (newIndex < (numOfItems - 1)) {
newIndex++;
}
break;
}
// If we can't traverse any further in the given
// direction, return
if (oldIndex == newIndex) {
return;
}
} while (items[newIndex].shouldSkipTraverse());
setTraverseIndex(dir, traverseIndex, newIndex);
| public Item | get(int itemNum)Gets the item at given position. The contents of the
Form are left
unchanged.
The itemNum parameter must be
within the range [0..size()-1] , inclusive.
synchronized (Display.LCDUILock) {
if (itemNum < 0 || itemNum >= numOfItems) {
throw new IndexOutOfBoundsException();
}
return items[itemNum];
}
| Item | getCurrentItem()Gets item currently in focus. This is will be only applicable to
Form. The rest of the subclasses will return null.
// SYNC NOTE: getCurrentItem is always called from within
// a hold on LCDUILock
return traverseIndex < 0 ? null : items[traverseIndex];
| public int | getHeight()Returns the height in pixels of the displayable area available
for items.
This value is the height of the form that can be displayed without
scrolling.
The value may depend on how the device uses the screen and may be
affected by the presence or absence of the ticker, title, or commands.
return viewport[HEIGHT] - CELL_SPACING - CELL_SPACING;
| private int | getItemHeight(int index, int pW)Get item's height based on the width
// SYNC NOTE: protected by the lock around calls to layout()
int pH;
// If the Item can be shrunken, we use its minimum height,
// and its preferred height if it is not
if (items[index].shouldVShrink()) {
pH = items[index].callMinimumHeight();
} else {
pH = items[index].lockedHeight;
if (pH == -1) {
pH = items[index].callPreferredHeight(pW);
}
}
// If we can't scroll vertically, clip the item's height
// if it can't fit in the view. We would also enforce a
// notion of a "maximum vertical height" here if we had one
if (!SCROLLS_VERTICAL &&
(pH > (viewport[HEIGHT] - CELL_SPACING - CELL_SPACING))) {
pH = viewport[HEIGHT] - CELL_SPACING - CELL_SPACING;
}
return pH;
| ItemStateListener | getItemStateListener()Retrieve the ItemStateListener for this Form.
NOTE: calls to this method should only occur from within
a lock on LCDUILock.
return itemStateListener;
| public int | getWidth()Returns the width in pixels of the displayable area available for items.
The value may depend on how the device uses the screen and may be
affected by the presence or absence of the ticker, title, or commands.
The Items of the Form are
laid out to fit within this width.
return viewport[WIDTH] - CELL_SPACING - CELL_SPACING;
| private int | inflateHExpandables(int rowStart, int rowEnd, int space)Inflate all the horizontally 'expandable' items on a row
// SYNC NOTE: protected by the lock around calls to layout()
if (space == 0) {
return 0;
}
int numExp = 0;
// We first loop through and count the expandables
for (int i = rowStart; i <= rowEnd; i++) {
if (items[i].shouldHExpand()) {
numExp++;
}
}
if (numExp == 0 || space < numExp) {
return space;
}
space = space / numExp;
// We then add the same amount to each Expandable
for (int i = rowStart; i <= rowEnd; i++) {
if (items[i].shouldHExpand()) {
items[i].bounds[WIDTH] += space;
items[i].bounds[HEIGHT] =
getItemHeight(i, items[i].bounds[WIDTH]);
// We right shift each subsequent item on the row
for (int j = i + 1; j <= rowEnd; j++) {
items[j].bounds[X] += space;
}
}
}
space = viewport[WIDTH] - CELL_SPACING -
(items[rowEnd].bounds[X] + items[rowEnd].bounds[WIDTH]);
return space;
| private int | inflateHShrinkables(int rowStart, int rowEnd, int space)Inflate all the horizontally 'shrinkable' items on a row
// SYNC NOTE: protected by the lock around calls to layout()
if (space == 0) {
return 0;
}
// To inflate shrinkables, we make a first pass gathering
// the smallest proportion (the baseline)
int baseline = Integer.MAX_VALUE;
int pW, prop = 0;
for (int i = rowStart; i <= rowEnd; i++) {
if (items[i].shouldHShrink()) {
pW = items[i].lockedWidth;
if (pW == -1) {
pW = items[i].callPreferredWidth(items[i].lockedHeight);
}
prop = pW - items[i].getMinimumWidth();
if (prop > 0 && prop < baseline) {
baseline = prop;
}
}
}
// If there are no shrinkables, return;
if (baseline == Integer.MAX_VALUE) {
return space;
}
prop = 0;
// Now we loop again, adding up all the proportions so
// we can find the adder
for (int i = rowStart; i <= rowEnd; i++) {
if (items[i].shouldHShrink()) {
pW = items[i].lockedWidth;
if (pW == -1) {
pW = items[i].callPreferredWidth(items[i].lockedHeight);
}
prop += ((pW - items[i].getMinimumWidth()) / baseline);
}
}
// Now we compute the adder, and add it to each of the
// shrinkables, times its proportion
int adder = space / prop;
for (int i = rowStart; i <= rowEnd; i++) {
if (items[i].shouldHShrink()) {
pW = items[i].lockedWidth;
if (pW == -1) {
pW = items[i].callPreferredWidth(items[i].lockedHeight);
}
space = pW - items[i].getMinimumWidth();
// The proportionate amount of space to add
prop = adder * (space / baseline);
// We only enlarge the item to its preferred width at
// a maximum
if (space > prop) {
space = prop;
}
items[i].bounds[WIDTH] += space;
items[i].bounds[HEIGHT] =
getItemHeight(i, items[i].bounds[WIDTH]);
// Now we have to shift the rest of the elements on the line
for (int j = i + 1; j <= rowEnd; j++) {
items[j].bounds[X] += space;
}
}
}
// NTS: If an item only enlarges to its preferred size, it throws
// off the algorithm a bit in that there will be empty space left
// over. Shouldn't really matter though
space = viewport[WIDTH] - CELL_SPACING -
(items[rowEnd].bounds[X] + items[rowEnd].bounds[WIDTH]);
return space;
| public void | insert(int itemNum, Item item)Inserts an item into the Form just prior to
the item specified.
The size of the Form grows by one. The
itemNum parameter must be
within the range [0..size()] , inclusive.
The index of the last item is size()-1 , and
so there is actually no item whose index is
size() . If this value
is used for itemNum , the new item is inserted
immediately after
the last item. In this case, the effect is identical to
{@link #append(Item) append(Item)}.
The semantics are otherwise identical to
{@link #append(Item) append(Item)}.
synchronized (Display.LCDUILock) {
// NullPointerException will be thrown
// by item.getOwner() if item == null
if (item.getOwner() != null) {
throw new IllegalStateException();
}
if (itemNum < 0 || itemNum > numOfItems) {
throw new IndexOutOfBoundsException();
}
insertImpl(itemNum, item);
}
| private int | insertImpl(int itemNum, Item item)Insert an Item into this Form
if (traverseIndex >= itemNum || traverseIndex == -1) {
traverseIndex++;
}
if (items.length == numOfItems) {
Item newItems[] = new Item[numOfItems + GROW_SIZE];
System.arraycopy(items, 0, newItems, 0, itemNum);
System.arraycopy(items, itemNum, newItems, itemNum + 1,
numOfItems - itemNum);
items = newItems;
} else {
// if we're not appending
if (itemNum != numOfItems) {
System.arraycopy(items, itemNum, items, itemNum + 1,
numOfItems - itemNum);
}
}
numOfItems++;
//
// the arraycopy copied the reference to the item at this
// spot. if we call setImpl without setting the index to null
// setImpl will set the items owner to null.
//
items[itemNum] = null;
setImpl(itemNum, item);
return itemNum;
| boolean | itemTraverse(int dir)Perform an internal traverse on the currently traversed-to
Item in the given direction.
// SYNC NOTE: rather than copy datasets all the time, we simply
// protect ourselves from unexpected errors using a try/catch in
// the traverse() method itself. The only problem that could occur
// would be if the application added or removed Items on the fly
// while the user was traversing. This could lead to an error
// condition, but it would be rectified immediately by the
// pending validation caused by the append/delete. This seems
// preferable to wasting a lot of heap or employing complicating
// locking behavior
if (traverseIndex == -1) {
return false;
}
// If we need to scroll to fit the current internal traversal
// bounds, just return
if (formMode == ITEM_TRAVERSE && scrollForBounds(dir, visRect)) {
validateVisibility = true;
repaintContents();
return true;
}
visRect[X] = visRect[Y] = 0;
visRect[WIDTH] = items[traverseIndex].bounds[WIDTH];
visRect[HEIGHT] = items[traverseIndex].bounds[HEIGHT];
if (items[traverseIndex].callTraverse(dir, viewport[WIDTH],
viewport[HEIGHT], visRect)) {
// Since visRect is sent to the Item in its own coordinate
// space, we translate it back into the overall Form's
// coordinate space
visRect[X] += items[traverseIndex].bounds[X];
visRect[Y] += items[traverseIndex].bounds[Y];
formMode = ITEM_TRAVERSE;
if (scrollForTraversal(dir, visRect)) {
validateVisibility = true;
repaintContents();
}
return true;
} else {
visRect[X] += items[traverseIndex].bounds[X];
visRect[Y] += items[traverseIndex].bounds[Y];
return false;
}
| void | layout()Layout the contents of this Form, and call super.layout() to layout
the contents of the parent Screen or Displayable
// SYNC NOTE: layout() is always called from within a hold
// on LCDUILock
super.layout();
// If we don't have any Items, just return
if (numOfItems == 0) {
return;
}
// The index of the first Item in the horizontal row
int rowStart = 0;
// The 'viewable' represents the viewpane. It starts out life the
// size of the viewport, but gets whittled down as each Item gets
// laid out and occupies space in it. It effectively keeps a running
// total of what space is available due to the Items which have
// already been laid out
if (viewable == null) {
viewable = new int[4];
}
// We only allow space for the traversal indicator if we
// have more than one item - because we only draw the traversal
// indicator if we have more than one item to traverse to.
// View's width is set to the maximum allowable width,
// while view's height is initialized with initial padding and
// and grows when new row is added.
if (numOfItems > 1) {
viewable[X] = CELL_SPACING;
viewable[Y] = CELL_SPACING;
viewable[WIDTH] = viewport[WIDTH] - CELL_SPACING;
viewable[HEIGHT] = viewport[HEIGHT] - CELL_SPACING;
view[WIDTH] = viewable[WIDTH] - CELL_SPACING;
view[HEIGHT] = CELL_SPACING;
} else {
viewable[X] = 1;
viewable[Y] = 1;
viewable[WIDTH] = viewport[WIDTH] - 1;
viewable[HEIGHT] = viewport[HEIGHT] - 1;
view[WIDTH] = viewable[WIDTH] - 1;
view[HEIGHT] = 1;
}
// A running variable which maintains the height of the
// tallest item on a line
int lineHeight = 0;
int pW, pH;
// We loop through all the Items. NTS: we may be able to improve
// this given we know which Item called invalidate()f;
for (int index = 0; index < numOfItems; index++) {
// If the Item can be shrunken, get its minimum width,
// and its preferred if it is not
if (items[index].shouldHShrink()) {
pW = items[index].callMinimumWidth();
} else {
if (items[index].lockedWidth != -1) {
pW = items[index].lockedWidth;
} else {
// if height is locked default preferred width
// will be used, otherwise width will be calculated
// based on lockedHeight
pW = items[index].callPreferredWidth(
items[index].lockedHeight);
}
}
// We have a notion of the maximum allowable width an Item can
// have, so we enforce it first here:
if (!SCROLLS_HORIZONTAL && (pW > view[WIDTH])) {
pW = view[WIDTH];
}
// We use a separate boolean here to check for each case of
// requiring a new line (rather than the if() from hell)
boolean newLine = (index > 0 && items[index - 1].equateNLA());
newLine = (newLine || items[index].equateNLB());
newLine = (newLine || (pW > (viewable[WIDTH] - CELL_SPACING)));
// We linebreak if there is an existing row
if (newLine && (lineHeight > 0)) {
// First, handle current row's layout directives
try {
lineHeight = layoutRowHorizontal(rowStart, index - 1,
viewable[WIDTH],
lineHeight);
layoutRowVertical(rowStart, index - 1, lineHeight);
if (numOfItems > 1) {
view[HEIGHT] += lineHeight + CELL_SPACING;
} else {
view[HEIGHT] += lineHeight + 1;
}
} catch (Throwable t) {
Display.handleThrowable(t);
}
// Then, reset the viewable, lineHeight, and rowStart
viewable[X] = CELL_SPACING;
viewable[Y] = view[HEIGHT];
viewable[WIDTH] = viewport[WIDTH] - CELL_SPACING;
viewable[HEIGHT] -= (lineHeight + CELL_SPACING);
lineHeight = 0;
rowStart = index;
}
pH = getItemHeight(index, pW);
// If the Item has never been laid out before, instantiate
// its bounds[]
if (items[index].bounds == null) {
items[index].bounds = new int[4];
}
// If the Item is changing size, set the flag so that callPaint()
// will call the Item's sizeChanged() method before painting
if (items[index].bounds[WIDTH] != pW ||
items[index].bounds[HEIGHT] != pH) {
items[index].sizeChanged = true;
}
// We assign the item a bounds which is its pixel location,
// width, and height in coordinates which represent offsets
// of the viewport origin (that is, are in the viewport
// coordinate space)
items[index].bounds[X] = viewable[X];
items[index].bounds[Y] = viewable[Y];
items[index].bounds[WIDTH] = pW;
items[index].bounds[HEIGHT] = pH;
/*
System.err.println("index: " +index);
System.err.print("\t" + items[index].bounds[X]);
System.err.print(", " + items[index].bounds[Y]);
System.err.print(", " + items[index].bounds[WIDTH]);
System.err.println(", " + items[index].bounds[HEIGHT]);
*/
// If this Item is currently the tallest on the line, its
// height becomes our prevailing lineheight
if (pH > lineHeight) {
lineHeight = pH;
}
// We whittle down the viewpane by the Item's dimensions,
// effectively maintaining how much space is left for the
// remaining Items, IFF the item has some positive width
if (pW > 0) {
viewable[WIDTH] -= (pW + CELL_SPACING);
viewable[X] += (pW + CELL_SPACING);
}
} // for
// Before we quit, layout the last row we did in the loop
try {
lineHeight = layoutRowHorizontal(rowStart, numOfItems-1,
viewable[WIDTH], lineHeight);
layoutRowVertical(rowStart, numOfItems-1, lineHeight);
if (numOfItems > 1) {
view[HEIGHT] += lineHeight + CELL_SPACING;
} else {
view[HEIGHT] += lineHeight + 1;
}
} catch (Throwable t) {
Display.handleThrowable(t);
}
| private int | layoutRowHorizontal(int rowStart, int rowEnd, int hSpace, int rowHeight)After the contents of a row have been determined, layout the
items on that row, taking into account the individual items'
horizontally oriented layout directives.
// SYNC NOTE: protected by the lock around calls to layout()
hSpace = inflateHShrinkables(rowStart, rowEnd, hSpace);
hSpace = inflateHExpandables(rowStart, rowEnd, hSpace);
// if any of the items were inflated we have to recalculate
// the new row height for this row
rowHeight = 0;
for (int i = rowStart; i <= rowEnd; i++) {
if (rowHeight < items[i].bounds[HEIGHT]) {
rowHeight = items[i].bounds[HEIGHT];
}
}
if (hSpace == 0) {
return rowHeight;
}
// layout the group of items with LAYOUT_RIGHT layout
for (; rowStart <= rowEnd; rowEnd--) {
int layout = items[rowEnd].callGetLayout();
if ((layout & LAYOUT_HMASK) != Item.LAYOUT_RIGHT) {
break;
}
items[rowEnd].bounds[X] += hSpace;
}
int hLayout = 0;
// skip the group of items with LAYOUT_LEFT layout;
// layout the group of items with LAYOUT_CENTER layout by
// shifting x bound to the right by half the amount of the empty space
hSpace = hSpace/2;
for (; rowStart <= rowEnd; rowStart++) {
hLayout = items[rowStart].callGetLayout() & LAYOUT_HMASK;
if (hLayout == Item.LAYOUT_LEFT) {
continue;
} else if (hLayout != Item.LAYOUT_CENTER) {
break;
}
items[rowStart].bounds[X] += hSpace;
}
return rowHeight;
| private void | layoutRowVertical(int rowStart, int rowEnd, int lineHeight)After the contents of a row have been determined, layout the
items on that row, taking into account the individual items'
vertically oriented layout directives.
// SYNC NOTE: protected by the lock around calls to layout()
int space = 0;
int pH = 0;
for (int i = rowStart; i <= rowEnd; i++) {
// Items that have the LAYOUT_VSHRINK directive are expanded
// to their preferred height or to the height of the row,
// whichever is smaller. Items that are still shorter than
// the row height and that have the LAYOUT_VEXPAND directive
// will expand to the height of the row.
if (items[i].shouldVExpand()) {
items[i].bounds[HEIGHT] = lineHeight;
} else if (items[i].shouldVShrink()) {
pH = items[i].lockedHeight;
if (pH == -1) {
pH = items[i].callPreferredHeight(items[i].bounds[WIDTH]);
}
if (pH > lineHeight) {
pH = lineHeight;
}
items[i].bounds[HEIGHT] = pH;
}
// By default, layout() puts the Item at the top so we simply
// add on to the height
switch (items[i].callGetLayout() & LAYOUT_VMASK) {
case Item.LAYOUT_VCENTER:
space = lineHeight - items[i].bounds[HEIGHT];
if (space > 0) {
items[i].bounds[Y] += (space / 2);
}
break;
case Item.LAYOUT_BOTTOM:
space = lineHeight - items[i].bounds[HEIGHT];
if (space > 0) {
items[i].bounds[Y] += space;
}
break;
case Item.LAYOUT_TOP:
default:
// by default, layout() puts the Item at the top
break;
}
}
| void | paintItem(Item item, Graphics g, int[] clip)Paint an item
// SYNC NOTE: see callPaint()
// NOTE: Its possible, that an Item is in an invalid state
// during a requested repaint. Its ok to simply return,
// because it means there is a validation event coming on
// the event thread. When the form re-validates, the Item
// will be given a proper bounds and will be repainted
if (item.bounds == null) {
return;
}
int tX = item.bounds[X] + viewport[X] - view[X];
int tY = item.bounds[Y] + viewport[Y] - view[Y];
// If we're already beyond the clip, quit looping, as long
// as we're not validating the visibility of Items after a
// scroll (calling show/hideNotify())
if (((tY + item.bounds[HEIGHT] < clip[Y]) ||
(tY > (clip[Y] + clip[HEIGHT]))) &&
!validateVisibility) {
return;
}
// Clip the dirty region to only include the item
g.clipRect(tX, tY, item.bounds[WIDTH], item.bounds[HEIGHT]);
// If the Item is inside the clip, go ahead and paint it
if (g.getClipWidth() > 0 && g.getClipHeight() > 0) {
if (validateVisibility && !item.visible) {
item.callShowNotify();
}
if (item.sizeChanged) {
item.callSizeChanged(
item.bounds[WIDTH], item.bounds[HEIGHT]);
item.sizeChanged = false;
}
// Translate into the Item's coordinate space
g.translate(tX, tY);
// NYI: call showNotify() on the Item first
// We translate the Graphics into the Item's
// coordinate space
item.callPaint(g, item.bounds[WIDTH], item.bounds[HEIGHT]);
// We don't need to do a translate because we are
// doing a reset() below that will negate it
} else if (validateVisibility && item.visible) {
item.callHideNotify();
}
// Restore the clip to its original context so
// future clipRect() calls will have the correct intersection
g.reset(clip[X], clip[Y],
clip[X] + clip[WIDTH], clip[Y] + clip[HEIGHT]);
// Paint the traversal indicator
if (traverseIndex >= 0 && numOfItems > 1 &&
item == items[traverseIndex] && indicateTraverse) {
g.clipRect(tX - CELL_SPACING, tY - CELL_SPACING,
item.bounds[WIDTH] + (2 * CELL_SPACING),
item.bounds[HEIGHT] + (2 * CELL_SPACING));
paintTraversalIndicator(g, tX, tY);
g.setClip(clip[X], clip[Y], clip[WIDTH], clip[HEIGHT]);
}
| void | paintTraversalIndicator(Graphics g, int x, int y)Paint the traversal indicator. The width/height are obtained from
the current traversal item's bounds.
// SYNC NOTE: see callPaint()
// NTS: This may need to special case StringItem?
g.setColor(TRAVERSE_INDICATOR_COLOR);
if (TRAVERSE_INDICATOR == ONE_PIXEL_BOX) {
g.drawRect(x - (CELL_SPACING - 1), y - (CELL_SPACING - 1),
items[traverseIndex].bounds[WIDTH] + (CELL_SPACING + 1),
items[traverseIndex].bounds[HEIGHT] + (CELL_SPACING + 1));
} else if (TRAVERSE_INDICATOR == TRIANGLE_CORNERS) {
g.fillTriangle(items[traverseIndex].bounds[WIDTH] + x,
y,
items[traverseIndex].bounds[WIDTH] + x,
y - (CELL_SPACING),
items[traverseIndex].bounds[WIDTH] + x +
(CELL_SPACING),
y);
g.fillTriangle(x,
items[traverseIndex].bounds[HEIGHT] + y,
x,
items[traverseIndex].bounds[HEIGHT] + y +
(CELL_SPACING - 1),
x - (CELL_SPACING - 1),
items[traverseIndex].bounds[HEIGHT] + y);
/*
This code block puts the triangles at the upper left
and lower right corners
g.fillTriangle(x, y,
x, y - (CELL_SPACING),
x - (CELL_SPACING), y);
g.fillTriangle(items[traverseIndex].bounds[WIDTH] + x,
items[traverseIndex].bounds[HEIGHT] + y,
items[traverseIndex].bounds[WIDTH] + x +
(CELL_SPACING - 1),
items[traverseIndex].bounds[HEIGHT] + y,
items[traverseIndex].bounds[WIDTH] + x,
items[traverseIndex].bounds[HEIGHT] + y +
(CELL_SPACING - 1));
*/
}
g.setColor(Display.FG_COLOR);
| boolean | scrollForBounds(int dir, int[] bounds)Scroll the viewport to fit the bounds after an intial traversal
has been made
// SYNC NOTE: see traverse()
// We can just short circuit scrolling all together if
// we know our view is smaller than the viewport
if (view[HEIGHT] < viewport[HEIGHT]) {
return false;
}
switch (dir) {
case Canvas.UP:
if (bounds[Y] >= view[Y]) {
return false;
} else {
view[Y] -= Screen.CONTENT_HEIGHT;
if (view[Y] < 0) {
view[Y] = 0;
}
return true;
}
case Canvas.DOWN:
if (bounds[Y] + bounds[HEIGHT] + CELL_SPACING <=
view[Y] + viewport[HEIGHT]) {
return false;
} else {
view[Y] += Screen.CONTENT_HEIGHT;
if (view[Y] > view[HEIGHT] - viewport[HEIGHT]) {
view[Y] = view[HEIGHT] - viewport[HEIGHT];
}
return true;
}
case Canvas.LEFT:
// we don't scroll horizontally just yet
break;
case Canvas.RIGHT:
// we don't scroll horizontally just yet
break;
}
return false;
| boolean | scrollForTraversal(int dir, int[] bounds)Scroll the viewport to fit the item when initially
traversing to the Item (or within the Item) in the given direction.
// SYNC NOTE: see traverse()
// We can just short circuit scrolling all together if
// we know our view is smaller than the viewport
if (view[HEIGHT] < viewport[HEIGHT]) {
if (view[Y] > 0) {
view[Y] = 0;
return true;
}
return false;
}
// If the bounds are fully in our view, just return false
if (bounds[Y] > view[Y] &&
(bounds[Y] + bounds[HEIGHT] < view[Y] + viewport[HEIGHT])) {
return false;
} else {
if (SCROLLS_VERTICAL) {
if (bounds[HEIGHT] > viewport[HEIGHT]) {
if (dir == Canvas.DOWN || dir == Canvas.LEFT ||
dir == CustomItem.NONE) {
view[Y] = bounds[Y] - CELL_SPACING;
} else if (dir == Canvas.UP || dir == Canvas.RIGHT) {
view[Y] = bounds[Y] + bounds[HEIGHT] + CELL_SPACING -
viewport[HEIGHT];
}
} else {
if (dir == Canvas.DOWN || dir == Canvas.LEFT ||
dir == CustomItem.NONE) {
view[Y] = bounds[Y] + bounds[HEIGHT] + CELL_SPACING -
viewport[HEIGHT];
} else if (dir == Canvas.UP || dir == Canvas.RIGHT) {
view[Y] = bounds[Y] - CELL_SPACING;
}
}
if ((view[Y] + viewport[HEIGHT]) > view[HEIGHT]) {
view[Y] = view[HEIGHT] - viewport[HEIGHT];
}
if (view[Y] < 0) {
view[Y] = 0;
}
return true;
} else if (SCROLLS_HORIZONTAL) {
// Not supported
}
}
return false;
| public void | set(int itemNum, Item item)Sets the item referenced by itemNum to the
specified item,
replacing the previous item. The previous item is removed
from this Form .
The itemNum parameter must be
within the range [0..size()-1] , inclusive.
The end result is equal to
insert(n, item); delete(n+1);
although the implementation may optimize the repainting
and usage of the array that stores the items.
synchronized (Display.LCDUILock) {
// NullPointerException will be thrown
// by item.getOwner() if item == null
if (item.getOwner() != null) {
throw new IllegalStateException();
}
if (itemNum < 0 || itemNum >= numOfItems) {
throw new IndexOutOfBoundsException();
}
setImpl(itemNum, item);
}
| void | setCurrentItem(Item i)Set the current traversal location to the given Item.
This call has no effect if the given Item is the
current traversal item, or if the given Item is not
part of this Form.
// SYNC NOTE: This method is called from Display which holds
// LCDUILock around the call
if (i == null || i.owner != this) {
return;
}
if (traverseIndex != -1 && items[traverseIndex] == i) {
return;
}
for (int x = 0; x < numOfItems; x++) {
if (items[x] == i) {
setTraverseIndex(CustomItem.NONE, traverseIndex, x);
((Screen)paintDelegate).resetToTop = false;
return;
}
}
| private void | setImpl(int itemNum, Item item)Set a specific Item index to be a new Item
Item oldItem = items[itemNum];
if (oldItem != null) {
oldItem.setOwner(null);
}
item.setOwner(this);
items[itemNum] = item;
invalidate(null);
| public void | setItemStateListener(ItemStateListener iListener)Sets the ItemStateListener for the
Form , replacing any previous
ItemStateListener . If
iListener is null , simply
removes the previous ItemStateListener .
synchronized (Display.LCDUILock) {
itemStateListener = iListener;
}
| void | setTraverseIndex(int dir, int oldIndex, int newIndex)Sets traverseIndex on this Form
// SYNC NOTE: rather than copy datasets all the time, we simply
// protect ourselves from unexpected errors using a try/catch in
// the traverse() method itself. The only problem that could occur
// would be if the application added or removed Items on the fly
// while the user was traversing. This could lead to an error
// condition, but it would be rectified immediately by the
// pending validation caused by the append/delete. This seems
// preferable to wasting a lot of heap or employing complicating
// locking behavior
if (dir == CustomItem.NONE) {
// Make sure that initial traverseIndex is
// not pointing to an item that is not traversable
int newTraveseIndex = newIndex;
// find first item with index from traverseIndex till
// numOfItems-1 that is traversable
boolean allSkipped = false;
while (!allSkipped && items[newIndex].shouldSkipTraverse()) {
newIndex++;
if (newIndex == numOfItems) {
allSkipped = true;
}
}
// if all items with index from traverseIndex till numOfItems-1
// were skipped, we need to check if any of the items with index
// from traverseIndex-1 till 0 that is traversable
if (allSkipped) {
if (newTraveseIndex > 0) {
newIndex = newTraveseIndex - 1;
while (items[newIndex].shouldSkipTraverse()) {
newIndex--;
if (newIndex == -1) {
return;
}
}
} else {
return;
}
}
}
formMode = FORM_TRAVERSE;
traverseIndex = newIndex;
if (oldIndex >= 0 && oldIndex < numOfItems) {
items[oldIndex].callTraverseOut();
}
// setTraverseIndex is called from setCurrentItem.
// It is possible that there was no layout done all.
// In that case just return and layout will be done
// when this form is first shown
if (items[traverseIndex].bounds == null) {
return;
}
if (dir == CustomItem.NONE) {
dir = newIndex >= oldIndex ? Canvas.DOWN : Canvas.UP;
}
// If the newly traversed-to Item is outside the
// viewport, we change our mode to FORM_SCROLL
// so that subsequent 'traverses' will scroll the viewport
// and bring the Item into view
scrollForTraversal(dir, items[traverseIndex].bounds);
itemTraverse(dir);
validateVisibility = true;
repaintContents();
updateCommandSet();
// FIX ME: improve the painting, a full repaintContents() should not
// always be necessary
| public int | size()Gets the number of items in the Form .
// SYNC NOTE: return of atomic value, no locking necessary
return numOfItems;
| void | traverse(int dir)The generic traverse method. This method determines the
current "mode" of traversal and delegates the traverse
to the appropriate handler, either formTraverse(),
itemTraverse()
// SYNC NOTE: formMode can only ever change as a result of a
// traverse, which means its single-threaded (on the event thread)
switch (formMode) {
case FORM_TRAVERSE:
try {
formTraverse(dir);
} catch (Throwable t) {
// Swallow the error and move on
}
break;
case ITEM_TRAVERSE:
try {
if (!itemTraverse(dir)) {
formTraverse(dir);
}
} catch (Throwable t) {
// Swallow the error and move on
}
break;
}
|
|