/* * * Copyright 1990-2009 Sun Microsystems, Inc. All Rights Reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License version * 2 only, as published by the Free Software Foundation. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License version 2 for more details (a copy is * included at /legal/license.txt). * * You should have received a copy of the GNU General Public License * version 2 along with this work; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA * 02110-1301 USA * * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa * Clara, CA 95054 or visit www.sun.com if you need additional * information or have any questions. */ package javax.microedition.lcdui; import com.sun.midp.log.Logging; import com.sun.midp.log.LogChannels; import com.sun.midp.configurator.Constants; /** * Look and feel class for <code>Form</code>. */ class FormLFImpl extends DisplayableLFImpl implements FormLF { /** * Creates <code>FormLF</code> associated with passed in form. * <code>FormLFImpl</code> maintains an array of views associated * with its items. * * @param form the <code>Form</code> object associated with this * <code>FormLF</code> * @param items the array of Items using which the passed in * <code>Form</code> was created * @param numOfItems current number of elements */ FormLFImpl(Form form, Item items[], int numOfItems) { super(form); // Initialize the in-out rect for Item traversal visRect = new int[4]; width -= Constants.VERT_SCROLLBAR_WIDTH; if (items == null) { itemLFs = new ItemLFImpl[GROW_SIZE]; // numOfLFs was initialized to 0 // so there is no need to update it } else { this.itemLFs = new ItemLFImpl[items.length > GROW_SIZE ? items.length : GROW_SIZE]; for (int i = 0; i < numOfItems; i++) { itemLFs[i] = (ItemLFImpl)items[i].getLF(); } // right now we have the same number of views as items numOfLFs = numOfItems; } } /** * Creates <code>FormLF</code> for the passed in screen. * Passed in <code>ItemLF</code> is added as the only itemLF present. * This constructor is used by <code>List</code> and <code>TextBox</code>. * * @param screen the <code>Screen</code> object associated with this * <code>FormLFImpl</code> * @param item the <code>Item</code> to be added to this screen */ FormLFImpl(Screen screen, Item item) { super(screen); itemLFs = new ItemLFImpl[1]; itemLFs[0] = (ItemLFImpl)item.getLF(); numOfLFs = 1; // Initialize the in-out rect for Item traversal visRect = new int[4]; } // ************************************************************ // public methods - FormLF interface implementation // ************************************************************ /** * 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 <code>Item</code>s of the <code>Form</code> are * laid out to fit within this width. * * @return the width of the <code>Form</code> in pixels */ public int lGetWidth() { return width; } /** * 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 the height of the displayable area of the * <code>Form</code> in pixels */ public int lGetHeight() { return height; } /** * Set the current traversal location to the given <code>Item</code>. * This call has no effect if the given <code>Item</code> is the * current traversal item, or if the given <code>Item</code> is not * part of this <code>Form</code>. Note that null can be passed in * clear the previously set current item. * * @param item the <code>Item</code> to make the current traversal item */ public void uItemMakeVisible(Item i) { synchronized (Display.LCDUILock) { if (i == null) { pendingCurrentItem = null; } /** * Display could be made visible using display.setCurrentItem() * call. In those cases foregroung will be granted after there * there is a screen change event and after uItemMakeVisible() * is called. In such cases we need to set pendingCurrentItem and * call uItemMakeVisible() again when the FormLF changes its * state to SHOWN. */ if (state != SHOWN) { pendingCurrentItem = i; return; } } } /** * Notifies look&feel object of an item set in the corresponding * <code>Form</code>. * * @param itemNum the index of the item set * @param item the item set in the corresponding <code>Form</code> */ public void lSet(int itemNum, Item item) { itemLFs[itemNum] = (ItemLFImpl)item.getLF(); itemsModified = true; // Focus index remains at the same location lRequestInvalidate(); } /** * Notifies look&feel object of an item inserted in the corresponding * <code>Form</code>. * * @param itemNum the index of the inserted item * @param item the item inserted in the corresponding <code>Form</code> */ public void lInsert(int itemNum, Item item) { if (itemLFs.length == numOfLFs) { ItemLFImpl newItemLFs[] = new ItemLFImpl[numOfLFs + GROW_SIZE]; System.arraycopy(itemLFs, 0, newItemLFs, 0, itemNum); System.arraycopy(itemLFs, itemNum, newItemLFs, itemNum + 1, numOfLFs - itemNum); itemLFs = newItemLFs; } else { // if we're not appending if (itemNum != numOfLFs) { System.arraycopy(itemLFs, itemNum, itemLFs, itemNum + 1, numOfLFs - itemNum); } } itemLFs[itemNum] = (ItemLFImpl)item.getLF(); numOfLFs++; itemsModified = true; // Focus remains on the same item if (traverseIndex >= itemNum) { traverseIndex++; } else if (traverseIndex == -1) { traverseIndex = itemNum; } lRequestInvalidate(); } /** * Notifies look&feel object of an item deleted in the corresponding * <code>Form</code>. * * @param itemNum the index of the deleted item * @param deleteditem the item deleted in the corresponding form */ public void lDelete(int itemNum, Item deleteditem) { // if the previous item has new line after, or the next item has // new line before, and it's not the last item, // than we could just mark the next item as actualBoundsInvalid[Y] if (itemNum < (numOfLFs-1)) { if (((itemNum > 0) && (itemLFs[itemNum-1].equateNLA()) || itemLFs[itemNum+1].equateNLB()) && itemLFs[itemNum+1].isNewLine) { if (Logging.REPORT_LEVEL <= Logging.INFORMATION) { Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, " setting actualBoundsInvalid[Y] #" + (itemNum + 1)); if (itemNum > 0) { Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, " | itemLFs[itemNum-1] = "+ itemLFs[itemNum - 1]); } Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, " | itemLFs[itemNum] = " + itemLFs[itemNum]); if (itemNum < numOfLFs - 1) { Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, " | itemLFs[itemNum+1] = " + itemLFs[itemNum+1]); } } itemLFs[itemNum+1].actualBoundsInvalid[Y] = true; } else { itemLFs[itemNum+1].actualBoundsInvalid[X] = true; } } if (traverseIndex == itemNum) { lastTraverseItem = itemLFs[traverseIndex]; } numOfLFs--; itemsModified = true; if (traverseIndex > 0 && traverseIndex >= itemNum) { traverseIndex--; } else if (0 == numOfLFs) { traverseIndex = -1; } if (itemNum < numOfLFs) { System.arraycopy(itemLFs, itemNum + 1, itemLFs, itemNum, numOfLFs - itemNum); } // Delete reference to the last item view // that was left after array copy itemLFs[numOfLFs] = null; if (pendingCurrentItem == deleteditem) { pendingCurrentItem = null; } lRequestInvalidate(); } /** * Notifies look&feel object that all items are deleted in * the corresponding <code>Form</code>. */ public void lDeleteAll() { if (traverseIndex != -1) { lastTraverseItem = itemLFs[traverseIndex]; } // Dereference all ItemLFImpls so they can be GC'ed while (numOfLFs > 0) { itemLFs[--numOfLFs] = null; } traverseIndex = -1; itemsModified = true; pendingCurrentItem = null; lRequestInvalidate(); } /** * This method is responsible for: * (1) Re-validate the contents of this <code>Form</code>, possibly due * to an individual item * (2) setup the viewable/scroll position * (3) repaint the currently visible <code>Item</code>s */ public void uCallInvalidate() { super.uCallInvalidate(); int new_width = currentDisplay.width; int new_height = currentDisplay.height; // It could be that setCurrentItem() was called and we // have done an 'artificial' traversal. In this case, we // manually call traverseOut() on the last traversed item // if there is one. if (lastTraverseItem != null) { try { lastTraverseItem.uCallTraverseOut(); } catch (Throwable t) { if (Logging.REPORT_LEVEL <= Logging.WARNING) { Logging.report(Logging.WARNING, LogChannels.LC_HIGHUI, "Throwable while traversing out"); } } lastTraverseItem = null; updateCommandSet(); } synchronized (Display.LCDUILock) { // Do nothing if paint is suspended in current Display if (!lIsShown()) { return; } // Do not reset the Form from the top since this is an update resetToTop = false; } // Setup items and show form native resource // SYNC NOTE: // called without LCDUILock, since it may end up calling into a MIDlet if (new_width != width || new_height != height) { width = new_width; height = new_height; firstShown = true; } // IMPL NOTES: Remove this line after UDPATE_LAYOUT is fixed firstShown = true; // Update contents uShowContents(false); // SYNC NOTE: // 1. We are on event dispatch thread, currentDisplay won't change. // 2. We are on event dispatch thread, call paint synchronously. // 3. Since we could call into app's functions, like traverse(), // showNotify() and paint(), do this outside LCDUILock block. currentDisplay.callPaint(0, 0, width, height, null); } /** * Paint the contents of this <code>Form</code>. * * @param g the <code>Graphics</code> object to paint on * @param target the target Object of this repaint */ public void uCallPaint(Graphics g, Object target) { int count; synchronized (Display.LCDUILock) { // super.lCallPaint(g, target); -- obsolete if (numOfLFs == 0) { return; } // SYNC NOTE: since we may call into CustomItem.paint(), // we have to do it outside LCDUILock. So make a copy of the // itemLFs array. if (target instanceof Item) { if (((Item)target).owner == this.owner) { ensureDispatchItemArray(1); dispatchItemLFs[0] = (ItemLFImpl)((Item)target).itemLF; count = 1; } else { count = 0; } } else { ensureDispatchItemArray(numOfLFs); System.arraycopy(itemLFs, 0, dispatchItemLFs, 0, numOfLFs); count = numOfLFs; } } // Call paint on the copied itemLFs array for (int i = 0; i < count; i++) { uPaintItem(dispatchItemLFs[i], g); } // Dereference ItemLFImpl objects in dispatchItemLFs // But leave the shrinking to uCallHide resetDispatchItemArray(false); } /** * Notify this <code>Form</code> that it is being shown. */ public void uCallShow() { // Create native resources with title and ticker super.uCallShow(); // Setup items and show form native resource // SYNC NOTE: May call into app code to collect sizes. // Call it outside LCDUILock uShowContents(true); synchronized (Display.LCDUILock) { if (pendingCurrentItem != null) { lScrollToItem(pendingCurrentItem); pendingCurrentItem = null; } } } /** * Notify this <code>Form</code> that it is being hidden. */ public void uCallHide() { synchronized (Display.LCDUILock) { pendingCurrentItem = null; } uCallItemHide(); // Delete Form's native resource including title and ticker super.uCallHide(); } /** * Notify this <code>Form</code> that it is being frozen. */ public void uCallFreeze() { if (state == SHOWN) { resetToTop = false; } uCallItemHide(); // Delete Form's native resource including title and ticker super.uCallFreeze(); } /** * Hide items when Form is frozen or hidden */ void uCallItemHide() { // No more than one custom item can be in focus at a time ItemLFImpl customItemToTraverseOut = null; ItemLFImpl[] itemsCopy = null; int count = 0; synchronized (Display.LCDUILock) { // We need to loop through our Items to identify those // that traverseOut and hideNotify need to be called. // // SYNC NOTE: // We cannot call into app code while holding LCDUILock. // For CustomItems, we postpone calls to outside this // sync. block. itemsCopy = new ItemLFImpl[numOfLFs]; for (int x = 0; x < numOfLFs; x++) { try { // callTraverseOut needs to happen on the item in focus if (itemLFs[x].hasFocus) { if (itemLFs[x] instanceof CustomItemLFImpl) { customItemToTraverseOut = itemLFs[x]; } else { // SYNC NOTE: Items other than CustomItem do not // call into app code in their traverseOut. // We can call it while holding the LCDUILock. itemLFs[x].uCallTraverseOut(); } } itemLFs[x].lHideNativeResource(); // Free native resource of each ItemLF itemLFs[x].deleteNativeResource(); // Items that are visible in the viewport // should set their visibleInViewport flag to false and // CustomItems should call app's hideNotify() as well if (itemLFs[x].visibleInViewport) { if (itemLFs[x] instanceof CustomItemLFImpl) { // Remember it in temporary array itemsCopy[count++] = itemLFs[x]; } else { itemLFs[x].lCallHideNotify(); } } } catch (Throwable t) { // do nothing... move on } } } // synchronized // Call CustomItem traverseOut outside LCDUILock if (customItemToTraverseOut != null) { customItemToTraverseOut.uCallTraverseOut(); } // Call CustomItem hideNotify outside LCDUILock for (count--; count >= 0; count--) { itemsCopy[count].uCallHideNotify(); } } /** * Called by <code>Display</code> to notify an <code>ItemLF</code> * in current <code>FormLF</code> of a change in its peer state. * If the the peerId matches the nativeId of this <code>FormLF</code>, * uViewportChanged() will be called to process the scroll * notification. * Otherwise, if there is an <code>ItemLF</code> that matches the peerId, * the <code>ItemLF</code> will be called to process this notification. * Otherwise, this is treated as a special notification to this * <code>FormLF</code> upon focus changed between items, and * parameter 'hint' will contain the index of the new current * <code>ItemLF</code>. * * @param modelVersion the version of the peer's data model * @param subtype the type of event * @param peerId one of the following: * <ul> <li> the id of this <code>FormLF</code> if viewport * has changed in the corresponding native resource * of this <code>FormLF</code> * (current scroll position is passed as hint) * or traverse has been requested by peer * <li> the id of the <code>ItemLF</code> whose peer state * has changed or new focus item in case of focus * change notification. * @param hint some value that is interpreted only between the peers */ public void uCallPeerStateChanged(int modelVersion, int subType, int peerId, int hint) { if (Logging.REPORT_LEVEL <= Logging.INFORMATION) { Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, "-=-=- FormLF: dsPeerStateChanged " + peerId + "/" + hint); } ItemLFImpl itemLFToNotify = null; synchronized (Display.LCDUILock) { if (modelVersion != super.modelVersion) { return; // model version out of sync, ignore the event } switch (subType) { case PEER_FOCUS_CHANGED: case PEER_ITEM_CHANGED: itemLFToNotify = id2Item(peerId); break; case PEER_VIEWPORT_CHANGED: case PEER_TRAVERSE_REQUEST: if (peerId != nativeId) { return; // invalid peer id } break; } } // SYNC NOTE: Following calls may end in app code. // So do it outside LCDUILock switch (subType) { case PEER_FOCUS_CHANGED: // Focus notification uFocusChanged(itemLFToNotify); break; case PEER_VIEWPORT_CHANGED: // Scrolling notification // 'hint' is the new viewport position uViewportChanged(hint, hint + viewportHeight); // Spec requires CustomItem's paint() to be called after // its showNotify() is called and before hideNotify() // it is safe to pass null as both parameters // because only CustomItems will be repainted and they // use their own Graphics uCallPaint(null, null); break; case PEER_ITEM_CHANGED: // Item peer notification if (itemLFToNotify != null && itemLFToNotify.uCallPeerStateChanged(hint)) { // Notify the itemStateListener owner.uCallItemStateChanged(itemLFToNotify.item); } break; case PEER_TRAVERSE_REQUEST: // traverse requested uTraverse((hint == 1) ? Canvas.RIGHT : Canvas.LEFT); break; default: // for safety/completeness. Logging.report(Logging.WARNING, LogChannels.LC_HIGHUI_FORM_LAYOUT, "FormLFImpl: notifyType=" + subType); break; } } /** * Update current item index and notify related item of the change. * Item specific abstract commands will also be shown. * * @param newFocus the new item in focus. */ private void uFocusChanged(ItemLFImpl newFocus) { ItemLFImpl oldFocus = null; synchronized (Display.LCDUILock) { pendingCurrentItem = null; int focusIndex = item2Index(newFocus); // Could be -1 if (focusIndex == traverseIndex) { oldFocus = newFocus; } else { oldFocus = traverseIndex >= 0 ? itemLFs[traverseIndex] : null; traverseIndex = focusIndex; } } if (oldFocus != newFocus) { if (oldFocus != null) { oldFocus.uCallTraverseOut(); } if (newFocus != null) { itemTraverse = uCallItemTraverse(newFocus, CustomItem.NONE); } updateCommandSet(); // call paint for custom items uRequestPaint(); } } /** * This method is used in repaint, in order to determine the translation * of the draw coordinates. * * @return <code>true</code>, if the scroll responsibility is on the * native platform. * <code>false</code>, if the scroll is done at Java level. */ public boolean uIsScrollNative() { // only native form overrides this and returns true return true; } // ***************************************************** // Package private methods // ***************************************************** /** * Check the key and return true if it's navigation key * @param key key code * @return true if the key is navigation key false otherwise */ private boolean isNavigationKey(int key) { return key == Canvas.UP || key == Canvas.LEFT || key == Canvas.DOWN || key == Canvas.RIGHT; } /** * Set status of screen rotation * @param newStatus * @return */ public boolean uSetRotatedStatus (boolean newStatus) { boolean status = super.uSetRotatedStatus(newStatus); if (status) { firstShown = true; } return status; } /** * Handle a key press. * * @param keyCode the key code of the key which was pressed */ void uCallKeyPressed(int keyCode) { if (Logging.REPORT_LEVEL <= Logging.INFORMATION) { Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, "got callKeyPressed: " + keyCode); } int dir = KeyConverter.getGameAction(keyCode); if (isNavigationKey(dir)) { uTraverse(dir); } else { ItemLFImpl v = null; synchronized (Display.LCDUILock) { v = getItemInFocus(); } // pass the keypress onto the current item if (v != null && v instanceof CustomItemLFImpl) { // NOTE: customItem.getInteractionModes() determines // the supported events. The Zaurus platform implementation // does not support traversal in any direction. // if it is desired to support horizontal and/or vertical // traversal, than the proper flags must be set accordingly. // pass all key events to the CustomItem, including arrows v.uCallKeyPressed(keyCode); } } } /** * Handle a key release event. * * @param keyCode the key which was released */ void uCallKeyReleased(int keyCode) { if (Logging.REPORT_LEVEL <= Logging.INFORMATION) { Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, "got callKeyReleased: " + keyCode); } if (!isNavigationKey(KeyConverter.getGameAction(keyCode))) { ItemLFImpl v = null; synchronized (Display.LCDUILock) { v = getItemInFocus(); } // 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 (v != null && v instanceof CustomItemLFImpl) { v.uCallKeyReleased(keyCode); } } } /** * Handle a key repeat. * * @param keyCode the key code of the key which was repeated */ void uCallKeyRepeated(int keyCode) { if (Logging.REPORT_LEVEL <= Logging.INFORMATION) { Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, "got callKeyRepeated: " + keyCode); } if (isNavigationKey(KeyConverter.getGameAction(keyCode))) { uCallKeyPressed(keyCode); } else { ItemLFImpl v = null; synchronized (Display.LCDUILock) { v = getItemInFocus(); } // 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 (v != null && v instanceof CustomItemLFImpl) { v.uCallKeyRepeated(keyCode); } } } /** * Handle a pointer pressed event. * * @param x The x coordinate of the press * @param y The y coordinate of the press */ void uCallPointerPressed(int x, int y) { if (Logging.REPORT_LEVEL <= Logging.INFORMATION) { Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, "got callPointerPressed: " + x + "," + y); } ItemLFImpl v = null; synchronized (Display.LCDUILock) { v = getItemInFocus(); // stop here if no current item to handle the key if (v == null) { return; } } // 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 (v instanceof CustomItemLFImpl) { v.uCallPointerPressed(x, y); } } /** * Handle a pointer released event. * * @param x The x coordinate of the release * @param y The y coordinate of the release */ void uCallPointerReleased(int x, int y) { if (Logging.REPORT_LEVEL <= Logging.INFORMATION) { Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, "got callPointerReleased: " + x + "," + y); } ItemLFImpl v = null; synchronized (Display.LCDUILock) { v = getItemInFocus(); // stop here if no current item to handle the key if (v == null) { return; } } // 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 (v instanceof CustomItemLFImpl) { v.uCallPointerReleased(x, y); } } /** * Handle a pointer dragged event. * * @param x The x coordinate of the drag * @param y The y coordinate of the drag */ void uCallPointerDragged(int x, int y) { if (Logging.REPORT_LEVEL <= Logging.INFORMATION) { Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, "got callPointerDragged: " + x + "," + y); } ItemLFImpl v = null; synchronized (Display.LCDUILock) { v = getItemInFocus(); // stop here if no current item to handle the key if (v == null) { return; } } // 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 (v instanceof CustomItemLFImpl) { v.uCallPointerDragged(x, y); } } /** * Gets item currently in focus. * * @return the item currently in focus in this form; * if there are no items in focus, <code>null</code> is returned */ public Item lGetCurrentItem() { ItemLFImpl v = getItemInFocus(); if (v == null) { return null; } return v.item; } /** * Paint an item. * * @param itemLF the <code>ItemLFImpl</code> to paint * @param g the <code>Graphics</code> object to paint to */ void uPaintItem(ItemLFImpl itemLF, Graphics g) { synchronized (Display.LCDUILock) { // 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 (itemLF.actualBoundsInvalid[X] || itemLF.actualBoundsInvalid[Y] || itemLF.actualBoundsInvalid[WIDTH] || itemLF.actualBoundsInvalid[HEIGHT] || itemLF.nativeId == INVALID_NATIVE_ID) { return; } } // repaint only visible in viewport items if (itemLF.visibleInViewport) { // CustomItem uses its own off screen graphics for painting // and the rest of the items do not need to repaint itemLF.uCallPaint(null, itemLF.bounds[WIDTH], itemLF.bounds[HEIGHT]); } } /** * Paint an <code>Item</code> contained in this <code>Screen</code>. * The <code>Item</code> requests a paint in its own coordinate space. * <code>Screen</code> translates those coordinates into the overall * coordinate space and schedules the repaint * * @param item the <code>Item</code> requesting the repaint * @param x the x-coordinate of the origin of the dirty region * @param y the y-coordinate of the origin of the dirty region * @param w the width of the dirty region * @param h the height of the dirty region */ void lRequestPaintItem(Item item, int x, int y, int w, int h) { ItemLFImpl iLF = (ItemLFImpl)item.getLF(); lRequestPaint(iLF.bounds[X] + x, iLF.bounds[Y] + y, w, h, item); } /** * Create native resource for this <code>Form</code>. * <code>Item</code>s' resources are not created here. */ void createNativeResource() { setScrollPosition0(0); nativeId = createNativeResource0(owner.title, owner.ticker == null ? null : owner.ticker.getString()); } /** * Service method - returns the <code>ItemLFImpl</code> that has focus. * * @return the current <code>ItemLFImpl</code>, or <code>null</code> * if there is no current. */ ItemLFImpl getItemInFocus() { if (traverseIndex < 0) { return null; } else { return itemLFs[traverseIndex]; } } // *************************************************************** /** * Scroll to show an <code>Item</code> and give focus to it if possible. * * @param nativeId native resource id of the <code>Form</code> * @param itemId native resource id for the focused <code>Item</code> * @param yOffset offset for the y co-ordinate of the * focused <code>Item</code> */ native void setCurrentItem0(int nativeId, int itemId, int yOffset); /** * Current Y position in a scrollable form. * * @return current scroll Y position */ native int getScrollPosition0(); /** * Set Y position in a scrollable form. * */ native void setScrollPosition0(int pos); /** * Create the native resource of this <code>Form</code>. * * @param title the title text of the <code>Form</code> * @param tickerText the text of the <code>Ticker</code>, * <code>Null</code> if no ticker. * * @return native resource id * * @exception OutOfMemoryException - if out of native resource */ private native int createNativeResource0(String title, String tickerText); /** * Populate the native <code>Form</code> with visible <code>ItemLF</code>s * and then show. * * @param nativeId native resource id * @param modelVersion initial model version number for this visible period * @param w width of the virtual Form without scrolling * @param h height of the virtual Form without scrolling * * @exception OutOfMemoryException - if out of native resource */ private native void showNativeResource0(int nativeId, int modelVersion, int w, int h); /** * Current viewport height in the native resource * * @return current viewport height */ private native int getViewportHeight0(); /** * Make sure all items have native resource and * all <code>CustomItem</code>s have their minimum and preferred sizes * cached. */ private void uEnsureResourceAndRequestedSizes() { int i, count = 0; ItemLFImpl[] itemsCopy = null; synchronized (Display.LCDUILock) { if (nativeId == INVALID_NATIVE_ID) { return; } // Make a temporary copy of ItemLFs we need to collect sizes from itemsCopy = new ItemLFImpl[numOfLFs]; // Make sure each Item has native resource // and remember all the CustomItemLFImpls for (i = 0; i < numOfLFs; i++) { if (itemLFs[i].nativeId == INVALID_NATIVE_ID) { itemLFs[i].createNativeResource(super.nativeId); // layout(UPDATE_LAYOUT) later will not call // setSize/setLocation on an ItemLF that has valid bounds // already. But the native resource is recreated // above, we make up these two calls here. itemLFs[i].initNativeResource(); // Every native resource is default to be visible in // viewport. It's up to the native container to maintain // viewport. itemLFs[i].lShowNativeResource(); } if (itemLFs[i] instanceof CustomItemLFImpl) { // Remember this in temporary array itemsCopy[count++] = itemLFs[i]; } } } // synchronized // Collect min and preferred sizes from CustomItems // SYNC NOTE: This may call into app code like // CustomItem.getPrefContentWidth(). So do it outside LCDUILock for (i = 0; i < count; i++) { ((CustomItemLFImpl)itemsCopy[i]).uCallSizeRefresh(); } } /** * Show all items and give focus to current item. * SYNC NOTE: caller must NOT hold LCDUILock since this function may * call into app code like getPrefContentWidth(), sizeChanged or paint() * of CustomItem. * @param initialTraverse the flag to indicate this is the initial * traversal focus setup when this Form is being shown */ private void uShowContents(boolean initialTraverse) { if (Logging.REPORT_LEVEL <= Logging.INFORMATION) { Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, "\nFormLFImpl: showContents()"); } synchronized (Display.LCDUILock) { if (firstShown) { for (int i = 0; i < numOfLFs; i++) { itemLFs[i].cachedWidth = ItemLFImpl.INVALID_SIZE; } } } // Ensure resources for all items and requested sizes for CustomItems uEnsureResourceAndRequestedSizes(); ItemLFImpl[] itemsCopy = null; int itemsCopyCount = 0; int traverseIndexCopy = -1; // Layout synchronized (Display.LCDUILock) { if (nativeId == INVALID_NATIVE_ID) { return; } if (firstShown) { LayoutManager.instance().lLayout(LayoutManager.FULL_LAYOUT, itemLFs, numOfLFs, width, height, viewable); firstShown = false; } else { LayoutManager.instance().lLayout(LayoutManager.UPDATE_LAYOUT, itemLFs, numOfLFs, width, height, viewable); } if (resetToTop) { traverseIndex = -1; setScrollPosition0(0); } itemsCopy = new ItemLFImpl[numOfLFs]; itemsCopyCount = numOfLFs; System.arraycopy(itemLFs, 0, itemsCopy, 0, numOfLFs); traverseIndexCopy = traverseIndex; itemsModified = false; // Set native Form's window viewable size (logical Form size) // and make it shown if not yet showNativeResource0(nativeId, modelVersion, width, viewable[HEIGHT]); // update viewport height viewportHeight = getViewportHeight0(); // correct scroll position if any if (viewable[HEIGHT] <= viewportHeight) { // if viewable height is less than viewport // height just reset viewable y setScrollPosition0(0); } else if (getScrollPosition0() > (viewable[HEIGHT] - viewportHeight)) { // if viewable y exceeds the max value set it to the max // height just reset viewable y setScrollPosition0(viewable[HEIGHT] - viewportHeight); } } // synchronized uInitItemsInViewport(CustomItem.NONE, itemsCopy, traverseIndexCopy); if (initialTraverse) { updateCommandSet(); } for (int index = 0; index < itemsCopyCount; index++) { if (itemsCopy[index].sizeChanged) { itemsCopy[index].uCallSizeChanged(itemsCopy[index].bounds[WIDTH], itemsCopy[index].bounds[HEIGHT]); itemsCopy[index].sizeChanged = false; } } } /** * Perform a traversal. This method handles traversal within a * "page" after the initial page has been shown via the * uInitItemsInViewport() routine. At the point this method is * called, the following conditions must be true: * * 1.) There are no interactive items at all on the current page * or * 2.) There is at least one interactive item on the current page * and the traverseIndex is currently set to that item. In this * case, itemTraverse represents the return value of that item's * initial traverse() call. * * Based on these conditions, this method will either: * * 1.) Continue the internal traversal on the current item (scrolling * as necessary to display the item's internal traversal location) * or * 2.) Perform a traversal to the next interactive item on the page * or * 3.) Perform a page flip (uScrollViewport()) and call the * uInitItemsInViewport() routine to select an appropriate * traversal item * * SYNC NOTE: Maybe call into CustomItem.traverse(). * So caller must not hold LCDUILock. * * @param dir the direction of traversal */ void uTraverse(int dir) { ItemLFImpl[] itemsCopy; int traverseIndexCopy; synchronized (Display.LCDUILock) { itemsCopy = new ItemLFImpl[numOfLFs]; traverseIndexCopy = traverseIndex; System.arraycopy(itemLFs, 0, itemsCopy, 0, numOfLFs); itemsModified = false; } // itemTraverse indicates the return value of the // last call to the current item's traverse method. // 'true' indicates it is doing internal traversal, // 'false' indicates we may traverse out of that item // if we have something else to traverse to or scrolling // that needs to be done if (itemTraverse) { if (traverseIndexCopy == -1) { itemTraverse = false; return; } itemTraverse = uCallItemTraverse(itemsCopy[traverseIndexCopy], dir); if (itemTraverse) { // We may have to scroll to accommodate the new // traversal location if (scrollForBounds(dir, visRect)) { uRequestPaint(); } return; } } // We are done with the traversal of the current item, so // we look to see if another interactive item is available on // current page int nextIndex = getNextInteractiveItem(itemsCopy, dir, traverseIndexCopy); if (nextIndex != -1) { // NOTE: In traverse(), if there is a "next" interactive // item, there must have been a "first" interactive item // (which was set initially in uInitItemsInViewport()) // so traverseIndex should always be valid // We need to traverse out of the previous item, now that // we've found a new item to traverse to // NOTE WELL: traverseIndex (and thus traverseIndexCopy) may well // be invalid if there is no currently focused item, the app adds // a focusable item, and then the user traverses before the // resulting invalidation can be processed. Thus, this value must // be guarded anyway. See CR#6254765. if (traverseIndexCopy != -1) { itemsCopy[traverseIndexCopy].uCallTraverseOut(); synchronized (Display.LCDUILock) { itemsCopy[traverseIndexCopy].lRequestPaint(); } } /* * NOTE: Although we update traverseIndex in a synchronized block * and call "lRefreshItems()" to update itemsCopy[] & * traverseIndexCopy, * original itemLFs[] & traverseIndex can change after sync block - * so we still have a risk of referring to a non-existent item... */ synchronized (Display.LCDUILock) { if (itemsModified) { // SYNCHRONIZE itemLFs & itemsCopy ... itemsCopy = lRefreshItems( itemsCopy, traverseIndexCopy, nextIndex); } else { // Update our traverse index to the new item traverseIndex = nextIndex; } traverseIndexCopy = traverseIndex; } if (traverseIndexCopy != -1) { // We then need to traverse to the next item itemTraverse = uCallItemTraverse(itemsCopy[traverseIndexCopy], dir); if (scrollForBounds(dir, visRect)) { uRequestPaint(); // request to paint contents area } else { synchronized (Display.LCDUILock) { itemsCopy[traverseIndexCopy].lRequestPaint(); } } } int scrollPos = getScrollPosition0(); // There is a special case when traversing to the very last // item on a Form if (traverseIndexCopy == (itemsCopy.length - 1) && !itemCompletelyVisible(itemsCopy[traverseIndexCopy])) { // Since its the last item, we may need to // perform a partial scroll to fit it. if (scrollPos + viewportHeight != itemsCopy[traverseIndexCopy].bounds[Y] + itemsCopy[traverseIndexCopy].bounds[HEIGHT]) { scrollPos = viewable[HEIGHT] - viewportHeight; // We make sure we don't go past the top of the // item, as we must have been going down to reach // the last item if (scrollPos > itemsCopy[traverseIndexCopy].bounds[Y]) { scrollPos = itemsCopy[traverseIndexCopy].bounds[Y]; } uRequestPaint(); } } // Likewise, there is a special case when traversing up to // the very first item on a Form if (traverseIndexCopy == 0) { // Since its the first item, we may need to // perform a partial scroll to fit it. if (scrollPos != itemsCopy[traverseIndexCopy].bounds[Y]) { scrollPos = itemsCopy[traverseIndexCopy].bounds[Y]; // We make sure we don't go past the bottom of the // item, as we must have been going up to get to // the first item if (itemsCopy[traverseIndexCopy].bounds[HEIGHT] > viewportHeight) { scrollPos = itemsCopy[traverseIndexCopy].bounds[HEIGHT] - viewportHeight; } uRequestPaint(); } } setScrollPosition0(scrollPos); updateCommandSet(); } else { // There is no more interactive items wholly visible on // the current page. We may need to scroll to the next page, // if we do, then traverse out of the current item and // scroll the page int scrollPos = getScrollPosition0(); if ((dir == Canvas.LEFT || dir == Canvas.UP) && scrollPos > 0) { // Special case. We're at the top-most interactive item, but // its internal traversal doesn't allow the very top to be // seen, we just scroll the view to show it if (traverseIndexCopy != -1 && (scrollPos > itemsCopy[traverseIndexCopy].bounds[Y])) { scrollPos -= (viewportHeight - PIXELS_LEFT_ON_PAGE); if (scrollPos < 0) { scrollPos = 0; } setScrollPosition0(scrollPos); uRequestPaint(); } else { // page up uScrollViewport(Canvas.UP, itemsCopy); uInitItemsInViewport( Canvas.UP, itemsCopy, traverseIndexCopy); updateCommandSet(); return; } } else if ((dir == Canvas.RIGHT || dir == Canvas.DOWN) && (scrollPos + viewportHeight < viewable[HEIGHT])) { // Special case. We're at the bottom-most interactive item, // but its internal traversal doesn't allow the very bottom // to be seen, we just scroll the view to show it if (traverseIndexCopy != -1 && ((itemsCopy[traverseIndexCopy].bounds[Y] + itemsCopy[traverseIndex].bounds[HEIGHT]) > (scrollPos + viewportHeight))) { scrollPos += (viewportHeight - PIXELS_LEFT_ON_PAGE); if (scrollPos > (viewable[HEIGHT] - viewportHeight)) { scrollPos = viewable[HEIGHT] - viewportHeight; } setScrollPosition0(scrollPos); uRequestPaint(); } else { // page down uScrollViewport(Canvas.DOWN, itemsCopy); uInitItemsInViewport( Canvas.DOWN, itemsCopy, traverseIndexCopy); updateCommandSet(); return; } } // If we don't need to scroll the page and there is nothing // to traverse to, we reset the itemTraverse result as if // the Item wishes to proceed with internal traversal (as long // as there was some initial traverse in the first place, ie, // traverseIndex != -1) if (traverseIndexCopy != -1) { itemTraverse = true; } updateCommandSet(); } } /** * Perform a page flip in the given direction. This method will * attempt to scroll the view to show as much of the next page * as possible. It uses the locations and bounds of the items on * the page to best determine a new location - taking into account * items which may lie on page boundaries as well as items which * may span several pages. * * @param dir the direction of the flip, either DOWN or UP * @param items the set of items on the Form, used to determine * the best suited scroll locations */ void uScrollViewport(int dir, ItemLFImpl[] items) { int scrollPos = getScrollPosition0(); if (dir == Canvas.UP) { int newY = scrollPos - (viewportHeight - PIXELS_LEFT_ON_PAGE); if (newY < 0) { newY = 0; } // We loop upwards until we find the first item which is // currently at least partially visible int firstVis = items.length; for (int i = items.length - 1; i >= 0; i--) { if (items[i].visibleInViewport) { firstVis = i; } } if (firstVis == items.length) { scrollPos = newY; setScrollPosition0(scrollPos); return; } // case 1. We're at the top of the item so just // traverse normally if (items[firstVis].bounds[Y] >= scrollPos) { scrollPos = newY; setScrollPosition0(scrollPos); return; } // case 2. We try to fit as much of the partially visible // item onscreen as possible. int fitY = (items[firstVis].bounds[Y] + items[firstVis].bounds[HEIGHT]) - viewportHeight; if (fitY > newY && scrollPos > fitY) { newY = fitY; } scrollPos = newY; setScrollPosition0(scrollPos); return; } else if (dir == Canvas.DOWN) { int newY = scrollPos + (viewportHeight - PIXELS_LEFT_ON_PAGE); if (newY > viewable[HEIGHT] - viewportHeight) { newY = viewable[HEIGHT] - viewportHeight; } // We loop downwards until we find the last item which is // at least partially visible int lastVis = -1; for (int i = 0; i < items.length; i++) { if (items[i].visibleInViewport) { lastVis = i; } } // case 1. We're at the bottom of the item so just // traverse normally if (items[lastVis].bounds[Y] + items[lastVis].bounds[HEIGHT] <= scrollPos + viewportHeight) { scrollPos = newY; setScrollPosition0(scrollPos); return; } // case 2. We try to fit as much of the partially visible // item onscreen as possible unless we're already at the top // of the item from a previous scroll if (newY > items[lastVis].bounds[Y] && scrollPos < items[lastVis].bounds[Y]) { newY = items[lastVis].bounds[Y]; } scrollPos = newY; setScrollPosition0(scrollPos); return; } } /** * Determine if scrolling is needed for a given bounding box, * and perform such scrolling if necessary. * * @param dir the direction of travel * @param bounds the bounding box of the traversal location * @return <code>true</code> if it was necessary to scroll the view * in order to best accommodate the bounding box */ boolean scrollForBounds(int dir, int bounds[]) { if (bounds == null || bounds[0] == -1) { return false; } int scrollPos = getScrollPosition0(); // There is a special case whereby the CustomItem // spec mandates the upper left corner of the internal // traversal rect be visible if the rect is larger than // the available viewport if (bounds[HEIGHT] >= viewportHeight && scrollPos != bounds[Y]) { setScrollPosition0(bounds[Y]); return true; } switch (dir) { case Canvas.LEFT: case Canvas.UP: if (bounds[Y] >= scrollPos) { return false; } scrollPos -= (viewportHeight - PIXELS_LEFT_ON_PAGE); if (scrollPos < 0) { scrollPos = 0; } setScrollPosition0(scrollPos); return true; case Canvas.RIGHT: case Canvas.DOWN: if (bounds[Y] + bounds[HEIGHT] <= scrollPos + viewportHeight) { return false; } scrollPos += (viewportHeight - PIXELS_LEFT_ON_PAGE); if (scrollPos > bounds[Y]) { scrollPos = bounds[Y]; } if (scrollPos + viewportHeight > viewable[HEIGHT]) { scrollPos = viewable[HEIGHT] - viewportHeight; } setScrollPosition0(scrollPos); return true; default: // for safety/completeness, don't scroll. Logging.report(Logging.ERROR, LogChannels.LC_HIGHUI_FORM_LAYOUT, "FormLFImpl: bounds, dir=" + dir); break; } return false; } /** * This method will return the index of the next interactive * item which is wholly visible on the screen given the traversal * direction, or -1 if no visible items in that traversal direction * are interactive (or completely visible). * * @param items the set of items to search * @param dir the direction of traversal * @param index the "anchor" of the index to start from * @return the index of the next interactive item, or -1 if one is * not completely visible or available in the given direction */ int getNextInteractiveItem(ItemLFImpl[] items, int dir, int index) { try { int scrollPos = getScrollPosition0(); while (true) { switch (dir) { case Canvas.UP: case Canvas.LEFT: index -= 1; break; case Canvas.DOWN: case Canvas.RIGHT: index += 1; break; case CustomItem.NONE: // no - op break; default: // for safety/completeness. Logging.report(Logging.ERROR, LogChannels.LC_HIGHUI_FORM_LAYOUT, "FormLFImpl: dir=" + dir); return index; } // If we've exhausted the set, stop looking if (index < 0 || index >= items.length) { break; } // If we've found a non-interactive item, continue if (!items[index].item.acceptFocus()) { continue; } // If we've found a completely visible, interactive // item, stop and traverse to it if (itemCompletelyVisible(items[index])) { break; } // If we've found a partially visible, interactive // item, there is some special casing involved with // how to scroll appropriately if (itemPartiallyVisible(items[index])) { if (dir == Canvas.RIGHT || dir == Canvas.DOWN) { // If we're paging down and the item's top // is at the top of the viewport, stop and // traverse to that item (its bigger than the // viewport if (items[index].bounds[Y] == scrollPos) { break; } // If we're paging down and the item's bottom // is the very last thing in the view, stop and // keep traversal on that item (item is bigger // than the viewport and we can go no further) if (items[index].bounds[Y] + items[index].bounds[HEIGHT] == viewable[HEIGHT]) { break; } } else if (dir == Canvas.LEFT || dir == Canvas.UP) { // If we're paging up and the item's bottom is the // very bottom of the viewport, stop and keep // traversal on that item (item is bigger than the // viewport and we start at the bottom) if (items[index].bounds[Y] + items[index].bounds[HEIGHT] == viewable[HEIGHT]) { break; } // If we're paging up and the item's top is at // the top of the viewport, stop and traverse // to that item (its bigger than the viewport // and we should show the top of it before leaving) if (items[index].bounds[Y] == scrollPos && scrollPos == 0) { break; } } } } // while } catch (Throwable t) { if (Logging.REPORT_LEVEL <= Logging.WARNING) { Logging.report(Logging.WARNING, LogChannels.LC_HIGHUI, "Throwable while finding next item for traversal"); } return -1; } // This means there was no interactive item in the currently // visible viewport if (index < 0 || index >= items.length) { return -1; } return index; } /** * Determine if the given item is at least partially visible * in the current viewport. * * @param item the item to determine visibility * @return true if at least part of the item is visible */ boolean itemPartiallyVisible(ItemLFImpl item) { // If the Form is hidden, all the items are // hidden and we just return false if (super.state == HIDDEN) { return false; } int scrollPos = getScrollPosition0(); // If the Item's top is within the viewport, return true return !(item.bounds[Y] >= scrollPos + viewportHeight || item.bounds[Y] + item.bounds[HEIGHT] <= scrollPos); } /** * Determine how much the given item is visible in the current viewport. * * @param item the item to determine visibility * @return the percentage of visible item area rated from 0 to 100 * 0 - item is not visible, * 100 - item is completely visible * 1 - 99 - item is partially visible */ int howMuchItemVisible(ItemLFImpl item) { int[] visibleArea = new int[4]; setVisRect(item, visibleArea); return item.bounds[HEIGHT] > 0 ? (visibleArea[HEIGHT] * 100 / item.bounds[HEIGHT]) : 0; } /** * Determine if the given item is at completely visible * in the current viewport. * * @param item the item to determine visibility * @return true if at the item is entirely visible */ boolean itemCompletelyVisible(ItemLFImpl item) { // If the Form is being hidden, all the items are // hidden and we just return false if (super.state == HIDDEN) { return false; } // If the Item's top and bottom are within the viewport, // return true int scrollPos = getScrollPosition0(); return (item.bounds[Y] >= scrollPos) && (item.bounds[Y] + item.bounds[HEIGHT] <= scrollPos + viewportHeight); } /** * Calculate the rectangle representing the region of the item that is * currently visible. This region might have zero area if no part of the * item is visible, for example, if it is scrolled offscreen. * @param item item * @param visRect It must be an int[4] array. The information in this array is * a rectangle of the form [x,y,w,h] where (x,y) is the location of the * upper-left corner of the rectangle relative to the item's origin, and * (w,h) are the width and height of the rectangle. */ private void setVisRect(ItemLFImpl item, int[] visRect) { synchronized (Display.LCDUILock) { // Initialize the in-out rect for traversal visRect[X] = 0; visRect[WIDTH] = width; // take the coordinates from the overall // coordinate space int itemY1 = item.bounds[Y]; int itemY2 = item.bounds[Y] + item.bounds[HEIGHT]; // vpY1 the y coordinate of the top left visible pixel // current scroll position int vpY1 = getScrollPosition0();; // vpY2 the y coordinate of bottom left pixel int vpY2 = vpY1 + height; // return only the visible region of item // item completely visible in viewport visRect[Y] = 0; visRect[HEIGHT] = item.bounds[HEIGHT]; if ((itemY1 >= vpY2) || (itemY2 <= vpY1)) { // no part of the item is visible // so this region has zero area visRect[WIDTH] = 0; visRect[HEIGHT] = 0; } else { if (itemY1 < vpY1) { // upper overlap visRect[Y] = vpY1 - itemY1; visRect[HEIGHT] -= (vpY1 - itemY1); } if (itemY2 > vpY2) { // lower overlap visRect[HEIGHT] -= (itemY2 - vpY2); } } } } /** * Perform an internal traversal on the given item in * the given direction. The only assertion here is that * the item provided must be interactive (or otherwise * be a CustomItem). When this method returns, visRect[] * will hold the bounding box of the item's internal * traversal (in the Form's coordinate space). * * @param item the item to traverse within * @param dir the direction of traversal * @return true if this item performed an internal traversal * in the given direction. */ boolean uCallItemTraverse(ItemLFImpl item, int dir) { boolean ret = false; if (Logging.REPORT_LEVEL <= Logging.INFORMATION) { Logging.report(Logging.INFORMATION, LogChannels.LC_HIGHUI_FORM_LAYOUT, "[F] uCallItemTraverse: dir=" + dir + " traverseIndex=" + traverseIndex); } // The visRect is supposed to show the bounds of the Item // currently visible on the screen setVisRect(item, visRect); // Whether the item performs an internal traversal or not, // it has the current input focus //item.hasFocus = true; // Call traverse() outside LCDUILock if (item.uCallTraverse(dir, width, viewportHeight, visRect)) { synchronized (Display.LCDUILock) { // It's possible that this newFocus item has // been just removed from this Form since we // are outside LCDUILock. Check again. if (item.nativeId != INVALID_NATIVE_ID) { setCurrentItem0(nativeId, item.nativeId, visRect[Y]); } } ret = true; } // 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] += item.bounds[X]; visRect[Y] += item.bounds[Y]; return ret; } /** * Scrolls to the passed in Item. * @param item The Item that should be shown on the screen. */ private void lScrollToItem(Item item) { if (item == null || item.owner != owner) { return; } int index = -1; ItemLFImpl itemLF = null; if (traverseIndex != -1 && (itemLFs[traverseIndex].item == item)) { index = traverseIndex; } else { for (int i = 0; i < numOfLFs; i++) { if (itemLFs[i].item == item) { index = i; break; } } } // item not found if (index==-1) { return; } itemLF = itemLFs[index]; if (index != traverseIndex) { // Ensure the item is visible if (!itemCompletelyVisible(itemLF)) { int scrollPos = itemLF.bounds[Y]; if (scrollPos + viewportHeight > viewable[HEIGHT]) { scrollPos = viewable[HEIGHT] - viewportHeight; } setScrollPosition0(scrollPos); } // We record the present traverseItem because if it // is valid, we will have to call traverseOut() on that // item when we process the invalidate call. if (traverseIndex != -1) { lastTraverseItem = itemLFs[traverseIndex]; } // If the item is not interactive, we just leave it // visible on the screen, but set traverseIndex to -1 // so that any interactive item which is visible will // be traversed to when the invalidate occurs traverseIndex = itemLF.item.acceptFocus() ? index : -1; lRequestInvalidate(); } else { // Ensure the item is visible if (!itemPartiallyVisible(itemLF)) { int scrollPos = itemLF.bounds[Y]; if (scrollPos + viewportHeight > viewable[HEIGHT]) { scrollPos = viewable[HEIGHT] - viewportHeight; } setScrollPosition0(scrollPos); } } } /** * Initialize the current page of items, perform a traverse if possible. * This method is always called when a page is initially "shown". * This occurs when the form gains visibility for the very first * time as well as after every page up/page down occurs. * * This method searches for the most appropriate item on the form * to receive the interaction focus. * * @param dir the direction of travel. Can be NONE when a page is * first shown or as the result of an invalidate. * @param itemsCopy a copy of the set of ItemLFImpls in this form. * @param traverseIndexCopy a copy of taverseIndex to work with itesCopy[] */ void uInitItemsInViewport( int dir, ItemLFImpl[] itemsCopy, int traverseIndexCopy) { // Create a copy of the current index for comparisons, below. if (itemsCopy.length == 0) { return; } // Hide & Show Items int pos = getScrollPosition0(); uViewportChanged(pos, pos + viewportHeight); // The result of an invalidate() call if (traverseIndexCopy != -1 && dir == CustomItem.NONE) { itemTraverse = uCallItemTraverse(itemsCopy[traverseIndexCopy], dir); uRequestPaint(); // request to paint contents area return; } // Special case: It could be that no item in the current view // is interactive, and thus the traverseIndexCopy is -1. If we // are scrolling upwards, we artificially set it to be the last // item on the form (+1) so that the getNextInteractiveItem() // routine will subsequently reduce it by 1 and start searching // for an interactive item from the bottom of the form upwards. if (dir == Canvas.UP && traverseIndexCopy == -1) { traverseIndexCopy = itemsCopy.length; } // If paging "down", we find the interactive item by moving // left to right - this ensures we move line by line searching // for an interactive item. When paging "up", we search from // right to left. int nextIndex = traverseIndexCopy, curIndex = traverseIndexCopy; int maxRate = traverseIndexCopy > -1 ? howMuchItemVisible(itemsCopy[traverseIndexCopy]) : 0; while (maxRate < 100) { curIndex = getNextInteractiveItem(itemsCopy, (dir == Canvas.DOWN || dir == CustomItem.NONE) ? Canvas.RIGHT : Canvas.LEFT, curIndex); if (curIndex != -1) { int rate = howMuchItemVisible(itemsCopy[curIndex]); if (rate > maxRate) { maxRate = rate; nextIndex = curIndex; } } else { // no more interractive items on the screen break; } } if (traverseIndexCopy > -1 && traverseIndexCopy < itemsCopy.length) { if (nextIndex != -1 || !itemCompletelyVisible(itemsCopy[traverseIndexCopy])) { // It could be we need to traverse out of a current // item before paging itemsCopy[traverseIndexCopy].uCallTraverseOut(); synchronized (Display.LCDUILock) { traverseIndex = -1; // reset real index traverseIndexCopy = traverseIndex; } } } /* * NOTE: between these two sync sections itemLFs[] & traverseIndex * can change again ... */ synchronized (Display.LCDUILock) { if (itemsModified) { // SYNCHRONIZE itemLFs & itemsCopy, update traverseIndex ... itemsCopy = lRefreshItems( itemsCopy, traverseIndexCopy, nextIndex); } else if ((nextIndex > -1) && (nextIndex < numOfLFs)) { traverseIndex = nextIndex; } traverseIndexCopy = traverseIndex; } if (traverseIndexCopy == -1 || traverseIndexCopy == itemsCopy.length) { // If there is no traversable item on the current page, // we simply return, and on the next 'traverse' we will // perform a page scroll and repeat this method } else { // If there is a traversable item, we go ahead and traverse // to it. We do *not* scroll at all under these circumstances // because we have just performed a fresh page view (or scroll) itemTraverse = uCallItemTraverse(itemsCopy[traverseIndexCopy], dir); } uRequestPaint(); // request to paint contents area } /** * Called by the system to notify that viewport scroll location * or height has been changed. * * @param vpY1 the y coordinate of the top left visible pixel * @param vpY2 the y coordinate of bottom left pixel * immediately below the viewport */ private void uViewportChanged(int vpY1, int vpY2) { int i, showCount, hideCount, size; ItemLFImpl[] itemsCopy = null; synchronized (Display.LCDUILock) { itemsCopy = new ItemLFImpl[numOfLFs]; size = numOfLFs; showCount = 0; hideCount = numOfLFs; for (i = 0; i < numOfLFs; i++) { if (itemLFs[i].bounds[Y] + itemLFs[i].bounds[HEIGHT]-1 > vpY1 && itemLFs[i].bounds[Y] < vpY2) { // should become visible if (itemLFs[i].visibleInViewport == false) { itemsCopy[showCount++] = itemLFs[i]; } } else { // should not be visible if (itemLFs[i].visibleInViewport) { itemsCopy[--hideCount] = itemLFs[i]; } } } } // synchronized (LCDUILock) for (i = 0; i < showCount; i++) { itemsCopy[i].uCallShowNotify(); } for (i = hideCount; i < size; i++) { itemsCopy[i].uCallHideNotify(); } } /** * Service method - find the <code>ItemLFImpl</code> from a given * native id. * * @param nativeId native id to search * * @return the <code>ItemLFImpl</code>, or <code>null</code> not found */ private ItemLFImpl id2Item(int nativeId) { ItemLFImpl focus = getItemInFocus(); if (focus != null && focus.nativeId == nativeId) { return focus; } else { for (int i = 0; i < numOfLFs; i++) { if (itemLFs[i].nativeId == nativeId) { return itemLFs[i]; } } // there is no matching ItemLFImpl return null; } } /** * Service method - find the <code>ItemLFImpl</code> index. * * @param itemLF itemLF to map * * @return index of the item. -1 if not found. */ private int item2Index(ItemLFImpl itemLF) { for (int i = 0; i < numOfLFs; i++) { if (itemLFs[i] == itemLF) { return i; } } return -1; } /** * Ensure that dispatchItemLFs array has enough space for use. * SYNC NOTE: This function must only be used in event dispatch thread. * * @param size maximum number of itemLFs needed */ private static void ensureDispatchItemArray(int size) { if (size > dispatchItemLFs.length) { dispatchItemLFs = new ItemLFImpl[size]; } } /** * Clear contents of dispatchItemLFs array after use. * SYNC NOTE: This function must only be used in event dispatch thread. * * @param alsoShrink true if the array size should be minimized */ private static void resetDispatchItemArray(boolean alsoShrink) { if (alsoShrink && dispatchItemLFs.length > DISPATCH_ITEM_ARRAY_BLOCK) { dispatchItemLFs = new ItemLFImpl[DISPATCH_ITEM_ARRAY_BLOCK]; } else { // Only clean up existing array contents for (int i = 0; i < dispatchItemLFs.length; i++) { dispatchItemLFs[i] = null; } } } /** * Synchronizes itemLFs[] array with itemsCopy[] array, * as well as traverseIndex with traverseIndexCopy & nextIndex. * * Since most of work with copies occurs outside of LCDUILock * (this is, BTW, the reason, why copies are used instead of original * fields), there is a risk, that * itemLFs[] content can be changed (ex. insert/delete/replace Item): * traverseIndexCopy can point to a different object * (including non-interactive), * or outside of changed itemLFs array (throws exception), * or we can refer to a deleted item (deleted in itemLFs, * but still exists in a copy). * * This method tries to find item, referred by nextIndex in itemsCopy[], * in itelLFs[], and if found, sets traverseIndex to foundItem, * else sets traverse index to -1. * * This method indended to be called in LCDUILock-protected code, * from uInitItemsInViewport(...) & uTraverse(...). * * @param itemsCopy a copy of the set of ItemLFImpls in this form. * @param traverseIndexCopy a copy of traverseIndex to work with itemsCopy * @param nextIndex suggested new value of traverseIndex, * the item from itemsCopy[] to be found in changed itemLFs[] * * @return updated itemsCopy[] array, synchronized with itemLFs[] */ private ItemLFImpl[] lRefreshItems( ItemLFImpl[] itemsCopy, int traverseIndexCopy, int nextIndex) { final int nextIndexInLFs = nextIndex + (traverseIndex - traverseIndexCopy); traverseIndex = ( (traverseIndex > -1) && /* (traverseIndex < numOfLFs) && */ (traverseIndexCopy > -1) && /* (traverseIndexCopy < itemsCopy.length) && */ (nextIndex > -1) && /* (nextIndex < itemsCopy.length) && */ (nextIndexInLFs > -1) && (nextIndexInLFs < numOfLFs) && !itemLFs[nextIndexInLFs].item.acceptFocus()) /* (itemsCopy[nextIndex] == itemLFs[nextIndexInLFs])) */ /* * Assume that: * 1). traverseIndex has always valid value: * i.e. -1 or within [0..numOfLFs[ range of itemLFs[] array. * 2). traverseIndexCopy & nextIndex have always valid values: * i.e. -1 or within [0..itemsCopy.length[ range * of itemsCopy[] array. * As the result we need to check them only for "-1" value. * Computed "nextIndexInLFs" needs to be checked for * being in bounds of itemLFs[]. * * Need revisit : if last condition in the above "IF" is needed, * however it ensures, that the next current item * will be exactly the same item that has been found * by "getNext...". * Without thast statement we have a risk to point to * a completely different item: still valid & * in the range, but probably NON-interactive :-( * To avoid this, "shouldSkipTraverse()" could be used insead ... */ ? nextIndexInLFs : -1; // refresh itemsCopy array ... itemsCopy = new ItemLFImpl[numOfLFs]; System.arraycopy(itemLFs, 0, itemsCopy, 0, numOfLFs); itemsModified = false; return itemsCopy; } /** * Sub types of peer notification events */ private static final int PEER_FOCUS_CHANGED = 0; private static final int PEER_VIEWPORT_CHANGED = 1; private static final int PEER_ITEM_CHANGED = 2; private static final int PEER_TRAVERSE_REQUEST = 3; /** * A bit mask to capture the horizontal layout directive of an item. */ final static int LAYOUT_HMASK = 0x03; /** * A bit mask to capture the vertical layout directive of an item. */ final static int LAYOUT_VMASK = 0x30; /** * Do a full layout. */ final static int FULL_LAYOUT = -1; /** * Only update layout. */ final static int UPDATE_LAYOUT = -2; /** * This is the rate at which the internal array of Items grows if * it gets filled up. */ private static final int GROW_SIZE = 4; /** * This is the number of pixels left from the previous "page" * when a page up or down occurs */ static final int PIXELS_LEFT_ON_PAGE = 15; /** The item index which has the traversal focus */ int traverseIndex = -1; /** * Item that was made visible using display.setCurrentItem() call * while FormLF was in HIDDEN or FROZEN state. */ Item pendingCurrentItem = null; /** * This is a special case variable which tracks the last * traversed item when a new item is traversed to via the * setCurrentItem() call. */ ItemLFImpl lastTraverseItem; /** * A flag indicating the return value of the currently * selected Item from its traverse() method */ boolean itemTraverse; /** * A flag that shows that itemLFs[] storage has been modified * (items inserted/deleted) and earlier made copies (extends itemsCopy[]) * are outdated. * flag is set by item insert/delete operations, * cleared when copy operation is performed. */ boolean itemsModified; /** * When a Form calls an Item's traverse() method, it passes in * an in-out int[] that represents the Item's traversal * bounds. This gets cached in the visRect variable */ int[] visRect; /** * Array of <code>ItemLF</code>s that correspond to the array of items * in <code>Form</code>. */ private ItemLFImpl[] itemLFs; /** * Block size of the temporary array of <code>ItemLF</code>s used * in dispatch. */ private final static int DISPATCH_ITEM_ARRAY_BLOCK = 10; /** * Temporary array of <code>ItemLF</code>s that is ONLY used in * dispatch thread during show, hide and re-layout this <code>Form</code>. * * ensureDispatchItemArray() should be called before use and * resetDispatchItemArray() should be called when it is no longer needed, * to allow <code>ItemLFImpl</code> objects been GC'ed. */ private static ItemLFImpl[] dispatchItemLFs = new ItemLFImpl[DISPATCH_ITEM_ARRAY_BLOCK]; /** * The number of views present in this <code>FormLF</code>. */ private int numOfLFs; /** * This helps an optimization. */ private boolean firstShown = true; /** * Screens should automatically reset to the top of the when * they are shown, except in cases where it is interrupted by * a system menu or an off-screen editor - in which case it * should be reshown exactly as it was. */ boolean resetToTop = true; /** * Viewport height in the native resource */ private int viewportHeight; // = 0; /** * Overall dimensions of the view. It is an array so it could be passed * as a reference to <code>LayoutManager</code>. */ int viewable[] = new int[4]; /** * Left to right layout is default. * Used by isImplicitLineBreak. */ final static boolean ltr = true; } // class FormLFImpl