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Chapter 2 of Part 2 Renderer and Resources Management
Look and Feel Renderer
The full name of renderer is “look and feel renderer”, which is developed from MiniGUI 3.0.
Renderer separates the management logic of window from drawing of window.
MiniGUi
is only responsible for managing window, while renderer finishes
drawing of window non-client area. Concept of renderer is similar to the
concept of skin or theme. The differences are:
- MiniGUI provides special renderer interface, which is implemented by concrete renderer
- Renderer is composed of a group of interface realizations and a group of property definitions
- Renderer can be applied to the global, having effect on all the windows; it can also be applied to a special window instance
MiniGUI itself provides a group of renderer interfaces, which are based on the window itself, and known as the category of system renderer or global renderer. NCS provides renderer interface for each control, and different controls have different interfaces. It falls into the category of control renderer.
Common properties of the Renderer
| Property | Type | Explanation |
| RDR_3DBODY_FGCLR
| DWORD(MakeRGBA
) | 3D object foreground color |
| RDR_3DBODY_BGCLR
| DWORD(MakeRGBA
) | 3D object background color |
| RDR_CLIENT_FGCLR
| DWORD(MakeRGBA
| Window client area foreground color |
| RDR_CLIENT_BGCLR
| DWORD(MakeRGBA
| Window client area background color |
| RDR_SELECTED_FGCLR
| DWORD(MakeRGBA
) | Foreground color of the selected object |
| RDR_SELECTED_BGCLR
| DWORD(MakeRGBA
) | Background color of the selected object |
| RDR_SELECTED_LOSTFOCUS_CLR
| DWORD(MakeRGBA
) | Color of the object losing focus |
| RDR_DISABLE_FGCLR
| DWORD(MakeRGBA
) | Foreground color of disabled object |
| RDR_DISABLE_BGCLR
| DWORD(MakeRGBA
) | Background color of disabled object |
| RDR_HIGHLIGHT_FGCLR
| DWORD(MakeRGBA
) | Foreground color of the hilight object |
| RDR_HIGHLIGHT_BGCLR
| DWORD(MakeRGBA
) | Background color of the hilight object |
| RDR_METRICS_BORDER
| int | Border Size |
| RDR_FONT
| PLOGFONT
| Logic font used by the window |
| RDR_BKIMAGE
| PBITMAP
| Window background image |
| RDR_BKIMAGE_MODE
| enum ImageDrawMode
| Window drawing mode |
Resources Management
In the new control set, as an independent module, resources management module is mainly responsible for managing the resource package, including the functions of loading, accessing and unloading the resource package. When it accesses the resources, it gets the content needed through appointing the resource package where the resource lies in and information such as the unique identifier (ID) of the resource etc.
Resource package is the concept brought forward in order to manage all kinds of resources effectively in a unified way and unifying the mapping of resource and resource identifier (ID). A resource package can contain multiple kinds of resource types, such as image, string and UI resource etc. Resource package brings the following advantages to the management of resources.
Before understanding resources management, it is necessary to understand the following two basic concepts:
- Resource package : Set of resources, resource set of any kind and any number, which is the minimum unit of resource replacement.
- *Resource ID : Unique identifier for accessing certain resource in the resource package.
Compared to MiniGUI intrinsic control set, resources management module provided by mGNCS has many advantages. For example:
- Separation of resources management from application codes.
- Management interfaces of all kinds of resources are unified, making it more convenient and rapid to access resources is.
- Through simple replacement of resource package, effects can be realized, such as multi-language, multi-style and skin change etc. .
- Resources deployment is simpler.
- Matched with visual tool miniStudio, it is convenient to generate resource package containing all kinds of resources.
Resources management of mGNCS mainly implements all kinds of management and
accessing to resources surrounding the resource package. If you want to access
certain resource correctly, you only need to know the resource package where it
is and corresponding resource ID
. The overall accessing process is normally:
- Load the specified resource package.
- Get resource through resource
ID
. - Use resource, for certain resources, it is necessary to release the resource after use.
- Unload resource package
Resource types that the current resource package supports are:
| * Resource Type ID
| Explanation | Remark *|
| NCSRT_UI
| UI window resource | Description information of the main window and control, such as window style, size, title and property etc |
| NCSRT_STRING
| String resource | Fixed system constant string such as file name, renderer name and control class name etc |
| NCSRT_TEXT
| Text resource | Text string and locale information specified by the user on UI interface |
| NCSRT_IMAGE
| Image resource | Information of bmp, png and jpg images |
| NCSRT_RDR
| Renderer resource | Information of setting the window element look and feel properties of the specified window renderer |
| NCSRT_RDRSET
| Renderer set resource | Set of renderer resources of the same class |
| NCSRT_BINARY
| User defined resource | Resource of user defined format |
Resource Interface
Access Resource Package
Resource package is divided into built-in format and external file. No matter which, it is necessary to firstly load resource package when the system starts, and then access the internal resource, and finally unload the resource package correctly after the system exits,. When accessing non built-in resource package, it is necessary to use the following interfaces:
HPACKAGE ncsLoadResPackageFromFile (const char* fileName);
#define ncsLoadResPackage ncsLoadResPackageFromFile
void ncsUnloadResPackage (HPACKAGE package);
ncsLoadResPackage
is responsible for loading resource package, and
ncsUnloadResPackage
is responsible for unloading resource package. The two
need to be used in pairs.
If the resource package that need to be loaded is built-in memory format, it is
necessary to firstly get memory resource package information interface
(ncsGetIncoreResPackInfo), return the concrete information of the memory
resource package, and then use the interface (ncsLoadResPackageFromMem) loading
resource package from the memory to load resource package, and finally use the
same unload interface (ncsUnloadResPackage) as provided above to unload
resource package. NcsGetIncoreResPackInfo
interface is provided by built-in
conversion tool, which is generated when using the built-in tool to convert the
specified resource package file to built-in resource, and application does not
need to care about its realization.
extern BOOL ncsGetIncoreResPackInfo(char **addr, int *size);
HPACKAGE ncsLoadResPackageFromMem (const void* mem, int size);
These are the example codes of loading resource package file:
%INCLUDE{"%ATTACHURL%/resmgr_main.c.txt" pattern="^.*?// START_OF_LOADRESPKG(.*?)// END_OF_LOADRESPKG.*"}%
These are the example codes of unloading resource package file:
%INCLUDE{"%ATTACHURL%/resmgr_main.c.txt" pattern="^.*?// START_OF_UNLOADPKG(.*?)// END_OF_UNLOADPKG.*"}%
Get and Set Locale
To set and get locale conveniently, resource management module provides the following two interfaces:
const char* ncsSetDefaultLocale (char* language, char* country);
const char* ncsGetDefaultLocale(void);
The setting interface is only valid to the resource got through the resource package after setting, and the two parameters represent the language code and country code:
- language code is represented by two English lower case letters.
- country code needs to be represented by two to three English lower case letters.
If setting American English as default locale, it can be implemented through the following statement:
ncsSetDefaultLocale("en", "US");
The getting interface returns current locale information, and format of the
information is: language_country.
Attach:
ISO639
Language Codes Comparison Table language
ISO3166
Country Codes Comparison Table country
Create Window UI
When the resource package is used, the creating main window interface provided
by mGNCS is more simple compared to creating main window of MiniGUI.
Description of the look and feel information of the main window is stored in
the resource package, and the interface can start the interface through window
resource ID
.
- owner parameter refers to the hosting window;
- For
hIcon
andhMenu
, 0 by default; - handlers and connects are the event listening and connection associated with
the window resource
ID
defined by the user; user_data
is additional data, 0 by default.
mMainWnd* ncsCreateMainWindowIndirectFromID (HPACKAGE package,
Uint32 wndId, HWND owner, HICON hIcon,
HMENU hMenu, NCS_EVENT_HANDLER_INFO* handlers,
NCS_EVENT_CONNECT_INFO *connects,
DWORD user_data);
The method of creating dialog box through window resource ID
is similar to
the main window. Creating interface through resource ID
, the parameter
meaning is also similar to the interface of the main window created above:
int ncsCreateModalDialogFromID (HPACKAGE package, Uint32 dlgId,
HWND owner, HICON hIcon, HMENU hMenu,
NCS_EVENT_HANDLER_INFO* handlers, NCS_EVENT_CONNECT_INFO *connects);
Create example codes of UI main window through the resource package:
%INCLUDE{"%ATTACHURL%/resmgr.c.txt" pattern="^.*?// START_OF_UIWINDOW(.*?)// END_OF_UIWINDOW.*"}%
Get Character String
The method of getting string through resource package is very simple. It is
only necessary to transfer the resource ID
to interface ncsGetString
, and
the management module will return the default locale string to the application
according to the current locale information.
const char* ncsGetString (HPACKAGE package, Uint32 resId);
Get example codes of string through resource package:
%INCLUDE{"%ATTACHURL%/resmgr_main.c.txt" pattern="^.*?// START_OF_GETSTRING(.*?)// END_OF_GETSTRING.*"}%
- Note: mGNCS reserves the
ID
value fromNCSRM_SYSSTR_BASEID
toNCSRM_SYSSTR_MAXID
as the systemID
, and public definitions can be returned, such as default renderer:NCSRM_SYSSTR_DEFRDR
Get Bitmap
Resources management module provides the function of getting corresponding file
name through bitmap ID
, making it convenient for the upper layer applications
to directly use the bitmap provided by MiniGUI to load related interface
operation bitmap after getting the file name:
const char* ncsGetImageFileName (HPACKAGE package, Uint32 resId);
Besides using MiniGUI related interface to access the bitmap, mGNCS also
provides the interface to get bitmap object directly through resource ID
.
After the upper layer applications use the bitmap resource provided by the
interface, it is necessary to release the bitmap object through corresponding
release interface. This is valid for setting independent bitmap and setting
dependant bitmap.
//Set dependant bitmap interface
int ncsGetBitmap(HDC hdc, HPACKAGE package, Uint32 resId, PBITMAP pBitmap);
void ncsReleaseBitmap (PBITMAP pBitmap);
//Set independant bitmap interface
int ncsGetMyBitmap(HPACKAGE package, Uint32 resId,
PMYBITMAP myBmp, RGB* pal);
void ncsReleaseMyBitmap (PMYBITMAP myBmp);
Set Renderer
Through renderer ID
contained in the resource pack, specified window can be
set, making it has the window element look and feel property under the renderer
configuration. But only the renderer used in the current window by the
interface has the same name as the newly set renderer, and it can be valid only
when the window class is the child class of the new renderer affiliated control
class, otherwise failure will be returned, and the setting is not successful.
BOOL ncsSetWinRdr(HWND hWnd, HPACKAGE package, Uint32 rdrId);
In addition, certain renderer set can be configured as default system renderer through renderer set resource setting.
BOOL ncsSetSysRdr(HPACKAGE package, Uint32 rdrSetId);
Example
This instance demonstrates how to use resources management part interface to get resources to the users. This part of codes is automatically generated by miniStudio tool.
Figure 1 Output of resmgr Program
The program creates a 300x250 dialog box containing two buttons on the screen. The main window is the look and feel effect of classic renderer, and the two buttons are the look and feel effects of skin and flat renderer respectively.
List 2 resmgr_main.c
%INCLUDE{"%ATTACHURL%/resmgr_main.c.txt"}%
List 3 resmgr.c
%INCLUDE{"%ATTACHURL%/resmgr.c.txt"}%
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