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StellarX/English API Documentation.md
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English API Documentation

[API文档](API 文档.md)

Below is the API documentation for the StellarX GUI framework classes and functions, in English. It covers the usage, parameters, and behavior of each primary component:

Control Class (Abstract Base Class)

Description: Control is the abstract base class for all GUI controls. It defines common properties and interfaces such as position, size, and dirty (redraw) flags. It also implements saving and restoring of drawing state to ensure that drawing a control does not affect global graphics state. Control itself is not instantiated directly.

  • Key Properties:
    • x, y: Coordinates of the control's top-left corner.
    • width, height: Dimensions of the control.
    • dirty: A flag indicating whether the control needs to be redrawn.
    • show: Visibility flag (whether the control is visible).
    • rouRectangleSize: A StellarX::RouRectangle struct that stores the ellipse width and height for rounded rectangle corners (used by controls with round-rect shape).
    • Note: Control internally maintains pointers (currentFont, etc.) to backup current drawing state (font, colors, line style) so that it can restore the state after custom drawing.
  • Main Interface Methods:
    • virtual void draw() = 0; Description: Pure virtual function to draw the control. Each derived control class must implement its own drawing logic.
    • virtual bool handleEvent(const ExMessage& msg) = 0; Description: Pure virtual function to handle an input event message (mouse or keyboard). Returns true if the event is consumed by this control (meaning it should not propagate further).
    • void saveBackground(int x, int y, int w, int h); Description: Saves a background snapshot of the specified area (x, y, w, h) (in screen coordinates) where the control is drawn. Used to restore background when needed (e.g., hiding a popup).
    • void restBackground(); Description: Restores the last saved background image by putting it back to the saved position. Typically used when a control is hidden or needs to erase its drawing.
    • void discardBackground(); Description: Discards the currently saved background snapshot and frees its resources. Should be called when the saved background is no longer valid (e.g., after window resize) to avoid using stale snapshots.
    • Property Accessors and Mutators:
      • int getX() const, getY() const, getWidth() const, getHeight() const: Get the control's position and size.
      • int getRight() const, getBottom() const: Get the coordinate of the control's right boundary (x + width) and bottom boundary (y + height).
      • void setX(int nx), setY(int ny), setWidth(int w), setHeight(int h): Set the control's position or size. Setting these will mark the control as dirty (need redraw).
      • void setDirty(bool d): Manually mark the control as needing redraw or not.
      • void setShow(bool visible): Set the control's visibility (show flag). If set to false, the control will not draw itself.
      • bool isVisible() const: Returns the current visibility state of the control (show flag). Note: If a control is hidden, its draw() is typically not called.
    • Other Methods:
      • virtual bool model() const = 0; Description: Pure virtual function to check if the control is "modal". Only dialog controls need to implement this (modal dialogs return true), other controls can ignore (return false). The window event loop uses this to prioritize modal dialog events.
      • void saveStyle(); void restoreStyle(); (protected) Description: Saves the current global drawing style (font, colors, line style, etc.) and restores it. Controls should call saveStyle() at the beginning of draw() to backup global settings, and restoreStyle() at the end of draw() to not pollute the global state for other drawings.

Window Class (Application Main Window)

Description: The Window class represents the main application window. It manages the window creation, message loop, and acts as the root container for all controls and dialogs. Typically, an application creates one Window instance as the main GUI container.

  • Constructors:
    • Window(int width, int height, int mode, COLORREF bkColor = ..., std::string headline = "窗口") Description: Creates a Window with specified width and height. mode is the graphics mode (such as double-buffering or manual flush flags in EasyX, use NULL for default). bkColor is the window background color, and headline is the window title text. Construction does not immediately display the window; you need to call draw() to open it.
  • Main Methods:
    • void draw(); Description: Initializes and opens the graphics window. It uses the specified mode to create the drawing window (calls EasyX initgraph), sets up the window's title and background color, and then draws all added controls. Usually called once right after creating the Window object.
    • void draw(std::string pImgFile); Description: Similar to the above, but uses an image file as the window background. This loads the image and draws it scaled to the window size, then draws all child controls on top.
    • void runEventLoop(); Description: Enters the main event processing loop for the window. This loop continuously retrieves user input events (peekmessage) and dispatches them to child controls or dialogs:
      • Dialogs (non-modal ones) get first priority: for each event, it iterates over dialogs and if a dialog is visible (isVisible() == true) and not modal (model() == false), it calls that dialog's handleEvent. If any dialog consumes the event (returns true), it stops further propagation.
      • If no dialog consumed the event, it then iterates through controls (regular controls) in order and calls each control's handleEvent until one returns true (meaning the event was handled).
      • After handling an event (or if none present), it checks if any dialog is open or was just closed (dialogClose flag). If so, it forces a redraw of the entire interface to keep things updated:
        • It synthesizes a WM_MOUSEMOVE message to update hover states (ensuring controls properly update their highlight states), then calls draw() on all controls and dialogs, and flushes the drawing.
        • It resets dialogClose to false after the redraw.
      • Sleeps for 10 ms at each loop iteration to prevent high CPU usage.
      • The loop continues until a WM_CLOSE message is received (e.g., user closes the window), at which point it sets running false and breaks out.
    • void setBkImage(IMAGE* img); / void setBkImage(std::string filePath); Description: Changes the window's background image. You can pass an already loaded IMAGE*, or specify a file path to load. After setting, it immediately repaints the window (drawing all controls and dialogs) with the new background.
    • void setBkcolor(COLORREF c); Description: Sets the window background color and immediately clears the screen with that color (this does not remove an existing background image if one was set; it just overlays the color).
    • void setHeadline(std::string title); Description: Sets the window title text. If the window is already open, it updates the title bar via SetWindowText immediately.
    • void addControl(std::unique_ptr<Control> control); Description: Adds a regular control to the window. The Window maintains a list of such controls; draw() and runEventLoop() use this list for rendering and event dispatch. Ownership is transferred (control is managed by Window after adding).
    • void addDialog(std::unique_ptr<Control> dialog); Description: Adds a dialog control to the window (usually an instance of Dialog). Dialogs are managed separately from normal controls, with their own event and drawing handling.
    • bool hasNonModalDialogWithCaption(const std::string& caption) const; Description: Checks if there is a currently open non-modal dialog with the given title caption. Returns true if found. Typically used to avoid opening duplicate dialogs with the same purpose.
      • Overloaded variant: bool hasNonModalDialogWithCaption(const std::string& caption, const std::string& text) const; Additionally compares the dialog's message text. This provides a stricter duplicate check (same caption and same content). It is used internally by MessageBox::showAsync to prevent popping up the same notification multiple times.
    • Information Getters:
      • HWND getHwnd() const; Returns the underlying window handle (HWND from EasyX).
      • int getWidth() const, getHeight() const; Returns the window's dimensions.
      • std::string getHeadline() const; Returns the current window title string.
      • COLORREF getBkcolor() const; Returns the background color.
      • IMAGE* getBkImage() const; Returns the current background image pointer (if any).
      • std::vector<std::unique_ptr<Control>>& getControls(); Returns a reference to the list of child controls (for iteration or debugging; generally you don't modify this directly).

Canvas Class (Container Control)

Description: Canvas is a container control that can hold child controls, grouping them with a unified background and border style, and enabling composite layouts. Canvas itself is a control (derives from Control), and typically used for panels or dialog surfaces.

  • Features:
    • Supports four rectangular background shapes (normal rectangle or rounded rectangle, each with border or borderless version). Set via setShape.
    • Customizable background color (canvasBkColor), border color (canvasBorderColor), border line style (canvasLineStyle), and fill mode (canvasFillMode, e.g., solid color, hatched pattern, no fill).
    • Automatically manages the lifecycle of child controls (added via addControl, and destroyed when Canvas is destroyed).
    • When drawing, Canvas will draw its background and then iterate through its child controls to draw them. For event handling, it propagates events to children (with last-added getting first chance).
  • Important Members:
    • std::vector<std::unique_ptr<Control>> controls; The list of child controls.
    • StellarX::ControlShape shape; Background shape of the container (default is RECTANGLE).
    • StellarX::FillMode canvasFillMode; Background fill mode (default Solid color).
    • StellarX::LineStyle canvasLineStyle; Border line style (default Solid line).
    • int canvaslinewidth; Border line width in pixels.
    • COLORREF canvasBorderColor, canvasBkColor; Border and background colors of the container.
    • StellarX::LayoutKind Kind; (Reserved) Layout management type (Absolute/HBox/VBox/Grid). Not fully implemented but can be used to indicate layout strategy.
    • Note: Canvas overrides isVisible() to always return false because a Canvas itself is not considered a standalone visible entity for event loop prioritization (the event loop doesn't handle Canvas directly, only its children). This doesn't affect drawing or child event dispatch.
  • Main Methods:
    • Canvas(); Canvas(int x, int y, int width, int height); Description: Constructors to create a Canvas container at position (x,y) with given size.
    • void addControl(std::unique_ptr<Control> control); Description: Adds a child control to the canvas. The child control's coordinates are relative to the canvas (Canvas does not reposition children automatically; you should set the child's position accordingly before adding). After adding, the Canvas is marked dirty so it will redraw with the new content.
    • void setShape(StellarX::ControlShape shape); Description: Sets the canvas background shape. Supports RECTANGLE, B_RECTANGLE (borderless rectangle), ROUND_RECTANGLE (rounded corners with border), B_ROUND_RECTANGLE (rounded without border). If a circular/ellipse shape is passed, Canvas does not support it (it will treat it as RECTANGLE internally).
    • void setCanvasFillMode(StellarX::FillMode mode); Description: Sets the background fill mode, e.g., Solid, Null (no fill), Hatched pattern, or pattern/bitmap fill. This influences how the background is drawn (using EasyX setfillstyle). Default is solid fill.
    • void setBorderColor(COLORREF color); / void setCanvasBkColor(COLORREF color); / void setCanvasLineStyle(StellarX::LineStyle style); / void setLinewidth(int width); Description: Set the container's border color, background color, border line style, and line width, respectively. Changing any of these will mark the Canvas dirty (to be redrawn).
    • void draw() override; Description: Draws the canvas background and all its child controls. Steps:
      1. If not dirty, returns immediately (no redraw needed).
      2. Saves current style and sets line color, fill color, fill style, and line style based on canvas properties.
      3. Draws the background shape: e.g., calls fillrectangle or fillroundrect depending on shape. If an unsupported shape (Circle/Ellipse) was set, it defaults to rectangle.
      4. Iterates over controls and calls each child's setDirty(true) then draw(), ensuring each child is redrawn on this canvas.
      5. Restores the style and marks itself clean (dirty = false). Note: Canvas uses saveStyle()/restoreStyle() to preserve global drawing state, and uses EasyX drawing functions to fill the background according to its shape.
    • bool handleEvent(const ExMessage& msg) override; Description: Propagates the event to its children in reverse order (so the last added child gets the event first). It iterates controls from end to start and calls each child's handleEvent(msg). If any child returns true (meaning it consumed the event), Canvas stops and returns true. If none consumed it, returns false. Use case: This ensures that in overlapping or layered controls, the topmost (last added) gets first crack at the event, implementing a basic Z-order.
    • void clearAllControls(); (protected) Description: Clears all child controls from the canvas, deleting them. This releases all smart pointers in the controls list. Typically used in destructor or when resetting the UI. In normal use, you don't call this directly (the Canvas destructor will automatically free children).

Label Class (Static Text Label)

Description: Label displays a static text string on the UI. It supports transparent background and custom text style, but does not handle user input (no interactive events). It is lightweight and intended for captions, status messages, etc.

  • Constructors:

    • Label(); Label(int x, int y, std::string text = "标签", COLORREF textColor = BLACK, COLORREF bkColor = WHITE); Description: Creates a Label control at (x,y). You can specify initial text, text color, and background color. The default text is "标签" (label in Chinese), default text color is black, background is white.
  • Key Properties:

    • std::string text; The text content displayed.
    • COLORREF textColor; The text color.
    • COLORREF textBkColor; The background color behind the text when not transparent.
    • bool textBkDisap; Flag indicating if the background is transparent. If true, the label is drawn with a transparent background (so whatever is behind it shows through); if false, it draws an opaque rectangle behind the text using textBkColor.
    • StellarX::ControlText textStyle; The text style struct (includes font face, size, weight, etc. as well as text color).
    • Note: Label's width and height are initially 0; usually a Label's size is determined by its text content automatically when drawn. You normally don't need to set width/height for labels.
  • Main Methods:

    • void setTextdisap(bool transparent); Description: Sets whether the label's background is transparent. If true, when drawing, the text is rendered with TRANSPARENT background mode (not overwriting the background behind it). If false, the text is drawn on an opaque background colored textBkColor.
    • void setTextColor(COLORREF color); / void setTextBkColor(COLORREF color); Description: Sets the text color and background color, respectively. After setting, the label is marked dirty for redraw.
    • void setText(std::string text); Description: Changes the label's displayed text content. Marks the label dirty (so it will redraw with the new text).
    • void draw() override; Description: Draws the label's text (and background if not transparent). It:
      • Calls saveStyle().
      • If textBkDisap is true, calls setbkmode(TRANSPARENT); otherwise setbkmode(OPAQUE) and sets bkcolor to textBkColor.
      • Sets the text color via settextcolor(textColor) and font via settextstyle based on textStyle.
      • Saves the area behind where the text will be drawn using saveBackground (so it can restore it later if needed).
      • Writes the text at (x,y) using outtextxy.
      • Restores the drawing style and marks dirty = false. This approach ensures that if the label text is redrawn, the background behind it is handled properly.
    • bool handleEvent(...) override; Description: Label does not handle any events; it always returns false (meaning it never consumes events).
    • void hide(); Description: Hides the label. Specifically, it uses restBackground() to put back the saved background (erasing the text from the screen) and then discardBackground() to free the snapshot, and sets dirty = false. This is typically used when a Label is serving as a transient tooltip or overlay and needs to be removed without causing a full screen redraw.
  • Usage Scenarios: Label is used for static text like descriptions, titles, or status information. You can adjust textStyle to change the font and size (by default, the font might be "微软雅黑" with height 0 meaning default height). For example:

    Label *status = new Label(10, 10, "Ready", RGB(0,128,0));
    status->textStyle.nHeight = 20; // set font size if needed
    

    If you want the label to blend into a custom background, you can do:

    status->setTextdisap(true);
    

    to make the background transparent.

Button Class (Button Control)

Description: Button provides a clickable button control, supporting both standard push-button behavior and toggle (on/off) behavior. It handles click and hover events, and allows setting various styles (shape, colors). Buttons are one of the primary interactive controls.

  • Operating Modes: Determined by StellarX::ButtonMode:

    • NORMAL Standard push-button. Each click triggers an action but does not maintain a pressed state.
    • TOGGLE Toggle button. Each click changes the button's state (pressed vs not pressed) and triggers different callbacks for each state.
    • DISABLED Disabled button. It does not respond to user clicks and typically displays in a grayed-out style with strikeout text.
    • The mode can be changed via setButtonMode(ButtonMode mode).
  • Appearance Shape: Determined by StellarX::ControlShape:

    • Supports rectangle (RECTANGLE/B_RECTANGLE), rounded rectangle (ROUND_RECTANGLE/B_ROUND_RECTANGLE), circle (CIRCLE/B_CIRCLE), and ellipse (ELLIPSE/B_ELLIPSE) eight shape options in total (B_ prefix indicates borderless). Use setButtonShape(ControlShape shape) to set.
    • Note: When switching shapes, ensure the button's width/height are appropriate (for circle/ellipse shapes, the drawing will use width and height differently; circle uses min(width,height)/2 as radius, ellipse uses width,height as bounding box).
    • The button's border will be drawn for shapes without the B_ prefix; borderless shapes omit the border.
  • Key Configurable Properties:

    • Colors:
      • buttonTrueColor color when button is in pressed state (for toggle or momentary press in normal mode).
      • buttonFalseColor color when button is not pressed (normal default state).
      • buttonHoverColor color when mouse is hovering over the button.
      • buttonBorderColor border outline color.
    • Fill:
      • buttonFillMode fill mode for the button background (solid, hatched pattern, custom pattern, custom image).
      • buttonFillIma pattern style for hatched fills (if FillMode == Hatched).
      • buttonFileIMAGE pointer to an IMAGE for custom image fill (if FillMode == DibPattern).
    • Text:
      • text the text label displayed on the button.
      • textStyle text style (font face, size, weight, etc., including text color).
      • Additionally, cutText is used internally if the text is too long to fit; the button can automatically truncate and add "..." or a Chinese ellipsis to fit.
    • Tooltip (hover hint):
      • tipEnabled whether a tooltip is enabled on hover.
      • tipTextClick tooltip text for the NORMAL mode (single-state).
      • tipTextOn / tipTextOff tooltip texts for toggle mode when the button is ON or OFF.
      • tipFollowCursor if true, tooltip appears near the cursor; if false, tooltip appears at a fixed offset below the button.
      • tipDelayMs delay in milliseconds before tooltip appears when hovering.
      • tipOffsetX, tipOffsetY offset of tooltip position relative to cursor or button (depending on tipFollowCursor).
      • tipLabel an internal Label object used to display the tooltip text.
    • Rounded Corner Size: In round-rectangle shapes, the corner radii come from the inherited rouRectangleSize (ROUND_RECTANGLEwidth and height). Set via setRoundRectangleWidth(int) and setRoundRectangleHeight(int).
  • Main Methods:

    • void setOnClickListener(const std::function<void()>&& callback); Description: Sets the callback function to be invoked when the button is clicked in NORMAL mode. For a toggle button, this callback is called every time the button is clicked (but typically you might use toggle-specific callbacks instead). The callback is executed when the user releases the mouse button over the button.
    • void setOnToggleOnListener(const std::function<void()>&& callback); Description: Sets the callback for when a toggle button is switched to the "on/pressed" state.
    • void setOnToggleOffListener(const std::function<void()>&& callback); Description: Sets the callback for when a toggle button is switched to the "off/released" state.
    • void setButtonText(const char* text) / void setButtonText(std::string text); Description: Changes the button's label text. Accepts a C-string or an std::string. After changing, it recalculates the text width/height (for centering and truncation logic) and marks the button dirty to redraw.
    • void setButtonBorder(COLORREF border); / void setButtonFalseColor(COLORREF color); Description: Sets the border color and the default (false) state fill color, respectively.
    • void setFillMode(FillMode mode); / void setFillPattern(FillStyle pattern); / void setFillImage(const std::string& path); Description: Configures the background fill of the button:
      • setFillMode changes the fill mode (solid, hatched pattern, custom bitmap, etc).
      • If setting to a hatched pattern fill, call setFillPattern to choose the hatch style (StellarX::FillStyle).
      • If setting to a custom image fill, call setFillImage with the image file path; it will load the image (resizing to button size) and store it in buttonFileIMAGE.
    • void setButtonClick(bool click); Description: Programmatically sets the button's "clicked" state.
      • For NORMAL mode: setting true will simulate a click it triggers the onClick callback (if any) and then immediately resets to false (not pressed).
      • For TOGGLE mode: setting true or false will force the button into that state and trigger the corresponding onToggle callback if provided.
      • In any case, it marks the button dirty and redraws it (ensuring visual state update).
      • Note: If the button is disabled, this method has no effect.
    • bool isClicked() const; Description: Returns whether the button is currently in the pressed state. This is primarily meaningful for toggle buttons (true if toggled on, false if off). For a normal button, this is typically false except during the brief moment of click handling.
    • Other getters such as getButtonText(), getButtonMode(), getButtonShape(), getFillMode(), getFillPattern(), getFillImage(), getButtonBorder(), getButtonTextColor(), getButtonTextStyle(), getButtonWidth(), getButtonHeight() provide read access to the button's corresponding properties.
    • void draw() override; Description: Draws the button's background and text according to its current state and properties:
      • Chooses the fill color based on state: if disabled, uses DISABLEDCOLOUR (gray) and applies a strike-out to the text; otherwise, if click is true (pressed or toggled on) uses buttonTrueColor, else if hover is true uses buttonHoverColor, otherwise buttonFalseColor.
      • Sets transparent background mode for text, sets border color and text style (color, font).
      • If needCutText is true, calls cutButtonText() to possibly truncate the text with ellipsis if it doesn't fit in the button width.
      • Recalculates text_width and text_height if the text content or style changed (to ensure text is centered correctly).
      • Sets the fill style for background (using buttonFillMode, pattern or image as needed).
      • Draws the shape:
        • For rectangle shapes: uses fillrectangle or solidrectangle.
        • For round-rectangle: uses fillroundrect or solidroundrect with rouRectangleSize radii.
        • For circle: uses fillcircle or solidcircle with radius = min(width,height)/2.
        • For ellipse: uses fillellipse or solidellipse with bounding box corners.
      • Draws the text:
        • It calculates the position to center the text/cutText horizontally and vertically within the button.
        • If isUseCutText is true (meaning the original text was truncated), it draws cutText (with "..." or Chinese ellipsis).
        • Otherwise, draws the full text.
      • Restores style and marks dirty false after drawing.
    • bool handleEvent(const ExMessage& msg) override; Description: Handles mouse events for the button:
      • If the button is hidden (show == false), returns false immediately.
      • Tracks the previous hover and click states to detect changes.
      • If the message is WM_MOUSEMOVE, updates lastMouseX/Y for tooltip positioning.
      • Determines hover state by checking if the mouse (msg.x, msg.y) is within the button's shape (calls isMouseInCircle or isMouseInEllipse for those shapes, otherwise simple rectangle bounds check).
      • Handling WM_LBUTTONDOWN: if button is enabled and mouse is over it:
        • In NORMAL mode: set click = true (button appears pressed), mark dirty, and mark event consumed.
        • In TOGGLE mode: do nothing on down (toggle action is deferred to release).
      • Handling WM_LBUTTONUP: if button is enabled and mouse is currently over it:
        • In NORMAL mode: if it was pressed (click was true), trigger the onClick callback (if set), then set click = false (release it). Mark dirty, consume event, and hide tooltip (if any). Also flush the message queue of any pending mouse/keyboard events using flushmessage to prevent processing a duplicate click message.
        • In TOGGLE mode: flip the click state (click = !click). If it becomes true, trigger onToggleOn callback; if false, trigger onToggleOff callback. Mark dirty, consume event, update tooltip text via refreshTooltipTextForState(), hide tooltip, and flush message queue similarly.
      • Handling WM_MOUSEMOVE:
        • If moving outside (not hover anymore) while in NORMAL mode and the button was pressed (click == true), then user is dragging out: set click = false (cancel the press) and mark dirty (so it returns to unpressed visual).
        • If hover state changed (entered or exited), mark dirty.
      • Tooltip management:
        • If tooltip enabled (tipEnabled):
          • If just hovered (hover true and oldHover false): record the timestamp via tipHoverTick and set tipVisible = false (starting hover timer).
          • If just exited (hover false and oldHover true): immediately call hideTooltip() (which hides the tooltip label if it was visible).
          • If still hovering and tooltip not yet visible:
            • Check if current time minus tipHoverTick >= tipDelayMs; if so:
              • Set tipVisible = true.
              • Determine tooltip position: if tipFollowCursor is true, tipX = lastMouseX + tipOffsetX, tipY = lastMouseY + tipOffsetY. If false, perhaps tipX = lastMouseX (or button center) and tipY = y + height (so it appears below the button).
              • Set the tooltip text: if tipUserOverride is true (meaning user explicitly set tooltip text via setTooltipText or setTooltipTextsForToggle), then:
                • For NORMAL mode: always use tipTextClick (explicitly set text or maybe button text by default).
                • For TOGGLE mode: use click ? tipTextOn : tipTextOff.
              • If tipUserOverride is false (no explicit text provided):
                • If mode is TOGGLE: default behavior might be to use tipTextOn/Off (which could be set to default values like "On"/"Off" or left empty).
                • If mode is NORMAL: possibly do nothing (the code currently only sets text in else for toggle, leaving normal with no dynamic text unless overridden).
              • Position the internal tipLabel at (tipX, tipY), mark it dirty.
        • After updating tooltip state,
      • If hover or click state changed compared to old states, mark the button dirty so it will redraw to reflect highlight or press/unpress.
      • If the button is dirty, call draw() immediately for real-time feedback.
      • If tooltip is enabled and now visible (tipVisible), call tipLabel.draw() to draw the tooltip label.
      • Return true if the event was handled (for example, a click or certain modal conditions), else false.
      • (In summary, the event is considered consumed if a click occurred or if the modal logic swallowed it. Hover alone doesnt consume the event.)
  • Usage Notes: Typically, you create a Button and set its callback like:

    auto btn = std::make_unique<Button>(50, 50, 80, 30, "OK");
    btn->setOnClickListener([](){ /* handle click */ });
    

    For toggle functionality:

    btn->setButtonMode(StellarX::ButtonMode::TOGGLE);
    btn->setOnToggleOnListener([](){ /* handle toggle on */ });
    btn->setOnToggleOffListener([](){ /* handle toggle off */ });
    

    Adjusting appearance:

    btn->textStyle.color = RGB(255,255,255);              // white text
    btn->setButtonFalseColor(RGB(100,150,200));           // default background
    btn->setButtonBorder(RGB(80,80,80));                  // dark gray border
    btn->setButtonShape(StellarX::ControlShape::RECTANGLE);
    

    To provide a tooltip on hover:

    btn->tipEnabled = true;
    btn->tipTextClick = "Click to confirm";               // for normal mode
    // for toggle mode:
    // btn->setTooltipTextsForToggle("On state hint", "Off state hint");
    

    The Button control will handle highlighting itself when hovered, pressing down on click, toggling, etc. Ensure to keep the runEventLoop running so these UI feedbacks happen in real time.

TextBox Class (Single-line Text Box)

Description: TextBox is a single-line text input box, which can either allow user input or be read-only. It uses an EasyX input box for user text entry (which is a modal popup), then displays the entered text in the control. It's a simple text field primarily for small inputs like numbers or short strings.

  • Modes: Controlled by StellarX::TextBoxmode:

    • INPUT_MODE the user can click and enter text. On click, a modal input dialog appears where the user can type.
    • READONLY_MODE the text box is for display only. Clicking it will not change the text; it might just show an alert that input is not allowed (the current implementation pops an InputBox with a message).
    • Set via setMode(TextBoxmode mode).
  • Appearance:

    • Supports rectangular shapes (normal or rounded, with or without border). Set with setTextBoxShape(ControlShape). Circular/ellipse shapes are not logically typical for text entry and are treated as rectangle in the implementation.
    • By default, a TextBox has a black border and white background. Use setTextBoxBorder and setTextBoxBk to change those.
    • Text style is adjustable via textStyle (including font face, size, color).
  • Key Properties:

    • std::string text; The content string displayed in the text box.
    • TextBoxmode mode; Current mode (input or read-only).
    • ControlShape shape; Current border shape (default RECTANGLE or B_RECTANGLE).
    • bool click; (Internal flag) Indicates if the text box was clicked (used to trigger the InputBox; it's set true on LButtonUp and then immediately reset after processing).
    • size_t maxCharLen; Maximum number of characters allowed. Default is 255.
    • COLORREF textBoxBorderColor, textBoxBkColor; Border color and background color of the text box.
    • StellarX::ControlText textStyle; Text style for the content (e.g., can use monospace font for numeric input if desired, or change the color).
  • Main Methods:

    • void setMode(StellarX::TextBoxmode mode); Description: Switches the text box between input mode and read-only mode. Changing mode does not clear the current text content.
    • void setMaxCharLen(size_t len); Description: Sets the maximum number of characters that can be input. If len > 0 (non-zero positive), it will enforce that limit. Input beyond this length will be truncated.
    • void setTextBoxShape(StellarX::ControlShape shape); Description: Sets the shape of the text box. Supports rectangle or rounded rectangle (with or without border). If a shape like circle/ellipse is passed, it's internally treated as rectangle (the implementation falls back to rectangle for unsupported shapes). Changing shape marks the text box dirty for redraw.
    • void setTextBoxBorder(COLORREF color); / void setTextBoxBk(COLORREF color); Description: Sets the border color and background color of the text box.
    • void setText(std::string text); Description: Updates the displayed text content of the text box. If the new text exceeds maxCharLen, it is automatically truncated to that length. Marks the text box dirty and immediately calls draw() to update the displayed text.
    • std::string getText() const; Description: Returns the current text content of the text box.
    • void draw() override; Description: Draws the text box background and the text:
      • Saves style and sets fillcolor to textBoxBkColor, linecolor to textBoxBorderColor.
      • Ensures the font height/width do not exceed the control's dimensions (if textStyle.nHeight is larger than height, it sets it equal to height; similarly for width).
      • Sets the font and text color via settextstyle and settextcolor according to textStyle.
      • Transparent background mode (setbkmode(TRANSPARENT) is used to avoid drawing a separate background behind text, since the background is already filled by fillrectangle).
      • Calculates the pixel width and height of the text (textwidth and textheight).
      • Draws the background shape:
        • If shape is RECTANGLE (with border): calls fillrectangle (the border is then drawn by outline because linecolor is set).
        • If shape is B_RECTANGLE: calls solidrectangle (no border outline).
        • If shape is ROUND_RECTANGLE: calls fillroundrect using rouRectangleSize for corners.
        • If shape is B_ROUND_RECTANGLE: calls solidroundrect.
        • (Other shapes default to rectangle).
      • Draws the text: It positions the text 10 pixels from the left inside the box (x + 10) and vertically centers it (y + (height - text_h) / 2).
      • Restores the style and sets dirty false.
      • Note: If text content is larger than the control width, it will overflow/clipped; there's no automatic horizontal scrolling or ellipsis for text box implemented. The developer should ensure the width is sufficient or the maxCharLen is set appropriately.
    • bool handleEvent(const ExMessage& msg) override; Description: Handles the mouse events for the text box:
      • Determines if the mouse is over the text box (hover) using the shape logic (similar to button, but generally rectangular).
      • For WM_LBUTTONUP when the cursor is over the text box:
        • If in INPUT_MODE: It sets click = true and calls InputBox (EasyX's modal input dialog). The InputBox parameters include:
          • The output buffer (here passing LPTSTR(text.c_str()) to supply initial text).
          • Max characters (maxCharLen).
          • A title like "输入框" (Input Box).
          • It passes text.c_str() as default content, etc.
          • The returned value (the function returns nonzero if text changed, 0 if canceled, but here they capture it as dirty).
          • After InputBox returns, if any input was done, the text variable will contain the new text (because the first parameter was the buffer referencing text content).
          • They mark dirty based on InputBox result (the code sets dirty to whatever InputBox returned, which in EasyX indicates whether text was changed).
          • They mark consume = true to indicate the click was handled.
        • If in READONLY_MODE: They do not change the text. Instead, they possibly call InputBox(NULL, maxCharLen, "输出框(输入无效!)", ... text ...) which essentially shows the text in an output box stating input is invalid (effectively a message box).
          • They keep dirty = false (since no visual change), set consume = true.
        • In both cases, after handling, they flush the input messages with flushmessage(EX_MOUSE | EX_KEY) to clear any leftover events (similar reason to button: to avoid re-triggering).
      • For other messages (like WM_LBUTTONDOWN or WM_MOUSEMOVE):
        • WM_LBUTTONDOWN is not explicitly handled (the code simply sets hover and sets consume = false in the switch).
        • WM_MOUSEMOVE: The code sets hover accordingly (and uses consume = false).
      • After event processing:
        • If dirty is true (text changed), it calls draw() to refresh the display with new text.
        • If click was set (meaning an input happened), it resets click = false after handling to ensure state is consistent.
        • Returns consume (which would be true if a click caused an InputBox or a read-only alert, false otherwise).
      • Essentially, clicking the text box in input mode opens an input dialog for user to type, and clicking it in read-only mode just shows a dummy output box (so user knows it's not editable).
  • Usage Considerations:

    • Because InputBox is modal, it will pause the entire program's event loop until the user closes the input dialog. This simplifies input handling but means the UI doesn't update during text entry (the runEventLoop is blocked). For small apps and short inputs, this is acceptable, but for more advanced usage you might want to implement a custom non-blocking input field.

    • Always set an appropriate maxCharLen if expecting certain input sizes (like numeric values of certain length) to avoid overflow of the display region.

    • Use textStyle to set a suitable font for the input. For instance, for numeric input, you might choose a monospace font for alignment.

    • Example:

      auto field = std::make_unique<TextBox>(100, 100, 200, 30, "0");
      field->setMaxCharLen(10);
      field->textStyle.color = RGB(255,69,0); // orange text
      field->textStyle.nHeight = 18;
      // field is input mode by default. Optionally:
      // field->setMode(StellarX::TextBoxmode::READONLY_MODE);
      
    • After user input (in input mode), you can retrieve the text via field->getText(). In read-only mode, you may set the text programmatically via setText and it will just display.

Dialog Class (Dialog Control)

Description: Dialog implements modal and modeless dialog windows with rich content and multiple buttons (like message boxes). It inherits from Canvas (so it is a container), and includes a caption, message text, and standard buttons combination. It integrates with Window to manage blocking input for modal dialogs.

  • Creation & Modes:

    • Constructor Dialog(Window& parent, std::string title, std::string message = "对话框", MessageBoxType type = OK, bool modal = true) Description: Creates a dialog associated with the parent window. title is the dialog title text (often shown at top of dialog), message is the body text content. type specifies which buttons are included (see MessageBoxType enum for combinations, e.g., OK, YesNo, etc.). modal determines if this is a modal dialog (true) or modeless (false). The dialog is initially not visible (you must call show() to display it).
    • MessageBoxType enumeration defines common button sets:
      • OK only an "OK" button.
      • OKCancel "OK" and "Cancel" buttons.
      • YesNo "Yes" and "No" buttons.
      • YesNoCancel "Yes", "No", and "Cancel".
      • RetryCancel "Retry" and "Cancel".
      • AbortRetryIgnore "Abort", "Retry", "Ignore".
    • Modal dialogs (modal == true): When show() is called, it will block the current thread until the dialog is closed (the internal show() implementation runs its own loop). This is useful for confirmations or critical inputs that need immediate resolution. After show() returns, you can get the result via getResult().
    • Modeless dialogs (modal == false): When show() is called, it returns immediately (the dialog remains open, but the program flow continues and the main event loop will handle the dialogs interactions concurrently). To get the result, you typically provide a callback or check getResult() after the dialog closes (e.g., via a callback or a flag).
  • Component Elements of Dialog:

    • Title label: A Label (stored in title) showing the dialog title at top.
    • Message text: The main content text, which can be multi-line. It's internally split into lines and drawn in the dialog client area.
    • Buttons: One to three Button controls at the bottom of the dialog, depending on MessageBoxType. They are usually centered or evenly spaced.
    • Close (X) button: A small Button in the top-right corner to close the dialog (especially for modeless dialogs, acts like a Cancel).
    • Background style: Typically a rounded rectangle background with a slight border. There is no actual transparency or blur (the background might just capture what's behind for restoration when closed).
  • Key Properties:

    • bool modal; Whether the dialog is modal.
    • titleText The dialog's title text string.
    • message The dialog's message content string.
    • MessageBoxType type; The type of dialog (determines buttons).
    • std::vector<std::string> lines; The message content split into lines (populated internally).
    • std::unique_ptr<Label> title; Label control for title.
    • Button* closeButton; Pointer to the "X" close button.
    • Window& hWnd; Reference to the parent window (for sending refresh signals, etc.).
    • StellarX::MessageBoxResult result; The result of the dialog (which button was clicked by the user). Common values: OK=1, Cancel=2, Yes=6, No=7, etc. (Matches typical message box results).
    • std::function<void(MessageBoxResult)> resultCallback; If set (for modeless use), a callback function to be called when the dialog is closed with the final result.
    • (Other internal flags track if initialization is needed, if a cleanup is pending, etc.)
  • Main Methods:

    • void show(); Description: Displays the dialog.
      • If modal == true, this function enters a loop that blocks the rest of the application until the dialog is closed. During this period, it intercepts events in its own loop (preventing main window events).
      • If modal == false, this function simply makes the dialog visible and returns immediately; the dialog will be handled by the main window's event loop.
      • Note: The implementation sets dirty and possibly runs its own flush for modals, and uses shouldClose to break out of the modal loop if needed.
    • void closeDialog(); Description: Closes the dialog.
      • It hides the dialog (show = false), marks it for cleanup, and signals the parent window to refresh other controls (by marking them dirty).
      • If a resultCallback is set and the dialog is modeless, it invokes the callback with the result.
      • This is typically called internally when a button is clicked (like Cancel or the X button).
    • StellarX::MessageBoxResult getResult() const; Description: Returns the MessageBoxResult code indicating which button the user pressed. For modal dialogs, you call this after show() returns to get the user's choice. For modeless, you'll typically get the result from the callback rather than polling this function.
    • void setTitle(const std::string& title); / void setMessage(const std::string& message); Description: Changes the dialog's title or message text. Changing the message triggers re-splitting into lines and recalculating sizes (the code marks dirty and reinitializes layout).
    • void setType(StellarX::MessageBoxType newType); Description: Changes the dialog's button configuration. This will recreate the buttons layout (calls initButtons() internally) and mark the dialog dirty.
    • void setModal(bool modal); Description: Sets the modal property (should be done before showing). Typically you decide at creation whether a dialog is modal or not; toggling at runtime is rare.
    • void setResult(StellarX::MessageBoxResult res); Description: Sets the dialog's result code. This is called internally when a button is clicked (for example, clicking "Yes" calls setResult(MessageBoxResult::Yes)).
    • void setInitialization(bool init); Description: If init is true, it performs an initialization of dialog size and captures the background. This method is used before showing the dialog (particularly by MessageBox::showModal and showAsync) to prepare the dialog geometry off-screen. Essentially, it calls initDialogSize() and saves the background behind where the dialog will appear (so that it can restore it on close).
    • void setResultCallback(std::function<void(MessageBoxResult)> cb); Description: Sets a callback function to be called with the dialog result when a modeless dialog is closed. Use this for asynchronous dialog handling.
    • Private internal methods (for implementation):
      • initButtons() Creates the appropriate Button objects for the dialog's type, positions them, and sets their onClick listeners to call setResult and closeDialog. For example, in a YesNo dialog, it creates "Yes" and "No" buttons and sets their listeners to SetResult(Yes) / ...No and closeDialog() accordingly.
      • initCloseButton() Creates the "X" close button at top-right of dialog (small size). Its onClick calls SetResult(Cancel) (or similarly appropriate default) and triggers hWnd.dialogClose = true and closeDialog().
      • initTitle() Creates the title Label at the top inside the dialog.
      • splitMessageLines() Splits the message string by newline characters into the lines vector for drawing.
      • getTextSize() Calculates the maximum text width and single line height among the lines. It does this by setting the text style and measuring each line (textwidth & textheight calls). It stores results in textWidth and textHeight.
      • initDialogSize() Computes the dialog's required width and height based on:
        • The greater of text area width (textWidth + margins) and button area width (depending on number of buttons).
        • For height: sums title bar height, spacing to text, total text block height (line count * textHeight + line spacing), and button area height.
        • Enforces a minimum width (in code, 200 px).
        • Centers the dialog on the parent window by setting x,y such that the dialog is at window center.
        • Also sets a default text style height (e.g., 20 px).
        • Then calls initButtons(), initTitle(), and initCloseButton() to create all child controls.
      • performDelayedCleanup() Handles the delayed destruction of the dialog's content after its closed. It:
        • Marks isCleaning = true to avoid reentry.
        • Clears all child controls (controls.clear()).
        • Resets pointers (closeButton, title).
        • If a background image was saved and still present (hasSnap is true), it restores the screen background (restBackground()) and discards the snapshot (discardBackground()) to remove any ghost image of dialog.
        • Resets flags (needsInitialization, pendingCleanup, isCleaning, shouldClose).
        • This is called by the event loop after the dialog is hidden, to safely remove the dialog from UI and restore background.
    • void draw() override; Description: Draws the dialog. It combines container drawing with additional text drawing:
      • If dialog is not visible (show == false), it does nothing (except if pendingCleanup and not cleaning, it calls performDelayedCleanup(), but that's in handleEvent rather than draw).
      • If needsInitialization is true and dialog is now visible, it calls initDialogSize() to compute layout and then sets needsInitialization = false. This ensures the dialog's size and children are all properly set up on first draw.
      • It then checks dirty and show, and if both are true:
        • Saves drawing style.
        • If it's the first draw and saveBkImage is null, it calls saveBackground(...) to capture what's behind the dialog.
        • Sets the border color, border width, background color, and shape on the base Canvas part (calls Canvas::setBorderColor, etc.) to round rectangle and appropriate style.
        • Marks all child controls dirty (so they will be redrawn).
        • Calls Canvas::draw() to draw the rounded rectangle background and all the child controls (like buttons, title).
        • Then sets text color and style (for the message text) and calculates a starting y coordinate ty just below the title area (using closeButtonHeight and a margin).
        • For each line in lines, it computes an x coordinate tx to center that line in the dialog (x + (width - textwidth(line))/2), and then outputs the text with outtextxy(tx, ty, line).
        • Moves ty down by textheight + 5 for the next line (5 px line spacing).
        • Restores style, sets dirty = false.
      • The base Canvas::draw already drew the background and the title label and buttons. So these text drawing steps are to overlay the message text content (which is not a separate control, but drawn directly).
    • bool handleEvent(const ExMessage& msg) override; Description: Handles events for the dialog:
      • If the dialog is not visible (!show):
        • If there's a pendingCleanup and not already cleaning, it calls performDelayedCleanup().
        • Returns false (no event consumed).
      • If a cleanup is pending or in progress (pendingCleanup || isCleaning), it immediately returns false (dialog isn't interactive at this moment).
      • If modal:
        • If the user clicked outside the dialog (LButtonUp at a point outside [x, y, x+width, y+height]):
          • It prints a bell (std::cout << "\a") to alert (like system beep).
          • Returns true (consumes the event) to prevent underlying controls from receiving the click.
      • Then it attempts to dispatch the event to dialog's child controls:
        • consume = Canvas::handleEvent(msg) calls the base container logic to let any button inside the dialog handle the event (e.g., if user clicked "OK", the button's handleEvent will consume it).
        • If a child consumed it, consume becomes true.
      • After dispatching, if pendingCleanup && !isCleaning, it calls performDelayedCleanup() (maybe if a button triggered immediate closure).
      • Returns consume (so if a dialog button or modal logic handled the event, it returns true, otherwise false).
      • The effect is that normal controls behind won't receive events while a modal dialog is open (due to the modal check swallowing outside clicks and because the Window event loop prioritizes dialogs).
      • For modeless dialogs, events outside are not swallowed by Dialog (so user can interact with background controls as well, which is typical for modeless).
  • Usage Examples: It's more common to use MessageBox static methods to show dialogs (documented next), but you can use Dialog directly:

    • Modal example:

      Dialog confirm(window, "Confirm Delete", "Are you sure you want to delete?", StellarX::MessageBoxType::YesNo, true);
      confirm.show();
      if (confirm.getResult() == StellarX::MessageBoxResult::Yes) {
          // proceed with delete
      }
      
    • Modeless example:

      Dialog *notify = new Dialog(window, "Notice", "Background task started.", StellarX::MessageBoxType::OK, false);
      notify->setResultCallback([](StellarX::MessageBoxResult res) {
          // maybe log that user acknowledged
      });
      notify->show();
      

      Here we allocate on heap (since for modeless we need it to persist beyond function scope), set a callback to handle result asynchronously, and show it. The main loop will handle its events. The callback will be invoked on close (OK click).

    • Typically, prefer using MessageBox::showModal and showAsync which handle these patterns for you, including cleanup of the Dialog object when done.

MessageBox Utility Class

Description: StellarX::MessageBox provides convenient static methods to display standard dialogs (message boxes) without manually managing Dialog objects. It mimics the idea of a system message box where you specify a message and get a user response.

  • Static Functions:

    • static MessageBoxResult showModal(Window& wnd, const std::string& text, const std::string& caption = "提示", MessageBoxType type = MessageBoxType::OK); Description: Displays a modal message box on window wnd with given content. caption is the title of the dialog (e.g., "Error", "Confirmation"), text is the message to display, and type is the combination of buttons to include. This function blocks until the user closes the dialog. It returns a MessageBoxResult indicating which button the user clicked (e.g., MessageBoxResult::OK or Cancel, etc.). The caller can then branch logic based on this result.
    • static void showAsync(Window& wnd, const std::string& text, const std::string& caption = "提示", MessageBoxType type = MessageBoxType::OK, std::function<void(MessageBoxResult)> onResult = nullptr); Description: Displays a modeless (asynchronous) message box. It returns immediately, leaving the dialog on screen. If onResult callback is provided, it will be called once the user closes the dialog, with the MessageBoxResult of what they clicked. If a dialog with the same caption and text is already open on wnd, this function will emit a beep (\a) and not open another (to prevent duplicates).
      • This duplicate check uses wnd.hasNonModalDialogWithCaption(caption, text) internally.
      • If no callback is provided, the function simply opens the dialog and returns; you'll have to find another way to know when it's closed (perhaps by checking the Dialog via some global or so, but ideally you provide a callback).
  • Implementation Details:

    • showModal:
      • Creates a Dialog (with modal = true) on the stack.
      • Calls dlg.setInitialization(true) to prepare its layout and capture background before showing (to minimize flicker).
      • Calls dlg.show(), which will block until the dialog is closed.
      • When show() returns, it retrieves the result with dlg.getResult() and returns that.
      • All memory is cleaned up on function exit since dlg was on stack.
    • showAsync:
      • First checks for duplicates; if found, prints a bell and returns without doing anything.
      • Otherwise, creates a Dialog on the heap (with modal = false) using a unique_ptr. It then:
        • Calls dlgPtr->setInitialization(true) to layout and capture background.
        • If an onResult callback is provided, calls dlgPtr->setResultCallback(std::move(onResult)) to register it.
        • Uses wnd.addDialog(std::move(dlg)) to add the dialog to the window's management list (transferring ownership to the window).
        • Calls dlgPtr->show() to display the dialog modelessly.
      • Then returns immediately. The dialog will operate asynchronously; when closed, it triggers resultCallback if set.
  • Typical Uses:

    • To display an information message and wait for user acknowledgment:

      StellarX::MessageBox::showModal(mainWindow, "Operation completed successfully.", "Info", MessageBoxType::OK);
      

      This will show an OK dialog and block until user presses OK.

    • To ask a yes/no question:

      auto res = StellarX::MessageBox::showModal(mainWindow, "Delete this file?", "Confirm", MessageBoxType::YesNo);
      if (res == MessageBoxResult::Yes) {
          // delete the file
      }
      
    • To show a non-blocking notification:

      StellarX::MessageBox::showAsync(mainWindow, "The update is downloading in the background.", "Update", MessageBoxType::OK);
      // user can continue using app; the dialog will close when they press OK.
      
    • To ask something in the background and get result via callback:

      StellarX::MessageBox::showAsync(mainWindow, "New version available. Download now?", "Update Available", MessageBoxType::YesNo, 
          [](StellarX::MessageBoxResult res) {
              if (res == StellarX::MessageBoxResult::Yes) {
                  startDownload();
              }
          });
      

      Here, the lambda will execute once the user clicks Yes or No (Yes triggers startDownload() in this example).

Using these static methods is recommended because they handle the creation and cleanup of Dialog internally, and provide a simple synchronous interface for modal dialogs and an event-driven interface for modeless dialogs.

Table Class

Class Overview and Purpose

The Table class is an advanced table UI control that supports pagination and displaying large datasetsGitHub. It provides a comprehensive data grid functionality, including column headers, data rows, and pagination navigation, similar to a spreadsheet. The Table control automatically computes appropriate column widths and row heights, and it allows customization of border style, fill mode, and text font style to fit various UI design requirements. With its built-in paging mechanism, Table can efficiently handle and present large amounts of data without overwhelming the interface, utilizing background buffering to optimize rendering and prevent flicker during redraws.

Key Features:

  • Pagination Support: Automatically handles pagination by computing total pages based on data size and configurable rows-per-page, and provides Previous/Next navigation buttons with a page indicatorGitHub. This enables users to browse through data that spans multiple pages easily.
  • Customization: Developers can configure the number of rows per page, toggle the visibility of page navigation buttons, and adjust visual aspects such as border color, background color, fill mode (solid fill or transparent), and line style to match the application's theme.
  • Efficient Rendering: The Table control uses double-buffering techniques by capturing the background under the table and only redrawing changed areasGitHubGitHub. This minimizes redraw artifacts and improves performance when updating the table content or appearance.
  • Typical Use Cases: Ideal for displaying tabular data like lists, reports, and records in a GUI applicationGitHub. For example, it can be used to show database query results, log entries, or statistical reports in a scrollable, paginated view, allowing users to easily read and navigate the information.

Public Member Functions

Table(int x, int y)

Prototype: Table(int x, int y) Parameters:

  • x The X coordinate for the tables top-left corner position.
  • y The Y coordinate for the tables top-left corner position. Return Value: None (constructor). Description: Constructs a new Table control at the specified position on the screenGitHub. Initially, the table has no headers or data; its width and height are set to 0 and will be calculated once data is provided and headers are set. The x and y coordinates position the table within the parent window or container. Internally, Table inherits from the base Control class, so it is created with an initial area that will expand based on content. Usage Scenario: Use this constructor when you need to create a table in your applications UI. For example, after creating a main window, you might call auto table = std::make_unique<Table>(50, 50); to place a Table at coordinates (50,50). You would then set up its headers and data before rendering it. The Table can be added to a Window or Canvas as a sub-control for display.

~Table()

Prototype: ~Table() Parameters: None. Return Value: None. Description: Destructor for the Table class. It is called automatically when a Table object is destroyed, and it ensures that all internally allocated resources are freed. This includes deleting any internal controls such as the pagination buttons, page number label, and the background image buffer that were created during the Tables operationGitHub. By cleaning up these resources, the destructor prevents memory leaks. Usage Scenario: Generally, you do not need to call this explicitly; it will be invoked when the Table goes out of scope or the program terminates. Understanding the destructors behavior is useful for developers to ensure that if a Table is dynamically allocated (e.g., via new or make_unique), it should be deleted or allowed to go out of scope to trigger cleanup of internal components.

draw()

Prototype: void draw() override Parameters: None. Return Value: None. Description: Overrides the Control::draw() method to render the table onto the screenGitHubGitHub. When draw() is called, the Table will draw its column headers, the data rows for the current page, the page number label, and the navigation buttons (if they are enabled). The drawing routine uses the current text style, border color, background color, fill mode, and line style settings that have been configured. The Table employs a “dirty flag” mechanism to optimize rendering: it will only redraw its content if something has changed (such as data or style) that marks it as needing an updateGitHubGitHub. If dirty is false, calling draw() has no effect. Internally, the function also takes care of restoring any saved background and drawing with minimal flicker. Usage Scenario: In most cases, you do not need to call table.draw() manually, as the frameworks window or event loop will handle drawing. Typically, after adding the Table to a Window and calling the windows draw(), the Table will be drawn. However, if you update the Tables content or appearance at runtime (for example, in response to an event) and want to refresh immediately, you may call table.draw() to force a redraw. This will ensure the tables display is updated with any new data or style changes.

handleEvent(const ExMessage& msg)

Prototype: bool handleEvent(const ExMessage& msg) override Parameters:

  • msg An event message (ExMessage from EasyX library) containing details of a user input event (mouse click, key press, etc.). Return Value: Boolean, indicating whether the event was handled by the Table. Returns true if the event was consumed (handled) by this Table control, or false if the Table did not handle the event. Description: Overrides the Control::handleEvent() method to process user input events relevant to the Table. For the Table control, handleEvent primarily deals with events on the pagination buttons. If page navigation buttons are enabled (isShowPageButton is true), this function will forward the incoming event to the internal "Previous Page" and "Next Page" Button controls for handlingGitHub. For example, if the user clicks one of these buttons, the respective internal Button will capture the event, update the Tables currentPage (decrement or increment it), and trigger a redraw of the table to show the new page. In such a case, handleEvent returns true to indicate the event was handled (and no further processing is needed). If the page buttons are hidden (isShowPageButton == false), the Table will ignore all events and always return falseGitHub, as there is no interactive element for the user to manipulate directly in the Table. Usage Scenario: In normal usage, you do not call this method directly. The frameworks main loop will call handleEvent on each control (including Table) to propagate user inputs. However, understanding this function is useful if you plan to extend the Table or integrate it into a custom event handling flow. For instance, when integrating Table into a Window, the Windows runEventLoop() will pass events to table.handleEvent(msg) automatically. If you have disabled the default page buttons, you might implement a custom paging control elsewhere; in that case, Tables handleEvent would not consume events, and you could handle them in your custom controls.

setHeaders(std::initializer_liststd::string headers)

Prototype: void setHeaders(std::initializer_list<std::string> headers) Parameters:

  • headers An initializer list of strings, each representing a column header title. Return Value: None. Description: Defines the column headers of the table. This function clears any existing headers and sets up new headers as provided by the listGitHub. Each string in the list becomes the title of a column in the table header. After calling this, the Table marks itself as needing to recalculate cell dimensions and to redraw the headersGitHub on the next draw. The number of headers determines the number of columns in the table; any subsequent data rows added should match this column count. Usage Scenario: Call this after creating a Table and before adding data. For example: table.setHeaders({"Name", "Age", "Occupation"}); will configure the table to have three columns titled "Name", "Age", and "Occupation". Defining headers is typically the first step in preparing the Table for use. Once headers are set, you can proceed to populate data rows with setData. Changing headers after data has been added is possible but not recommended, as the existing data might not align with the new columns (if the counts differ); if you must do so, you should reset or adjust the data accordingly.

setData(std::vectorstd::string data) / setData(std::initializer_liststd::vectorstd::string data)

Prototype 1: void setData(std::vector<std::string> data) Parameters:

  • data A vector of strings representing a single row of data, where each element corresponds to a cell under the respective column. Return Value: None. Description: Adds one row of data to the table. If the number of elements in the provided vector is less than the number of headers (columns), the function will append empty strings to the vector until it matches the header countGitHub. This ensures that every row has a value (or placeholder) for each column. The row is then appended to the Tables internal data storage, and the total page count (totalPages) is recalculated based on the new total number of rows and the current rowsPerPage settingGitHub. The calculation rounds up to ensure at least one pageGitHub. After adding the row, the Table is marked as needing a layout recompute and redraw. Usage Scenario: Use this function to build the table row by row. For example, in a loop reading records from a file or database, you might call table.setData({val1, val2, val3}); for each record to append it as a new row. This is especially useful for dynamically updating the table with new entries (e.g., real-time log updates). Each call adds the row at the end of the data and the Tables display will include it on the appropriate page (immediately if it falls on the current page and you redraw, or after navigation).

Prototype 2: void setData(std::initializer_list<std::vector<std::string>> data) Parameters:

  • data An initializer list of rows, where each row is represented by a std::vector<std::string> (as described above). Return Value: None. Description: Adds multiple rows of data to the table in one call. For each row provided in the initializer list, the function checks if its number of elements matches the number of table headers; if a row is shorter, empty strings will be appended until its length equals the header countGitHub. Each row (adjusted as needed) is then appended to the tables data. After inserting all the rows, the total page count is recalculated accordingly, ensuring it is at least 1GitHub. Like the single-row version, this overload marks the table as needing re-layout and redraw. Note that this function does not clear existing data; new rows are appended to any data already present. Usage Scenario: This is convenient for initializing the table with a batch of data. For example, if you already have a collection of rows ready (perhaps from a data structure or file), you can call table.setData({row1, row2, row3}); to add them all at once instead of calling the single-row version repeatedly. It simplifies populating the table with initial data. If you intend to replace all existing data, you may want to clear the old data (by resetting the Table or using the returned data vector) before calling this overload. Use this when you have a static set of data to display, especially during initialization or when loading a new dataset into the table.

setRowsPerPage(int rows)

Prototype: void setRowsPerPage(int rows) Parameters:

  • rows The number of data rows to display per page. Return Value: None. Description: Sets the pagination size of the table by specifying how many rows are shown on each page. This function updates the internal rowsPerPage setting and recalculates the total number of pages (totalPages) based on the current total number of data rowsGitHub. If the recalculation results in less than 1 page, it defaults to 1 to maintain a valid state. Changing this value will affect the layout (particularly the vertical size of the table and the distribution of data across pages), so the Table marks itself for resizing of cells and redraw. The current page (currentPage) is not explicitly adjusted in this function, so if the new rowsPerPage significantly reduces the total pages, the table may internally handle out-of-range page indices on the next draw by capping the current page to the last page. Usage Scenario: Use this to adjust how dense the table appears in terms of data per page. For instance, if a table initially shows 5 rows per page by default but you want to show more data on a larger screen, calling table.setRowsPerPage(10); will double the number of rows shown at once, reducing the total page count roughly by half. This is useful for user preferences (show more or fewer items per page) or responsive design considerations. It can be called before or after adding data. If called after data is loaded and the current page is beyond the new total pages, the next redraw will naturally show the last page of data.

showPageButton(bool isShow)

Prototype: void showPageButton(bool isShow) Parameters:

  • isShow A boolean flag indicating whether the page navigation buttons (Previous/Next) should be displayed. true to show the buttons; false to hide them. Return Value: None. Description: Toggles the visibility of the pagination control buttons of the table. When set to false, the “Previous Page” and “Next Page” buttons will not be drawn, and the user will not have a UI control to navigate between pages (the table will effectively remain on whatever the current page is, unless changed programmatically). When set to true, the buttons are visible, allowing the user to click them to change pages. Hiding the buttons does not alter the data or current page internally; it purely affects the UI and event handling (when hidden, handleEvent will ignore navigation clicks as described above). Any call to this function will mark the table as dirty so that on the next draw the buttons will be shown/hidden accordingly. Usage Scenario: Useful when the dataset fits on one page or when you want to control pagination through a different means. For example, if your table only has a few rows that all fit on a single page, you might call table.showPageButton(false); to simplify the interface by removing unnecessary controls. Conversely, if you later load more data that requires paging, you can call showPageButton(true) to reveal the navigation. It can also be toggled in response to user actions (like a "show all data" toggle that disables manual paging).

setTableBorder(COLORREF color)

Prototype: void setTableBorder(COLORREF color) Parameters:

  • color A COLORREF value specifying the new color for the tables border lines (grid lines). This is typically created by the RGB(r,g,b) macro on Windows (e.g., RGB(0,0,0) for black). Return Value: None. Description: Sets the color used to draw the tables cell borders and outline. After calling this, the Table updates its internal border color and marks itself for redraw. The next time the table is drawn, all grid lines and borders will be rendered in the specified colorGitHub. By default, the tables border color is black. Changing the border color can be useful to match the overall UI theme or to highlight the table. This affects the lines around each cell and the table perimeter. Usage Scenario: Use this to customize the appearance of the tables grid. For example, in a dark-themed application you might use a lighter border color for contrast, or in a light theme, a subtle gray to avoid a heavy look: table.setTableBorder(RGB(200, 200, 200));. This is purely a cosmetic setting and can be changed anytime (even at runtime) to alter the tables look. Remember to refresh the display (via draw() or window redraw) to see the effect immediately.

setTableBk(COLORREF color)

Prototype: void setTableBk(COLORREF color) Parameters:

  • color A COLORREF specifying the background fill color for the tables cells. Return Value: None. Description: Sets the background color used to fill each cell of the table. This updates the internal background color property and marks the Table as needing redraw. During the next draw(), each cells background will be filled with the given color (provided the fill mode is solid). By default, table cell backgrounds are white. Changing this can provide alternating row colors or highlight the table area against the window background. If the fill mode is set to Null (transparent), this color will not be visible since cells wont be filled with a solid color. Usage Scenario: To change the background color of the table for styling or readability. For instance, table.setTableBk(RGB(240, 240, 240)); would set a light gray background for all cells, which can reduce glare compared to bright white. This can be paired with custom text colors for better contrast. If you want to implement alternating row colors (like “zebra striping”), the current Table API does not support per-row color via this function directly you would need to draw custom backgrounds or modify the data drawing logic.

setTableFillMode(StellarX::FillMode mode)

Prototype: void setTableFillMode(StellarX::FillMode mode) Parameters:

  • mode A StellarX::FillMode value indicating the fill pattern mode for the cell backgrounds. Common values are FillMode::Solid (solid color fill) or FillMode::Null (no fill/transparent background). Other modes like Hatched, Pattern, etc., are also defined but may fall back to Solid if not supported. Return Value: None. Description: Configures how the tables cell background is filled when drawn. In practice, this toggles between solid fill and no fill for the Table (the current implementation treats any mode other than Solid or Null as Solid)GitHub. Setting FillMode::Solid means cells will be drawn with the current background color (tableBk), whereas FillMode::Null means cell backgrounds will not be drawn (making them transparent, showing whatever was behind the table). This function also propagates the fill mode and text style to the internal navigation buttons and page number label to ensure visual consistencyGitHub. For example, if you choose Null mode (transparent), the page number labels background will be made transparent as well. Any change here marks the Table (and its sub-controls) for redraw. Usage Scenario: Use this when you need to adjust whether the tables background is visible. A typical use is to set table.setTableFillMode(StellarX::FillMode::Null); if you want the table to overlay on a custom background (so only text and borders render, letting the underlying image or color show through). Otherwise, keep it as Solid to use a uniform background color for cells. The default is Solid fill. Be aware that patterns or hatched fills are not fully supported in this version of the framework; even if set, they will revert to a solid fill for simplicityGitHub.

setTableLineStyle(StellarX::LineStyle style)

Prototype: void setTableLineStyle(StellarX::LineStyle style) Parameters:

  • style A StellarX::LineStyle value indicating the style of the grid lines (e.g., LineStyle::Solid for solid lines, LineStyle::Dash for dashed lines, LineStyle::Dot for dotted lines, etc.). Return Value: None. Description: Sets the style used for drawing the tables border and grid lines. Changing this will cause the table to use the specified line style (if supported by the underlying graphics library) for all cell borders and the outline on the next redraw. Examples include dashed or dotted lines for a lighter look compared to solid lines. After calling this, the line style property is updated and the table is marked dirty for redrawing. Note that the actual rendering of different line styles depends on the graphics library capabilities. Usage Scenario: This is a visual customization for the tables grid. For instance, calling table.setTableLineStyle(StellarX::LineStyle::Dash); will make the table draw its cell borders with dashed lines, which might be desirable in a print preview or a specialized UI theme. Use it to differentiate sections or to achieve a stylistic effect. Combine it with appropriate border color and width for best results. If a particular line style is not obvious on screen, ensure that line width is 1 and the color contrasts with the background.

setTableBorderWidth(int width)

Prototype: void setTableBorderWidth(int width) Parameters:

  • width The thickness of the border lines in pixels. Must be a positive integer. Return Value: None. Description: Sets the width (thickness) of the lines used for the tables cell borders and outline. By default, grid lines are 1 pixel thick. Increasing this value will make the tables grid lines thicker/bolder, while a value of 1 keeps them thin. When this property is changed, the table marks itself for redraw and will use the new line width for drawing borders on the next draw(). If a thicker border is set (greater than 1), the Tables drawing logic takes into account the larger stroke when restoring the background to avoid artifacts (adjusting the area it refreshes)GitHubGitHub. Usage Scenario: Use a larger border width when you want the table grid to stand out more, such as in a presentation or when displaying on a high-DPI screen where a 1-pixel line may appear too thin. For example, table.setTableBorderWidth(2); will draw grid lines at 2 pixels thickness, making the table look more pronounced. Be cautious with very thick lines as they can clutter the appearance and might overlap cell content if too large relative to cell size. Always test the appearance after changing this setting.

Accessor Methods (Getters)

The following methods allow you to query the Tables current state or configuration:

  • int getCurrentPage() const Returns the current page index (1-based) that the table is displayingGitHub. For example, if the table is showing the first page of data, this returns 1; if the user has navigated to the second page, it returns 2, and so on. This can be used to display or log the current page number.
  • int getTotalPages() const Returns the total number of pages of data in the table given the current dataset and rows-per-page settingGitHub. This is calculated as ceil(total_rows / rowsPerPage). Its useful for informing the user (e.g., “Page 2 of 5”) or for logic that might depend on whether more pages are available.
  • int getRowsPerPage() const Returns the number of data rows the table is set to display on each pageGitHub. This reflects the value last set by setRowsPerPage. It can be used to verify the current pagination setting or to adjust external controls accordingly.
  • bool getShowPageButton() const Returns the current setting of whether the pagination buttons are visibleGitHub (true if they are shown, false if hidden). This could be checked to decide if manual navigation UI should be enabled or if an alternate navigation method is needed.
  • COLORREF getTableBorder() const Returns the current color (COLORREF) used for the tables border/grid linesGitHub. For instance, RGB(0,0,0) for black. This allows you to retrieve the color if you need to apply the same color elsewhere or for saving the configuration.
  • COLORREF getTableBk() const Returns the current background fill color (COLORREF) of the tables cellsGitHub.
  • StellarX::FillMode getTableFillMode() const Returns the current fill mode for the tables cellsGitHub, as a StellarX::FillMode enum (e.g., Solid or Null). This lets you check whether the table is drawing solid backgrounds or is in transparent mode.
  • StellarX::LineStyle getTableLineStyle() const Returns the current line style used for the tables grid linesGitHub (as a StellarX::LineStyle enum). You can use this to inspect the style (solid, dashed, etc.) programmatically.
  • std::vectorstd::string getHeaders() const Returns a copy of the current list of header stringsGitHub. The returned vector contains each columns header text in order. This can be used to retrieve the headers for display elsewhere or for serialization.
  • std::vectorstd::vectorstd::string getData() const Returns a copy of all the tables dataGitHub. The returned value is a 2D vector of strings, where each inner vector represents one row of the table (with elements corresponding to each columns value in that row). This is useful for exporting the table data or performing computations on the data outside of the table (like searching or sorting, which would typically be done on the data and then reapplied to the table).
  • int getTableBorderWidth() const Returns the current width (in pixels) of the tables border linesGitHub.

All these getter functions are const and do not modify the Tables state. They are intended for retrieving the tables configuration and content at any moment. For example, after populating the table, you might call getTotalPages() to update a UI element that shows the total page count, or use getData() to verify the data loaded into the table.

Public Member Variables

  • StellarX::ControlText textStyle A struct that defines the font and style used for text rendered in the table (including header text, cell content, and the page number label). By modifying this public member, you can customize the appearance of the tables text. For instance, you can set textStyle.nHeight to change the font height (size), textStyle.lpszFace to change the font family name, textStyle.color to change the text color, and other attributes such as nWeight for boldness, bItalic for italics, bUnderline for underline, etc.GitHub. The Table uses these settings when drawing text via EasyX functions. The default ControlText values are initialized to a standard font (e.g., a default Chinese font "微软雅黑" as in the code, or "SimSun") at a default size and black color. Developers can adjust textStyle any time before calling draw() to apply new text styles. Notably, the Tables internal prev/next Buttons and page number Label also use the Tables textStyle to ensure consistency in typography across the entire control. For example, to make the table text larger and blue:

    table.textStyle.nHeight = 20;              // set font height
    table.textStyle.color = RGB(0, 0, 128);    // set text color to navy blue
    

    After adjusting, calling table.draw() (or a window redraw) will render the table with the new font settings.

Example

Below is an example demonstrating how to create and use a Table control in a StellarX applicationGitHubGitHub:

// Create a table control at position (50, 50)
auto myTable = std::make_unique<Table>(50, 50);

// Set column headers
myTable->setHeaders({ "ID", "Name", "Age", "Occupation" });

// Add data rows
myTable->setData({ "1", "Zhang San", "25", "Engineer" });
myTable->setData({ "2", "Li Si", "30", "Designer" });
myTable->setData({ "3", "Wang Wu", "28", "Product Manager" });

// Set to display 2 rows per page
myTable->setRowsPerPage(2);

// Customize text style and table appearance
myTable->textStyle.nHeight = 16;                       // set font height
myTable->setTableBorder(RGB(50, 50, 50));              // set border color (dark gray)
myTable->setTableBk(RGB(240, 240, 240));               // set background color (light gray)

// Add the table to the main window (assume mainWindow is a Window instance)
mainWindow.addControl(std::move(myTable));

In this code, we create a Table at coordinates (50, 50) on the window. We then define four column headers: "ID", "Name", "Age", "Occupation". Next, three rows of sample data are added to the table. The setRowsPerPage(2) call configures the table to show only 2 rows per page; since we added 3 rows of data, the table will have 2 pages (the first page showing the first 2 rows, and the second page showing the remaining 1 row). We then adjust the tables appearance by setting the font size (making text slightly larger), changing the border color to a dark gray, and the background color of cells to a light gray for better contrast. Finally, we add the table to a mainWindow (which is an instance of Window) so that it becomes part of the GUI. Once added, the windows drawing routine will render the table, and the event loop will ensure the tables pagination buttons respond to user clicks. Typically, after adding controls to a window, you would call mainWindow.draw() to render the initial UI, and then mainWindow.runEventLoop() to start processing events, allowing interactions like clicking the "Next" button to flip pages. This example illustrates the basic steps to integrate the Table control into an application and configure its data and appearance.

The above documentation covers all key classes in the StellarX framework. With these, developers can construct fully-featured GUI applications with windows, interactive buttons, text fields, and pop-up dialogs. Keep in mind StellarX is built on EasyX and thus inherits its platform limitation (Windows only) and certain modal behaviors (like InputBox use). It is ideal for educational purposes and lightweight tools requiring a simple GUI.