Mon, 02 Oct 2023 19:31:06 +0200
add listview (WinUI3)
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * * Copyright 2023 Olaf Wintermann. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #include "toolkit.h" #include <Windows.h> #undef GetCurrentTime #include <winrt/Windows.Foundation.Collections.h> #include <winrt/Windows.UI.Xaml.Interop.h> #include <winrt/Microsoft.UI.Xaml.Controls.h> #include <winrt/Microsoft.UI.Xaml.Controls.Primitives.h> #include <winrt/Microsoft.UI.Xaml.XamlTypeInfo.h> #include <winrt/Microsoft.UI.Xaml.Markup.h> #include <cx/allocator.h> #include <cx/mempool.h> #include "../common/context.h" using namespace winrt; using namespace Microsoft::UI::Xaml; using namespace Microsoft::UI::Xaml::Controls; using namespace Microsoft::UI::Xaml::XamlTypeInfo; using namespace Microsoft::UI::Xaml::Markup; using namespace Windows::UI::Xaml::Interop; using namespace winrt::Windows::Foundation; static const char* application_name; static ui_callback startup_func; static void* startup_data; static ui_callback open_func; void* open_data; static ui_callback exit_func; void* exit_data; static ui_callback appclose_fnc; static void* appclose_udata; static UiObject* active_window; class App : public ApplicationT<App, IXamlMetadataProvider> { public: void OnLaunched(LaunchActivatedEventArgs const&) { Resources().MergedDictionaries().Append(XamlControlsResources()); if (startup_func) { startup_func(NULL, startup_data); } } IXamlType GetXamlType(TypeName const& type) { return provider.GetXamlType(type); } IXamlType GetXamlType(hstring const& fullname) { return provider.GetXamlType(fullname); } com_array<XmlnsDefinition> GetXmlnsDefinitions() { return provider.GetXmlnsDefinitions(); } private: XamlControlsXamlMetaDataProvider provider; }; UiWidget::UiWidget(winrt::Microsoft::UI::Xaml::UIElement& elm) : uielement(elm) {} extern "C" void destroy_ui_window_wrapper(void* ptr) { UiWindow* win = (UiWindow*)ptr; delete win; } extern "C" void destroy_ui_widget_wrapper(void* ptr) { UiWidget* widget = (UiWidget*)ptr; delete widget; } void ui_context_add_window_destructor(UiContext* ctx, UiWindow* win) { // TODO: } void ui_context_add_widget_destructor(UiContext* ctx, UiWidget* widget) { // TODO: } UiEvent ui_create_int_event(UiObject* obj, int64_t i) { UiEvent evt; evt.obj = obj; evt.window = obj->window; evt.document = obj->ctx->document; evt.eventdata = nullptr; evt.intval = i; return evt; } void ui_init(const char* appname, int argc, char** argv) { application_name = appname; } const char* ui_appname() { return application_name; } void ui_onstartup(ui_callback f, void* userdata) { startup_func = f; startup_data = userdata; } void ui_onopen(ui_callback f, void* userdata) { open_func = f; open_data = userdata; } void ui_onexit(ui_callback f, void* userdata) { exit_func = f; exit_data = userdata; } void ui_main() { init_apartment(); Application::Start([](auto&&) {make<App>(); }); } class UiWin { public: Window window; }; void ui_show(UiObject* obj) { if (obj->wobj) { obj->wobj->window.Activate(); } else { // TODO } } void ui_close(UiObject* obj) { }