devices/deviceskeleton/ordeviceskeleton_layout.h

devices/deviceskeleton/ordeviceskeleton_layout.h
#ifndef __ORDEVICE_SKELETON_LAYOUT_H__
#define __ORDEVICE_SKELETON_LAYOUT_H__
/***************************************************************************************
Autodesk(R) Open Reality(R) Samples
(C) 2009 Autodesk, Inc. and/or its licensors
All rights reserved.
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either you personally, if you acquire the Software for yourself, or the company
or other legal entity for which you are acquiring the software.
AUTODESK, INC., MAKES NO WARRANTY, EITHER EXPRESS OR IMPLIED, INCLUDING BUT
NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR
PURPOSE REGARDING THESE MATERIALS, AND MAKES SUCH MATERIALS AVAILABLE SOLELY ON AN
"AS-IS" BASIS.
IN NO EVENT SHALL AUTODESK, INC., BE LIABLE TO ANYONE FOR SPECIAL, COLLATERAL,
INCIDENTAL, OR CONSEQUENTIAL DAMAGES IN CONNECTION WITH OR ARISING OUT OF PURCHASE
OR USE OF THESE MATERIALS. THE SOLE AND EXCLUSIVE LIABILITY TO AUTODESK, INC.,
REGARDLESS OF THE FORM OF ACTION, SHALL NOT EXCEED THE PURCHASE PRICE OF THE
MATERIALS DESCRIBED HEREIN.
Autodesk, Inc., reserves the right to revise and improve its products as it sees fit.
Autodesk and Open Reality are registered trademarks or trademarks of Autodesk, Inc.,
in the U.S.A. and/or other countries. All other brand names, product names, or
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Manufacturer is Autodesk, Inc., 10 Duke Street, Montreal, Quebec, Canada, H3C 2L7.
***************************************************************************************/
//--- Class declaration
#include "ordeviceskeleton_device.h"
class ORDeviceSkeletonLayout : public FBDeviceLayout
{
//--- FiLMBOX declaration.
FBDeviceLayoutDeclare( ORDeviceSkeletonLayout, FBDeviceLayout );
public:
//--- FiLMBOX Creation/Destruction.
virtual bool FBCreate();
virtual void FBDestroy();
// UI Management
void UICreate (); // Create & assign UI regions
void UICreateLayout0 ();
void UICreateLayout1 ();
void UIConfigure (); // Configure UI options
void UIConfigureLayout0 ();
void UIConfigureLayout1 ();
void UIRefresh (); // Refresh on idle
void UIRefreshSpreadSheet();
void UIReset (); // Reset from device values
void UIResetSpreadSheet ();
// Main Layout: Events
void EventDeviceStatusChange ( HISender pSender, HKEvent pEvent );
void EventUIIdle ( HISender pSender, HKEvent pEvent );
void EventTabPanelChange ( HISender pSender, HKEvent pEvent );
// Setup Layout: Events
void EventSetupCharacter ( HISender pSender, HKEvent pEvent );
void EventButtonNetworkEnableClick ( HISender pSender, HKEvent pEvent );
void EventEditNetworkAddressChange ( HISender pSender, HKEvent pEvent );
void EventEditNetworkPortChange ( HISender pSender, HKEvent pEvent );
private:
FBTabPanel mTabPanel;
FBLayout mLayoutMarkers;
FBSpread mSpreadMarkers;
FBLayout mLayoutSetup;
FBLabel mLabelSetup;
FBButton mButtonCharacterize;
FBLayout mLayoutCommunication;
FBButton mButtonNetworkEnable;
FBLabel mLabelNetworkAddress;
FBEdit mEditNetworkAddress;
FBLabel mLabelNetworkPort;
FBEdit mEditNetworkPort;
private:
FBSystem mSystem;
ORDeviceSkeleton* mDevice;
};
#endif /* __ORDEVICE_SKELETON_LAYOUT_H__ */