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WindowAccessor.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\scintilla\include\WindowAccessor.h
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// Scintilla source code edit control /** @file WindowAccessor.h ** Implementation of BufferAccess and StylingAccess on a Scintilla ** rapid easy access to contents of a Scintilla. **/ // Copyright 1998-2001 by Neil Hodgson
// The License.txt file describes the conditions under which this software may be distributed. #ifdef SCI_NAMESPACE namespace Scintilla { #endif /** */ class WindowAccessor : public Accessor { // Private so WindowAccessor objects can not be copied WindowAccessor(const WindowAccessor &source) : Accessor(), props(source.props) {} WindowAccessor &operator=(const WindowAccessor &) { return *this; } protected: WindowID id; PropSet &props; int lenDoc; char styleBuf[bufferSize]; int validLen; char chFlags; char chWhile; unsigned int startSeg; bool InternalIsLeadByte(char ch); void Fill(int position); public: WindowAccessor(WindowID id_, PropSet &props_) : Accessor(), id(id_), props(props_), lenDoc(-1), validLen(0), chFlags(0), chWhile(0) { } ~WindowAccessor(); bool Match(int pos, const char *s); char StyleAt(int position); int GetLine(int position); int LineStart(int line); int LevelAt(int line); int Length(); void Flush(); int GetLineState(int line); int SetLineState(int line, int state); int GetPropertyInt(const char *key, int defaultValue=0) { return props.GetInt(key, defaultValue); } char *GetProperties() { return props.ToString(); } void StartAt(unsigned int start, char chMask=31); void SetFlags(char chFlags_, char chWhile_) {chFlags = chFlags_; chWhile = chWhile_; }; unsigned int GetStartSegment() { return startSeg; } void StartSegment(unsigned int pos); void ColourTo(unsigned int pos, int chAttr); void SetLevel(int line, int level); int IndentAmount(int line, int *flags, PFNIsCommentLeader pfnIsCommentLeader = 0); void IndicatorFill(int start, int end, int indicator, int value); }; #ifdef SCI_NAMESPACE } #endif
WindowAccessor.h
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