first pass of wxUniv merge - nothing works, most parts don't even compile
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@10673 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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370
src/univ/button.cpp
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370
src/univ/button.cpp
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/////////////////////////////////////////////////////////////////////////////
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// Name: univ/button.cpp
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// Purpose: wxButton
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// Author: Vadim Zeitlin
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// Modified by:
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// Created: 14.08.00
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// RCS-ID: $Id$
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// Copyright: (c) 2000 Vadim Zeitlin
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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// ============================================================================
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// declarations
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// ============================================================================
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// ----------------------------------------------------------------------------
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// headers
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// ----------------------------------------------------------------------------
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#ifdef __GNUG__
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#pragma implementation "univbutton.h"
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#endif
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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#pragma hdrstop
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#endif
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#if wxUSE_BUTTON
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#ifndef WX_PRECOMP
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#include "wx/dcclient.h"
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#include "wx/dcscreen.h"
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#include "wx/button.h"
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#include "wx/validate.h"
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#endif
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#include "wx/univ/renderer.h"
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#include "wx/univ/inphand.h"
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#include "wx/univ/theme.h"
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// ----------------------------------------------------------------------------
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// constants
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// ----------------------------------------------------------------------------
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// default margins around the image
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static const wxCoord DEFAULT_BTN_MARGIN_X = 0;
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static const wxCoord DEFAULT_BTN_MARGIN_Y = 0;
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// ============================================================================
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// implementation
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// ============================================================================
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IMPLEMENT_DYNAMIC_CLASS(wxButton, wxControl)
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// ----------------------------------------------------------------------------
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// creation
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// ----------------------------------------------------------------------------
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void wxButton::Init()
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{
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m_isPressed =
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m_isDefault = FALSE;
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}
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bool wxButton::Create(wxWindow *parent,
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wxWindowID id,
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const wxBitmap& bitmap,
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const wxString &label,
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const wxPoint &pos,
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const wxSize &size,
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long style,
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const wxValidator& validator,
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const wxString &name)
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{
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// center label by default
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if ( !(style & wxALIGN_MASK) )
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{
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style |= wxALIGN_CENTRE_HORIZONTAL | wxALIGN_CENTRE_VERTICAL;
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}
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if ( !wxControl::Create(parent, id, pos, size, style, wxDefaultValidator, name) )
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return FALSE;
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SetLabel(label);
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SetImageLabel(bitmap);
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// SetBestSize(size); -- called by SetImageLabel()
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CreateInputHandler(wxINP_HANDLER_BUTTON);
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return TRUE;
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}
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wxButton::~wxButton()
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{
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}
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// ----------------------------------------------------------------------------
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// size management
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// ----------------------------------------------------------------------------
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/* static */
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wxSize wxButtonBase::GetDefaultSize()
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{
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static wxSize s_sizeBtn;
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if ( s_sizeBtn.x == 0 )
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{
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wxScreenDC dc;
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// this corresponds more or less to wxMSW standard in Win32 theme (see
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// wxWin32Renderer::AdjustSize())
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s_sizeBtn.x = 8*dc.GetCharWidth();
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s_sizeBtn.y = (11*dc.GetCharHeight())/10 + 2;
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}
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return s_sizeBtn;
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}
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wxSize wxButton::DoGetBestClientSize() const
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{
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wxClientDC dc(wxConstCast(this, wxButton));
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wxCoord width, height;
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dc.GetMultiLineTextExtent(GetLabel(), &width, &height);
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if ( m_bitmap.Ok() )
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{
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// allocate extra space for the bitmap
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wxCoord heightBmp = m_bitmap.GetHeight() + 2*m_marginBmpY;
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if ( height < heightBmp )
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height = heightBmp;
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width += m_bitmap.GetWidth() + 2*m_marginBmpX;
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}
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// for compatibility with other ports, the buttons default size is never
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// less than the standard one
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wxSize szDef = GetDefaultSize();
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if ( width < szDef.x )
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width = szDef.x;
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return wxSize(width, height);
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}
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// ----------------------------------------------------------------------------
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// drawing
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// ----------------------------------------------------------------------------
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void wxButton::DoDraw(wxControlRenderer *renderer)
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{
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renderer->DrawButtonBorder();
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renderer->DrawLabel(m_bitmap, m_marginBmpX, m_marginBmpY);
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}
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// ----------------------------------------------------------------------------
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// input processing
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// ----------------------------------------------------------------------------
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void wxButton::Press()
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{
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if ( !m_isPressed )
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{
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m_isPressed = TRUE;
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Refresh();
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}
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}
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void wxButton::Release()
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{
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if ( m_isPressed )
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{
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m_isPressed = FALSE;
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Refresh();
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}
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}
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void wxButton::Toggle()
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{
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if ( m_isPressed )
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Release();
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else
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Press();
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if ( !m_isPressed )
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{
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// releasing button after it had been pressed generates a click event
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Click();
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}
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}
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void wxButton::Click()
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{
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wxCommandEvent event(wxEVT_COMMAND_BUTTON_CLICKED, GetId());
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InitCommandEvent(event);
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Command(event);
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}
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bool wxButton::PerformAction(const wxControlAction& action,
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long numArg,
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const wxString& strArg)
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{
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if ( action == wxACTION_BUTTON_TOGGLE )
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Toggle();
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else if ( action == wxACTION_BUTTON_CLICK )
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Click();
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else if ( action == wxACTION_BUTTON_PRESS )
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Press();
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else if ( action == wxACTION_BUTTON_RELEASE )
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Release();
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else
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return wxControl::PerformAction(action, numArg, strArg);
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return TRUE;
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}
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// ----------------------------------------------------------------------------
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// misc
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// ----------------------------------------------------------------------------
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void wxButton::SetImageLabel(const wxBitmap& bitmap)
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{
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m_bitmap = bitmap;
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SetImageMargins(DEFAULT_BTN_MARGIN_X, DEFAULT_BTN_MARGIN_Y);
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}
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void wxButton::SetImageMargins(wxCoord x, wxCoord y)
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{
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m_marginBmpX = x;
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m_marginBmpY = y;
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SetBestSize(wxDefaultSize);
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}
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void wxButton::SetDefault()
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{
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m_isDefault = TRUE;
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}
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// ============================================================================
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// wxStdButtonInputHandler
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// ============================================================================
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wxStdButtonInputHandler::wxStdButtonInputHandler(wxInputHandler *handler)
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: wxStdInputHandler(handler)
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{
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m_winCapture = NULL;
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m_winHasMouse = FALSE;
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}
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bool wxStdButtonInputHandler::HandleKey(wxControl *control,
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const wxKeyEvent& event,
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bool pressed)
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{
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int keycode = event.GetKeyCode();
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if ( keycode == WXK_SPACE || keycode == WXK_RETURN )
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{
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control->PerformAction(wxACTION_BUTTON_TOGGLE);
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return TRUE;
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}
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return wxStdInputHandler::HandleKey(control, event, pressed);
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}
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bool wxStdButtonInputHandler::HandleMouse(wxControl *control,
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const wxMouseEvent& event)
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{
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// the button has 2 states: pressed and normal with the following
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// transitions between them:
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//
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// normal -> left down -> capture mouse and go to pressed state
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// pressed -> left up inside -> generate click -> go to normal
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// outside ------------------>
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//
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// the other mouse buttons are ignored
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if ( event.Button(1) )
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{
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if ( event.ButtonDown(1) )
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{
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m_winCapture = control;
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m_winCapture->CaptureMouse();
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m_winHasMouse = TRUE;
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control->PerformAction(wxACTION_BUTTON_PRESS);
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return TRUE;
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}
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else // up
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{
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if ( m_winCapture )
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{
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m_winCapture->ReleaseMouse();
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m_winCapture = NULL;
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}
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if ( m_winHasMouse )
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{
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// this will generate a click event
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control->PerformAction(wxACTION_BUTTON_TOGGLE);
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return TRUE;
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}
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//else: the mouse was released outside the window, this doesn't
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// count as a click
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}
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}
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return wxStdInputHandler::HandleMouse(control, event);
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}
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bool wxStdButtonInputHandler::HandleMouseMove(wxControl *control,
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const wxMouseEvent& event)
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{
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// we only have to do something when the mouse leaves/enters the pressed
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// button and don't care about the other ones
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if ( event.GetEventObject() == m_winCapture )
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{
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// leaving the button should remove its pressed state
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if ( event.Leaving() )
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{
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// remember that the mouse is now outside
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m_winHasMouse = FALSE;
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// we do have a pressed button, so release it
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control->SetCurrent(FALSE);
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control->PerformAction(wxACTION_BUTTON_RELEASE);
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return TRUE;
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}
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// and entering it back should make it pressed again if it had been
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// pressed
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else if ( event.Entering() )
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{
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// the mouse is (back) inside the button
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m_winHasMouse = TRUE;
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// we did have a pressed button which we released when leaving the
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// window, press it again
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control->SetCurrent(TRUE);
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control->PerformAction(wxACTION_BUTTON_PRESS);
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return TRUE;
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}
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}
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return wxStdInputHandler::HandleMouseMove(control, event);
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}
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bool wxStdButtonInputHandler::HandleFocus(wxControl *control,
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const wxFocusEvent& event)
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{
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// buttons change appearance when they get/lose focus, so return TRUE to
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// refresh
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return TRUE;
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}
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bool wxStdButtonInputHandler::HandleActivation(wxControl *control,
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bool activated)
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{
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// the default button changes appearance when the app is [de]activated, so
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// return TRUE to refresh
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return wxStaticCast(control, wxButton)->IsDefault();
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}
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#endif // wxUSE_BUTTON
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