///////////////////////////////////////////////////////////////////////////// // Name: univ/button.cpp // Purpose: wxButton // Author: Vadim Zeitlin // Modified by: // Created: 14.08.00 // RCS-ID: $Id$ // Copyright: (c) 2000 SciTech Software, Inc. (www.scitechsoft.com) // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// // ============================================================================ // declarations // ============================================================================ // ---------------------------------------------------------------------------- // headers // ---------------------------------------------------------------------------- #ifdef __GNUG__ #pragma implementation "univbutton.h" #endif #include "wx/wxprec.h" #ifdef __BORLANDC__ #pragma hdrstop #endif #if wxUSE_BUTTON #ifndef WX_PRECOMP #include "wx/dcclient.h" #include "wx/dcscreen.h" #include "wx/button.h" #include "wx/validate.h" #include "wx/settings.h" #endif #include "wx/univ/renderer.h" #include "wx/univ/inphand.h" #include "wx/univ/theme.h" #include "wx/univ/colschem.h" // ---------------------------------------------------------------------------- // constants // ---------------------------------------------------------------------------- // default margins around the image static const wxCoord DEFAULT_BTN_MARGIN_X = 0; // We should give space for the border, at least. static const wxCoord DEFAULT_BTN_MARGIN_Y = 0; // ============================================================================ // implementation // ============================================================================ IMPLEMENT_DYNAMIC_CLASS(wxButton, wxControl) // ---------------------------------------------------------------------------- // creation // ---------------------------------------------------------------------------- void wxButton::Init() { m_isPressed = m_isDefault = FALSE; } bool wxButton::Create(wxWindow *parent, wxWindowID id, const wxBitmap& bitmap, const wxString &label, const wxPoint &pos, const wxSize &size, long style, const wxValidator& validator, const wxString &name) { // center label by default if ( !(style & wxALIGN_MASK) ) { style |= wxALIGN_CENTRE_HORIZONTAL | wxALIGN_CENTRE_VERTICAL; } if ( !wxControl::Create(parent, id, pos, size, style, validator, name) ) return FALSE; SetLabel(label); SetImageLabel(bitmap); // SetBestSize(size); -- called by SetImageLabel() CreateInputHandler(wxINP_HANDLER_BUTTON); return TRUE; } wxButton::~wxButton() { } // ---------------------------------------------------------------------------- // size management // ---------------------------------------------------------------------------- /* static */ wxSize wxButtonBase::GetDefaultSize() { static wxSize s_sizeBtn; if ( s_sizeBtn.x == 0 ) { wxScreenDC dc; // this corresponds more or less to wxMSW standard in Win32 theme (see // wxWin32Renderer::AdjustSize()) // s_sizeBtn.x = 8*dc.GetCharWidth(); // s_sizeBtn.y = (11*dc.GetCharHeight())/10 + 2; // Otto Wyss, Patch 664399 s_sizeBtn.x = dc.GetCharWidth()*10 + 2; s_sizeBtn.y = dc.GetCharHeight()*11/10 + 2; } return s_sizeBtn; } wxSize wxButton::DoGetBestClientSize() const { wxClientDC dc(wxConstCast(this, wxButton)); wxCoord width, height; dc.GetMultiLineTextExtent(GetLabel(), &width, &height); if ( m_bitmap.Ok() ) { // allocate extra space for the bitmap wxCoord heightBmp = m_bitmap.GetHeight() + 2*m_marginBmpY; if ( height < heightBmp ) height = heightBmp; width += m_bitmap.GetWidth() + 2*m_marginBmpX; } // The default size should not be adjusted, so the code is moved into the // renderer. This is conceptual wrong but currently the only solution. // (Otto Wyss, Patch 664399) /* // for compatibility with other ports, the buttons default size is never // less than the standard one, but not when display not PDAs. if (wxSystemSettings::GetScreenType() > wxSYS_SCREEN_PDA) { if ( !(GetWindowStyle() & wxBU_EXACTFIT) ) { wxSize szDef = GetDefaultSize(); if ( width < szDef.x ) width = szDef.x; } } */ return wxSize(width, height); } // ---------------------------------------------------------------------------- // drawing // ---------------------------------------------------------------------------- void wxButton::DoDraw(wxControlRenderer *renderer) { if ( !(GetWindowStyle() & wxBORDER_NONE) ) { renderer->DrawButtonBorder(); } renderer->DrawLabel(m_bitmap, m_marginBmpX, m_marginBmpY); } bool wxButton::DoDrawBackground(wxDC& dc) { wxRect rect; wxSize size = GetSize(); rect.width = size.x; rect.height = size.y; if ( GetBackgroundBitmap().Ok() ) { // get the bitmap and the flags int alignment; wxStretch stretch; wxBitmap bmp = GetBackgroundBitmap(&alignment, &stretch); wxControlRenderer::DrawBitmap(dc, bmp, rect, alignment, stretch); } else { m_renderer->DrawButtonSurface(dc, wxTHEME_BG_COLOUR(this), rect, GetStateFlags()); } return TRUE; } // ---------------------------------------------------------------------------- // input processing // ---------------------------------------------------------------------------- void wxButton::Press() { if ( !m_isPressed ) { m_isPressed = TRUE; Refresh(); } } void wxButton::Release() { if ( m_isPressed ) { m_isPressed = FALSE; Refresh(); } } void wxButton::Toggle() { if ( m_isPressed ) Release(); else Press(); if ( !m_isPressed ) { // releasing button after it had been pressed generates a click event Click(); } } void wxButton::Click() { wxCommandEvent event(wxEVT_COMMAND_BUTTON_CLICKED, GetId()); InitCommandEvent(event); Command(event); } bool wxButton::PerformAction(const wxControlAction& action, long numArg, const wxString& strArg) { if ( action == wxACTION_BUTTON_TOGGLE ) Toggle(); else if ( action == wxACTION_BUTTON_CLICK ) Click(); else if ( action == wxACTION_BUTTON_PRESS ) Press(); else if ( action == wxACTION_BUTTON_RELEASE ) Release(); else return wxControl::PerformAction(action, numArg, strArg); return TRUE; } // ---------------------------------------------------------------------------- // misc // ---------------------------------------------------------------------------- void wxButton::SetImageLabel(const wxBitmap& bitmap) { m_bitmap = bitmap; SetImageMargins(DEFAULT_BTN_MARGIN_X, DEFAULT_BTN_MARGIN_Y); } void wxButton::SetImageMargins(wxCoord x, wxCoord y) { m_marginBmpX = x + 2; m_marginBmpY = y + 2; SetBestSize(wxDefaultSize); } void wxButton::SetDefault() { m_isDefault = TRUE; } // ============================================================================ // wxStdButtonInputHandler // ============================================================================ wxStdButtonInputHandler::wxStdButtonInputHandler(wxInputHandler *handler) : wxStdInputHandler(handler) { m_winCapture = NULL; m_winHasMouse = FALSE; } bool wxStdButtonInputHandler::HandleKey(wxInputConsumer *consumer, const wxKeyEvent& event, bool pressed) { int keycode = event.GetKeyCode(); if ( keycode == WXK_SPACE || keycode == WXK_RETURN ) { consumer->PerformAction(wxACTION_BUTTON_TOGGLE); return TRUE; } return wxStdInputHandler::HandleKey(consumer, event, pressed); } bool wxStdButtonInputHandler::HandleMouse(wxInputConsumer *consumer, const wxMouseEvent& event) { // the button has 2 states: pressed and normal with the following // transitions between them: // // normal -> left down -> capture mouse and go to pressed state // pressed -> left up inside -> generate click -> go to normal // outside ------------------> // // the other mouse buttons are ignored if ( event.Button(1) ) { if ( event.LeftDown() || event.LeftDClick() ) { m_winCapture = consumer->GetInputWindow(); m_winCapture->CaptureMouse(); m_winHasMouse = TRUE; consumer->PerformAction(wxACTION_BUTTON_PRESS); return TRUE; } else if ( event.LeftUp() ) { if ( m_winCapture ) { m_winCapture->ReleaseMouse(); m_winCapture = NULL; } if ( m_winHasMouse ) { // this will generate a click event consumer->PerformAction(wxACTION_BUTTON_TOGGLE); return TRUE; } //else: the mouse was released outside the window, this doesn't // count as a click } //else: don't do anything special about the double click } return wxStdInputHandler::HandleMouse(consumer, event); } bool wxStdButtonInputHandler::HandleMouseMove(wxInputConsumer *consumer, const wxMouseEvent& event) { // we only have to do something when the mouse leaves/enters the pressed // button and don't care about the other ones if ( event.GetEventObject() == m_winCapture ) { // leaving the button should remove its pressed state if ( event.Leaving() ) { // remember that the mouse is now outside m_winHasMouse = FALSE; // we do have a pressed button, so release it consumer->GetInputWindow()->SetCurrent(FALSE); consumer->PerformAction(wxACTION_BUTTON_RELEASE); return TRUE; } // and entering it back should make it pressed again if it had been // pressed else if ( event.Entering() ) { // the mouse is (back) inside the button m_winHasMouse = TRUE; // we did have a pressed button which we released when leaving the // window, press it again consumer->GetInputWindow()->SetCurrent(TRUE); consumer->PerformAction(wxACTION_BUTTON_PRESS); return TRUE; } } return wxStdInputHandler::HandleMouseMove(consumer, event); } bool wxStdButtonInputHandler::HandleFocus(wxInputConsumer * WXUNUSED(consumer), const wxFocusEvent& WXUNUSED(event)) { // buttons change appearance when they get/lose focus, so return TRUE to // refresh return TRUE; } bool wxStdButtonInputHandler::HandleActivation(wxInputConsumer *consumer, bool WXUNUSED(activated)) { // the default button changes appearance when the app is [de]activated, so // return TRUE to refresh return wxStaticCast(consumer->GetInputWindow(), wxButton)->IsDefault(); } #endif // wxUSE_BUTTON