This patch allows FL to be build as a DLL with the VC project files, I was only able to at chief it with the VC projects because the make file for building libs doesn't have any rule to build DLLs (at least I didn't see how to do it). However the FL demo applications can be build using FL in DLL form with MSVC project files and VC make files (as mentioned before the FL DLL it self can only be build using VC projects). This patch includes 2 files; 1 to change current FL files to work in DLL form and 1 extra include file that needs to be added in the FL include directory. Small note: if you want to use FL as a DLL you need to use wxWin as a DLL. Thanks, Hans. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/branches/WX_2_4_BRANCH@17618 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
203 lines
6.2 KiB
C++
203 lines
6.2 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: newbmpbtn.h
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// Purpose: wxNewBitmapButton header.
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// Author: Aleksandras Gluchovas
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// Modified by:
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// Created: ??/09/98
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// RCS-ID: $Id$
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// Copyright: (c) Aleksandras Gluchovas
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef __NEWBMPBTN_G__
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#define __NEWBMPBTN_G__
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#if defined(__GNUG__) && !defined(__APPLE__)
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#pragma interface "newbmpbtn.h"
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#endif
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#include "wx/button.h"
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#include "wx/string.h"
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#include "wx/fl/fldefs.h"
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// defaults
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#define NB_DEFAULT_MARGIN 2
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// button label-text alignment types
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#define NB_ALIGN_TEXT_RIGHT 0
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#define NB_ALIGN_TEXT_BOTTOM 1
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#define NB_NO_TEXT 2
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#define NB_NO_IMAGE 3
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// classes declared in this header file
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class WXFL_DECLSPEC wxNewBitmapButton;
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class WXFL_DECLSPEC wxBorderLessBitmapButton;
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/*
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This is an alternative class to wxBitmapButton. It is used
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in the implementation of dynamic toolbars.
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*/
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class wxNewBitmapButton: public wxPanel
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{
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DECLARE_DYNAMIC_CLASS(wxNewBitmapButton)
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protected:
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friend class wxNewBitmapButtonSerializer;
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int mTextToLabelGap;
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int mMarginX;
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int mMarginY;
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int mTextAlignment;
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bool mIsSticky;
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bool mIsFlat;
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wxString mLabelText;
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wxString mImageFileName;
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wxBitmapType mImageFileType;
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wxBitmap mDepressedBmp; // source image for rendering
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// labels for particular state
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wxBitmap mFocusedBmp; // may not be always present -
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// only if mHasFocusedBmp is TRUE
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wxBitmap* mpDepressedImg;
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wxBitmap* mpPressedImg;
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wxBitmap* mpDisabledImg;
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wxBitmap* mpFocusedImg;
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// button state variables;
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bool mDragStarted;
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bool mIsPressed;
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bool mIsInFocus;
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bool mHasFocusedBmp;
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// type of event which is fired upon depression of this button
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int mFiredEventType;
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// pens for drawing decorations (borders)
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wxPen mBlackPen;
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wxPen mDarkPen;
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wxPen mGrayPen;
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wxPen mLightPen;
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bool mIsCreated;
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int mSizeIsSet;
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protected:
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// Internal function for destroying labels.
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void DestroyLabels();
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// Returns the label that matches the current button state.
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virtual wxBitmap* GetStateLabel();
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// Draws shading on the button.
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virtual void DrawShade( int outerLevel,
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wxDC& dc,
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wxPen& upperLeftSidePen,
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wxPen& lowerRightSidePen );
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// Returns TRUE if the given point is in the window.
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bool IsInWindow( int x, int y );
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public:
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// Constructor.
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wxNewBitmapButton( const wxBitmap& labelBitmap = wxNullBitmap,
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const wxString& labelText = "",
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int alignText = NB_ALIGN_TEXT_BOTTOM,
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bool isFlat = TRUE,
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// this is the default type of fired events
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int firedEventType = wxEVT_COMMAND_MENU_SELECTED,
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int marginX = NB_DEFAULT_MARGIN,
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int marginY = NB_DEFAULT_MARGIN,
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int textToLabelGap = 2,
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bool isSticky = FALSE
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);
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// Use this constructor if buttons have to be persistant
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wxNewBitmapButton( const wxString& bitmapFileName,
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const wxBitmapType bitmapFileType = wxBITMAP_TYPE_BMP,
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const wxString& labelText = "",
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int alignText = NB_ALIGN_TEXT_BOTTOM,
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bool isFlat = TRUE,
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// this is the default type of fired events
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int firedEventType = wxEVT_COMMAND_MENU_SELECTED,
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int marginX = NB_DEFAULT_MARGIN,
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int marginY = NB_DEFAULT_MARGIN,
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int textToLabelGap = 2,
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bool isSticky = FALSE
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);
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// Destructor.
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~wxNewBitmapButton();
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// This function should be called after Create. It renders the labels, having
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// reloaded the button image if necessary.
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virtual void Reshape();
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// Sets the label and optionally label text.
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virtual void SetLabel(const wxBitmap& labelBitmap, const wxString& labelText = "" );
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// Sets the text alignment and margins.
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virtual void SetAlignments( int alignText = NB_ALIGN_TEXT_BOTTOM,
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int marginX = NB_DEFAULT_MARGIN,
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int marginY = NB_DEFAULT_MARGIN,
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int textToLabelGap = 2);
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// Draws the decorations.
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virtual void DrawDecorations( wxDC& dc );
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// Draws the label.
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virtual void DrawLabel( wxDC& dc );
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// Renders the label image.
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virtual void RenderLabelImage( wxBitmap*& destBmp, wxBitmap* srcBmp,
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bool isEnabled = TRUE,
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bool isPressed = FALSE);
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// Renders label images.
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virtual void RenderLabelImages();
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// Renders label images.
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virtual void RenderAllLabelImages();
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// Enables/disables button
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virtual bool Enable(bool enable);
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// Responds to a left mouse button down event.
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void OnLButtonDown( wxMouseEvent& event );
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// Responds to a left mouse button up event.
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void OnLButtonUp( wxMouseEvent& event );
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// Responds to mouse enter to window.
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void OnMouseEnter( wxMouseEvent& event );
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// Responds to mouse leave from window.
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void OnMouseLeave( wxMouseEvent& event );
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// Responds to a size event.
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void OnSize( wxSizeEvent& event );
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// Responds to a paint event.
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void OnPaint( wxPaintEvent& event );
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// Responds to an erase background event.
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void OnEraseBackground( wxEraseEvent& event );
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// Responds to a kill focus event.
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void OnKillFocus( wxFocusEvent& event );
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DECLARE_EVENT_TABLE()
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};
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#endif /* __NEWBMPBTN_G__ */
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