Files
wxWidgets/src/univ/button.cpp
Vadim Zeitlin 9467bdb7f5 Many changes for wxInputHandler creation mainly related to:
1. Allow the theme to create only the input handlers it customizes instead
   of forcing it to always create a handler even if the standard one is used:
   wxTheme::GetInputHandler() now takes wxInputConsumer to make this possible

2. Prefer delegation to inheritance when creating customized input handlers,
   almost all (except for wxStdScrollbarInputHandler) standard handler classes
   are now private, use wxClassName::GetStdInputHandler() to retrieve the
   standard handler for any class or polymorphic DoGetStdInputHandler()


git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@41227 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2006-09-14 19:36:47 +00:00

464 lines
13 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// 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
// ----------------------------------------------------------------------------
#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"
#include "wx/stockitem.h"
// ----------------------------------------------------------------------------
// wxStdButtonInputHandler: translates SPACE and ENTER keys and the left mouse
// click into button press/release actions
// ----------------------------------------------------------------------------
class WXDLLEXPORT wxStdButtonInputHandler : public wxStdInputHandler
{
public:
wxStdButtonInputHandler(wxInputHandler *inphand);
virtual bool HandleKey(wxInputConsumer *consumer,
const wxKeyEvent& event,
bool pressed);
virtual bool HandleMouse(wxInputConsumer *consumer,
const wxMouseEvent& event);
virtual bool HandleMouseMove(wxInputConsumer *consumer,
const wxMouseEvent& event);
virtual bool HandleFocus(wxInputConsumer *consumer,
const wxFocusEvent& event);
virtual bool HandleActivation(wxInputConsumer *consumer, bool activated);
private:
// the window (button) which has capture or NULL and the flag telling if
// the mouse is inside the button which captured it or not
wxWindow *m_winCapture;
bool m_winHasMouse;
};
// ----------------------------------------------------------------------------
// 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 &lbl,
const wxPoint &pos,
const wxSize &size,
long style,
const wxValidator& validator,
const wxString &name)
{
wxString label(lbl);
if (label.empty() && wxIsStockID(id))
label = wxGetStockLabel(id);
long ctrl_style = style & ~wxBU_ALIGN_MASK;
ctrl_style = ctrl_style & ~wxALIGN_MASK;
if((style & wxBU_RIGHT) == wxBU_RIGHT)
ctrl_style |= wxALIGN_RIGHT;
else if((style & wxBU_LEFT) == wxBU_LEFT)
ctrl_style |= wxALIGN_LEFT;
else
ctrl_style |= wxALIGN_CENTRE_HORIZONTAL;
if((style & wxBU_TOP) == wxBU_TOP)
ctrl_style |= wxALIGN_TOP;
else if((style & wxBU_BOTTOM) == wxBU_BOTTOM)
ctrl_style |= wxALIGN_BOTTOM;
else
ctrl_style |= wxALIGN_CENTRE_VERTICAL;
if ( !wxControl::Create(parent, id, pos, size, ctrl_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;
}
/* static */
wxInputHandler *wxButton::GetStdInputHandler(wxInputHandler *handlerDef)
{
static wxStdButtonInputHandler s_handlerBtn(handlerDef);
return &s_handlerBtn;
}
// ----------------------------------------------------------------------------
// 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