// headers
// ----------------------------------------------------------------------------
-#ifdef __GNUG__
+#if defined(__GNUG__) && !defined(NO_GCC_PRAGMA)
#pragma implementation "univbutton.h"
#endif
#include "wx/univ/inphand.h"
#include "wx/univ/theme.h"
#include "wx/univ/colschem.h"
+#include "wx/stockitem.h"
// ----------------------------------------------------------------------------
// constants
void wxButton::Init()
{
m_isPressed =
- m_isDefault = FALSE;
+ m_isDefault = false;
}
bool wxButton::Create(wxWindow *parent,
wxWindowID id,
const wxBitmap& bitmap,
- const wxString &label,
+ 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);
+
// center label by default
if ( !(style & wxALIGN_MASK) )
{
style |= wxALIGN_CENTRE_HORIZONTAL | wxALIGN_CENTRE_VERTICAL;
}
- if ( !wxControl::Create(parent, id, pos, size, style, wxDefaultValidator, name) )
- return FALSE;
+ if ( !wxControl::Create(parent, id, pos, size, style, validator, name) )
+ return false;
SetLabel(label);
SetImageLabel(bitmap);
CreateInputHandler(wxINP_HANDLER_BUTTON);
- return TRUE;
+ return true;
}
wxButton::~wxButton()
// 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;
+// 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;
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)
width = szDef.x;
}
}
-
+*/
return wxSize(width, height);
}
rect, GetStateFlags());
}
- return TRUE;
+ return true;
}
// ----------------------------------------------------------------------------
{
if ( !m_isPressed )
{
- m_isPressed = TRUE;
+ m_isPressed = true;
Refresh();
}
{
if ( m_isPressed )
{
- m_isPressed = FALSE;
+ m_isPressed = false;
Refresh();
}
else
return wxControl::PerformAction(action, numArg, strArg);
- return TRUE;
+ return true;
}
// ----------------------------------------------------------------------------
void wxButton::SetDefault()
{
- m_isDefault = TRUE;
+ m_isDefault = true;
}
// ============================================================================
: wxStdInputHandler(handler)
{
m_winCapture = NULL;
- m_winHasMouse = FALSE;
+ m_winHasMouse = false;
}
bool wxStdButtonInputHandler::HandleKey(wxInputConsumer *consumer,
{
consumer->PerformAction(wxACTION_BUTTON_TOGGLE);
- return TRUE;
+ return true;
}
return wxStdInputHandler::HandleKey(consumer, event, pressed);
{
m_winCapture = consumer->GetInputWindow();
m_winCapture->CaptureMouse();
- m_winHasMouse = TRUE;
+ m_winHasMouse = true;
consumer->PerformAction(wxACTION_BUTTON_PRESS);
- return TRUE;
+ return true;
}
else if ( event.LeftUp() )
{
// this will generate a click event
consumer->PerformAction(wxACTION_BUTTON_TOGGLE);
- return TRUE;
+ return true;
}
//else: the mouse was released outside the window, this doesn't
// count as a click
if ( event.Leaving() )
{
// remember that the mouse is now outside
- m_winHasMouse = FALSE;
+ m_winHasMouse = false;
// we do have a pressed button, so release it
- consumer->GetInputWindow()->SetCurrent(FALSE);
+ consumer->GetInputWindow()->SetCurrent(false);
consumer->PerformAction(wxACTION_BUTTON_RELEASE);
- return TRUE;
+ 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;
+ m_winHasMouse = true;
// we did have a pressed button which we released when leaving the
// window, press it again
- consumer->GetInputWindow()->SetCurrent(TRUE);
+ consumer->GetInputWindow()->SetCurrent(true);
consumer->PerformAction(wxACTION_BUTTON_PRESS);
- return TRUE;
+ return true;
}
}
return wxStdInputHandler::HandleMouseMove(consumer, event);
}
-bool wxStdButtonInputHandler::HandleFocus(wxInputConsumer *consumer,
- const wxFocusEvent& event)
+bool wxStdButtonInputHandler::HandleFocus(wxInputConsumer * WXUNUSED(consumer),
+ const wxFocusEvent& WXUNUSED(event))
{
- // buttons change appearance when they get/lose focus, so return TRUE to
+ // buttons change appearance when they get/lose focus, so return true to
// refresh
- return TRUE;
+ return true;
}
bool wxStdButtonInputHandler::HandleActivation(wxInputConsumer *consumer,
- bool activated)
+ bool WXUNUSED(activated))
{
// the default button changes appearance when the app is [de]activated, so
- // return TRUE to refresh
+ // return true to refresh
return wxStaticCast(consumer->GetInputWindow(), wxButton)->IsDefault();
}