// headers
// ----------------------------------------------------------------------------
-#ifdef __GNUG__
- #pragma implementation "univbutton.h"
-#endif
-
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#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
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)
{
- // center label by default
- if ( !(style & wxALIGN_MASK) )
- {
- style |= wxALIGN_CENTRE_HORIZONTAL | wxALIGN_CENTRE_VERTICAL;
- }
+ 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 ( !wxControl::Create(parent, id, pos, size, style, wxDefaultValidator, name) )
- return FALSE;
+ 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()
+
+ if (bitmap.Ok())
+ SetBitmap(bitmap); // SetInitialSize called by SetBitmap()
+ else
+ SetInitialSize(size);
CreateInputHandler(wxINP_HANDLER_BUTTON);
- return TRUE;
+ return true;
}
wxButton::~wxButton()
width += m_bitmap.GetWidth() + 2*m_marginBmpX;
}
- // The default size should not be adjusted, so the code is moved into the
+ // 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)
renderer->DrawButtonBorder();
}
- renderer->DrawLabel(m_bitmap, m_marginBmpX, m_marginBmpY);
+ renderer->DrawButtonLabel(m_bitmap, m_marginBmpX, m_marginBmpY);
}
bool wxButton::DoDrawBackground(wxDC& dc)
wxSize size = GetSize();
rect.width = size.x;
rect.height = size.y;
-
+
if ( GetBackgroundBitmap().Ok() )
{
// get the bitmap and the flags
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;
+}
+
+/* static */
+wxInputHandler *wxButton::GetStdInputHandler(wxInputHandler *handlerDef)
+{
+ static wxStdButtonInputHandler s_handlerBtn(handlerDef);
+
+ return &s_handlerBtn;
}
// ----------------------------------------------------------------------------
// misc
// ----------------------------------------------------------------------------
-void wxButton::SetImageLabel(const wxBitmap& bitmap)
+void wxButton::DoSetBitmap(const wxBitmap& bitmap, State which)
{
- m_bitmap = bitmap;
+ // we support only one bitmap right now, although this wouldn't be
+ // difficult to change
+ if ( which == State_Normal )
+ m_bitmap = bitmap;
- SetImageMargins(DEFAULT_BTN_MARGIN_X, DEFAULT_BTN_MARGIN_Y);
+ SetBitmapMargins(DEFAULT_BTN_MARGIN_X, DEFAULT_BTN_MARGIN_Y);
}
-void wxButton::SetImageMargins(wxCoord x, wxCoord y)
+void wxButton::DoSetBitmapMargins(wxCoord x, wxCoord y)
{
m_marginBmpX = x + 2;
m_marginBmpY = y + 2;
-
- SetBestSize(wxDefaultSize);
+
+ SetInitialSize(wxDefaultSize);
}
-void wxButton::SetDefault()
+wxWindow *wxButton::SetDefault()
{
- m_isDefault = TRUE;
+ m_isDefault = true;
+
+ return wxButtonBase::SetDefault();
}
// ============================================================================
: 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();
}