// ----------------------------------------------------------------------------
#ifdef __GNUG__
- #pragma implementation "button.h"
+ #pragma implementation "univbutton.h"
#endif
#include "wx/wxprec.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;
+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;
// ============================================================================
// 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;
}
- // for compatibility with other ports, the buttons default size is never
- // less than the standard one
- wxSize szDef = GetDefaultSize();
- if ( width < szDef.x )
- width = szDef.x;
+ // 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);
}
void wxButton::DoDraw(wxControlRenderer *renderer)
{
- renderer->DrawButtonBorder();
+ 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::SetImageMargins(wxCoord x, wxCoord y)
{
- m_marginBmpX = x;
- m_marginBmpY = y;
-
+ m_marginBmpX = x + 2;
+ m_marginBmpY = y + 2;
+
SetBestSize(wxDefaultSize);
}
m_winHasMouse = FALSE;
}
-bool wxStdButtonInputHandler::HandleKey(wxControl *control,
+bool wxStdButtonInputHandler::HandleKey(wxInputConsumer *consumer,
const wxKeyEvent& event,
bool pressed)
{
int keycode = event.GetKeyCode();
if ( keycode == WXK_SPACE || keycode == WXK_RETURN )
{
- control->PerformAction(wxACTION_BUTTON_TOGGLE);
+ consumer->PerformAction(wxACTION_BUTTON_TOGGLE);
return TRUE;
}
- return wxStdInputHandler::HandleKey(control, event, pressed);
+ return wxStdInputHandler::HandleKey(consumer, event, pressed);
}
-bool wxStdButtonInputHandler::HandleMouse(wxControl *control,
+bool wxStdButtonInputHandler::HandleMouse(wxInputConsumer *consumer,
const wxMouseEvent& event)
{
// the button has 2 states: pressed and normal with the following
// the other mouse buttons are ignored
if ( event.Button(1) )
{
- if ( event.ButtonDown(1) )
+ if ( event.LeftDown() || event.LeftDClick() )
{
- m_winCapture = control;
+ m_winCapture = consumer->GetInputWindow();
m_winCapture->CaptureMouse();
m_winHasMouse = TRUE;
- control->PerformAction(wxACTION_BUTTON_PRESS);
+ consumer->PerformAction(wxACTION_BUTTON_PRESS);
return TRUE;
}
- else // up
+ else if ( event.LeftUp() )
{
if ( m_winCapture )
{
if ( m_winHasMouse )
{
// this will generate a click event
- control->PerformAction(wxACTION_BUTTON_TOGGLE);
+ 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(control, event);
+ return wxStdInputHandler::HandleMouse(consumer, event);
}
-bool wxStdButtonInputHandler::HandleMouseMove(wxControl *control,
+bool wxStdButtonInputHandler::HandleMouseMove(wxInputConsumer *consumer,
const wxMouseEvent& event)
{
// we only have to do something when the mouse leaves/enters the pressed
m_winHasMouse = FALSE;
// we do have a pressed button, so release it
- control->SetCurrent(FALSE);
- control->PerformAction(wxACTION_BUTTON_RELEASE);
+ consumer->GetInputWindow()->SetCurrent(FALSE);
+ consumer->PerformAction(wxACTION_BUTTON_RELEASE);
return TRUE;
}
// we did have a pressed button which we released when leaving the
// window, press it again
- control->SetCurrent(TRUE);
- control->PerformAction(wxACTION_BUTTON_PRESS);
+ consumer->GetInputWindow()->SetCurrent(TRUE);
+ consumer->PerformAction(wxACTION_BUTTON_PRESS);
return TRUE;
}
}
- return wxStdInputHandler::HandleMouseMove(control, event);
+ return wxStdInputHandler::HandleMouseMove(consumer, event);
}
-bool wxStdButtonInputHandler::HandleFocus(wxControl *control,
+bool wxStdButtonInputHandler::HandleFocus(wxInputConsumer *consumer,
const wxFocusEvent& event)
{
// buttons change appearance when they get/lose focus, so return TRUE to
return TRUE;
}
-bool wxStdButtonInputHandler::HandleActivation(wxControl *control,
+bool wxStdButtonInputHandler::HandleActivation(wxInputConsumer *consumer,
bool activated)
{
// the default button changes appearance when the app is [de]activated, so
// return TRUE to refresh
- return wxStaticCast(control, wxButton)->IsDefault();
+ return wxStaticCast(consumer->GetInputWindow(), wxButton)->IsDefault();
}
#endif // wxUSE_BUTTON