// headers
// ----------------------------------------------------------------------------
-#if defined(__GNUG__) && !defined(NO_GCC_PRAGMA)
- #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
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, validator, name) )
+ 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())
+ SetImageLabel(bitmap); // SetInitialSize called by SetImageLabel()
+ else
+ SetInitialSize(size);
CreateInputHandler(wxINP_HANDLER_BUTTON);
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)
wxSize size = GetSize();
rect.width = size.x;
rect.height = size.y;
-
+
if ( GetBackgroundBitmap().Ok() )
{
// get the bitmap and the flags
return true;
}
+/* static */
+wxInputHandler *wxButton::GetStdInputHandler(wxInputHandler *handlerDef)
+{
+ static wxStdButtonInputHandler s_handlerBtn(handlerDef);
+
+ return &s_handlerBtn;
+}
+
// ----------------------------------------------------------------------------
// misc
// ----------------------------------------------------------------------------
{
m_marginBmpX = x + 2;
m_marginBmpY = y + 2;
-
- SetBestSize(wxDefaultSize);
+
+ SetInitialSize(wxDefaultSize);
}
-void wxButton::SetDefault()
+wxWindow *wxButton::SetDefault()
{
m_isDefault = true;
+
+ return wxButtonBase::SetDefault();
}
// ============================================================================