603 lines
15 KiB
C++
603 lines
15 KiB
C++
#ifndef _BUTTWND_H
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#define _BUTTWND_H
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#include <wasabicfg.h>
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#include <bfc/common.h>
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#include <tataki/canvas/canvas.h>
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#include <tataki/bitmap/autobitmap.h>
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#include <api/wnd/wndclass/guiobjwnd.h>
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#include <tataki/color/skinclr.h>
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#include <api/wnd/accessible.h>
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#include <api/wnd/textalign.h>
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class api_region;
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#define DEFAULT_BUTTON_TEXT_SIZE 14
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/**
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Button Text Alignment
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Darkain: this was changed to use TextAlign
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*/
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/*
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typedef enum {
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BUTTONJUSTIFY_LEFT,
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BUTTONJUSTIFY_CENTER
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} ButtonJustify;
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*/
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#define DEFEREDCB_DOWN 0x450
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#define DEFEREDCB_UP 0x451
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#define BUTTONWND_PARENT GuiObjectWnd
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/**
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A fully skinnable button. Has images for normal, hilited, activated states.
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Plus images for a checked state. It may also be used to draw OS style buttons.
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See setBorderStyle() for more details.
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@short Button control.
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@author Nullsoft
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@ver 1.0
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@see ButtBar
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*/
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class ButtonWnd : public BUTTONWND_PARENT {
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public:
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/**
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Sets defaults for ButtonWnd objects.
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@see ~ButtonWnd()
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@param button_text The button's caption.
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*/
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ButtonWnd(const wchar_t *button_text=NULL);
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/**
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Deletes components of ButtonWnd.
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@see ButtonWnd()
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*/
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virtual ~ButtonWnd();
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/**
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Paints the bitmap on canvas according
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to current options (centering, tiling, stretching, title).
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@ret 0 for failure, 1 for success
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@param canvas The canvas on which to paint.
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*/
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virtual int onPaint(Canvas *canvas);
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/**
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Sets the bitmaps that will be used to render the button.
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This includes bitmaps for various button states. Also enables
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you to set the colorgroup (gammagroup) for the bitmaps.
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@ret 1
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@param _normal Bitmap for normal state.
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@param _pushed Bitmap for pushed state.
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@param _hilited Bitmap for hilited state.
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@param _activated Bitmap for activated state.
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@param colorgroup The colorgroup for the bitmaps (gammagroup).
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*/
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int setBitmaps(const wchar_t *normal, const wchar_t *pushed=NULL, const wchar_t *hilited=NULL, const wchar_t *activated=NULL);
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SkinBitmap *getNormalBitmap();
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/**
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Sets the bitmaps that will be used to render the button.
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This includes bitmaps for various button states. Also enables
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you to set the colorgroup (gammagroup) for the bitmaps.
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@ret 1
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@param hInst The parent window's instance handle.
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@param _normal Bitmap for normal state.
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@param _pushed Bitmap for pushed state.
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@param _hilited Bitmap for hilited state.
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@param _activated Bitmap for activated state.
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@param colorgroup The colorgroup for the bitmaps (gammagroup).
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*/
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int setBitmaps(OSMODULEHANDLE hInst, int normal, int pushed, int hilited, int activated, const wchar_t *colorgroup=NULL);
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/**
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Set the right bitmap to be used.
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@see setBitmaps()
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@ret 1
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@param bitmap The name of the bitmap to use.
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*/
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int setRightBitmap(const wchar_t *bitmap);
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/**
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Center the bitmap?
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@see setBitmaps()
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@ret Normalized flag
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@param centerit A non zero value will center the bitmap.
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*/
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int setBitmapCenter(int centerit);
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/**
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Sets base texture and causes rerendering.
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@see setBaseTexture()
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@param useit A non zero value will use the base texture.
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*/
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void setUseBaseTexture(int useit);
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/**
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Sets bitmap for button, sets position for button, flags whether to tile the bitmap
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@see setUseBaseTexture()
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@param bmp Skin bitmap for button
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@param x Button position on x-coordinate
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@param yButton position on y-coordinate
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@param tile Flag
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*/
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void setBaseTexture(SkinBitmap *bmp, int x, int y, int tile=0);
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/**
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Sets the colorgroup (gammagroup) for all the bitmaps associated with
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this button.
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@param _colorgroup The colorgroup for the bitmaps.
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*/
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void setHInstanceColorGroup(const wchar_t *_colorgroup) { colorgroup = _colorgroup; }
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/**
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Writes given text to button in given size and triggers rendering.
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@see getButtonText()
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@assert Text string is not empty
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@ret 1
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@param text Label text
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@param size Size to render label text
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*/
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int setButtonText(const wchar_t *text, int size=DEFAULT_BUTTON_TEXT_SIZE);
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/**
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Gets text from button.
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@see setButtonText()
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@ret Button text string
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*/
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const wchar_t * getButtonText();
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/**
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Sets text to render at left, in center, or at right.
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@see setButtonText()
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@see getButtonText()
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@see ButtonJustify
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@param jus BUTTONJUSTIFY_LEFT, left justified; BUTTONJUSTIFY_CENTER, centered;
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*/
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// void setTextJustification(ButtonJustify jus);
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void setTextAlign(TextAlign align);
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TextAlign getTextAlign() { return alignment; }
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/**
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Enables and disables wantfocus for the button. When disabled, the button can
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never receive focus.
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@param want !0, enable focus; 0, disable focus;
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*/
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void setWantFocus(int want) { iwantfocus = !!want; }
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/**
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Return the wantfocus
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*/
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virtual int wantFocus() const { return iwantfocus; }
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/**
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Event is triggered when the mouse leaves the button's region.
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Override this event to implement your own behavior.
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*/
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virtual void onLeaveArea();
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virtual void onEnterArea();
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/**
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Gets width of button, allowing for length of text plus button margin, if any.
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@see getHeight()
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@ret Button width (in pixels).
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*/
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int getWidth(); // our preferred width and height (from bitmaps)
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/**
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Gets height of button, allowing for height of text plus button margin, if any.
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@see getWidth()
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@ret Button height (in pixels).
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*/
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int getHeight();
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/**
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Event is triggered when focus is given to the button.
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Override this event to implement your own behavior.
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@see onKillFocus()
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@ret 1
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*/
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virtual int onGetFocus();
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/**
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Event is triggered when the button focus is lost.
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Override this event to implement your own behavior.
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@see onGetFocus()
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@ret 1
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*/
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virtual int onKillFocus();
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/**
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Event is triggered when a key is pressed and the button
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has focus.
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@ret 1, if you handle the event;
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@param c The value of the key that was pressed.
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*/
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virtual int onChar(unsigned int c);
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/**
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Saves new status and rerenders, if button enabled status changes.
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@see getEnabled()
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@see onEnable()
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@param _enabled 0, disabled; !0 enabled;
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*/
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void enableButton(int enabled); // can be pushed
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/**
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Tells parent to handle left button click.
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@see onRightPush()
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@param x Mouse click x-coordinate
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@param y Mouse click y-coordinate
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*/
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virtual void onLeftPush(int x, int y);
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/**
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Passes right mouse clicks to the parent.
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@see onLeftPush()
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@param x Mouse click x-coordinate
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@param y Mouse click y-coordinate
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*/
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virtual void onRightPush(int x, int y);
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/**
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Passes left double click to parent.
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@see onRightDoubleClick()
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@param x Mouse click x-coordinate
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@param y Mouse click y-coordinate
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*/
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virtual void onLeftDoubleClick(int x, int y);
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/**
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Passes right double click to parent
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@see onLeftDoubleClick()
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@param x Mouse click x-coordinate
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@param y Mouse click y-coordinate
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*/
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virtual void onRightDoubleClick(int x, int y);
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/**
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Event is triggered when the button will be resized.
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Override this event to implement your own behavior.
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The default behavior is to cause a repaint.
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@ret 1
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*/
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virtual int onResize();
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/**
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Sets the region pointed at after each mouse move.
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If the region has changed, it invalidate the region
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so that it will be updated on the screen.
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@ret Status from parent class
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@param x New x-coordinate of mouse cursor
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@param y New y-coordinate of mouse cursor
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*/
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virtual int onMouseMove(int x, int y); // need to catch region changes
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/**
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Event is triggered when the button is enabled or disabled.
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Override this event to implement your own behavior.
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@see getEnabled()
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@ret 1
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@param is The enable state (nonzero is enabled).
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*/
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virtual int onEnable(int is);
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/**
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Returns the value of the enabled flag.
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@see enableButton()
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@see onEnable()
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@ret enabled
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*/
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virtual int getEnabled() const;
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/**
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Get the preferences for this button.
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This will enable you to read the suggested width and height
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for the button.
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@ret Width or height of the normal bitmap, as requested, or a property from the parent class.
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@param what SUGGESTED_W, will return the width; SUGGESTED_H, will return the height;
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*/
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virtual int getPreferences(int what);
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/**
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Get the button state. This is the state caused by user interaction.
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@ret !0, pushed; 0, not pushed;
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*/
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virtual int userDown() { return userdown; }
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/**
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*/
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virtual int wantClicks() { return getEnabled(); }
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/**
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Set the bitmap to use when the button will be "checked".
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This enables you to have checked buttons and menu items.
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@see setChecked()
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@see getChecked()
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@param checkbm The name of the bitmap to use.
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*/
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void setCheckBitmap(const wchar_t *checkbm);
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/**
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Set the checked state of the button.
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@param c <0, not checked; 0, none, >0 checked;
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*/
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void setChecked(int c) { checked=c; }; // <0=nocheck, 0=none, >0=checked
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/**
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Get the checked state of the button.
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@ret <0, not checked; 0, none; >0 checked;
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*/
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int getChecked() const { return checked; }
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/**
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Triggers rerendering in the opposite
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highlight state if the hilighting flag is changed.
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@see getHilite()
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@param h
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*/
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void setHilite(int h);
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/**
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@see setHilite()
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@ret Is either highlighting flag set?
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*/
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int getHilite();
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/**
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Simulate a button push. You can use this method to simulate
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menu pushing also.
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@see getPushed()
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@param p A nonzero value will simulate a push.
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*/
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void setPushed(int p); // used by menus to simulate pushing
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/**
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Get the pushed state of a button.
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@see setPushed()
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@ret 0, not pushed; !0, pushed;
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*/
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int getPushed() const; // used by menus to simulate pushing
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/**
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Sets the auto dim state. Autodim will dim the normal
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bitmap if no hilite bitmap is provided.
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@param ad !0, autodim on; 0, autodim off;
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*/
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void setAutoDim(int ad) { autodim=!!ad; } // nonzero makes it dim if there's no hilite bitmap
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/**
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Get the autodim state.
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@see setAutoDim()
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@ret 0, autodim off; !0 autodim on;
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*/
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int getAutoDim() const { return autodim; } // nonzero makes it dim if there's no hilite bitmap
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/**
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Set the active state of the button.
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@see getActivatedButton()
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@see setActivatedNoCallback()
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@param a !0, activate the button; 0, deactivate the button;
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*/
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virtual void setActivatedButton(int a);
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/**
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Set the active state of the button, without generating a callback.
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This means that the onActivated event will not fire for this button.
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@see getActivatedButton()
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@see setActivatedButton()
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@param a !0, activate the button; 0, deactivate the button;
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*/
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virtual void setActivatedNoCallback(int a);
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/**
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Get the active state of the button.
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@see setActivatedButton()
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@ret activated !0, active; 0, inactive;
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*/
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virtual int getActivatedButton();
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/**
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Render borders around the button?
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@param b !0, borders; 0, no borders;
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*/
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void setBorders(int b);
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/**
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Sets the border style for the button. This
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has no effect if no borders are being drawn.
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"button_normal" A normal button.
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"osbutton_normal" A normal OS button (if in Windows, will show a std win32 button).
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"osbutton_close" An OS close button.
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"osbutton_minimize" An OS minimize button.
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"osbutton_maximize" An OS maximize button.
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@see getBorderStyle()
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@param style The style of button you want.
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*/
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void setBorderStyle(const wchar_t *style);
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/**
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Get the border style of the button (if there is one).
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If no border is drawn, this method always returns NULL.
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@see setBorderStyle()
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@ret The border style.
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*/
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const wchar_t *getBorderStyle();
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/**
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Set the inactive alpha blending value. This is the alpha blending
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value that will be used for blending when the button does NOT have focus.
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@param a The alpha value, range is from 0 (fully transparent) to 255 (fully opaque).
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*/
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void setInactiveAlpha(int a);
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/**
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Set the active alpha blending value. This is the alpha blending value
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that will be used for blending when the button HAS focus.
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@param a The alpha value, range is from 0 (fully transparent) to 255 (fully opaque).
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*/
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void setActiveAlpha(int a);
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/**
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Sets the colors for various states of our button. This is
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done via element id's which are in the skin xml or registered
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as seperate xml.
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@param text Normal text color (window has focus but button is not active).
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@param hilite Hilited text color (button has focus).
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@param dimmed Dimmed text color (parent window doesn't even have focus).
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*/
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void setColors(const wchar_t *text=L"studio.button.text", const wchar_t *hilite=L"studio.button.hiliteText", const wchar_t *dimmed=L"studio.button.dimmedText");
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/**
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Deletes the regions and resets them to NULL.
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@see reloadResources()
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*/
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virtual void freeResources();
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/**
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Reinitializes regions for which there are bitmaps available.
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@see freeResources()
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*/
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virtual void reloadResources();
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/**
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Event is triggered when the is being activated.
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Override this event to implement your own behavior.
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@see setActivatedButton()
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@ret 1
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@param active The button's state (nonzero is active).
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*/
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virtual int onActivateButton(int active);
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/**
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Returns the current region of the button.
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@see api_region
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@ret The region of the button.
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*/
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virtual api_region *getRegion();
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/**
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Set the modal return. This is what will be returned
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when the window is closed and the window is set to modal.
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@param r The return code you wish to set.
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*/
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virtual void setModalRetCode(int r);
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/**
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Get the modal return code for the window.
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@ret The modal return code.
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*/
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virtual int getModalRetCode() const;
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/**
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Event is triggered when the button is about to be initialized.
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Override this event to implement your own behavior.
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@ret 1
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*/
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virtual int onInit();
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virtual int onDeferredCallback(intptr_t p1, intptr_t p2);
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virtual void setTextColor(const wchar_t *text);
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virtual void setTextHoverColor(const wchar_t *text);
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virtual void setTextDimmedColor(const wchar_t *text);
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virtual void checkState(POINT *pt=NULL);
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virtual void onCancelCapture();
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private:
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AutoSkinBitmap normalbmp, pushedbmp, hilitebmp, checkbmp, rightbmp, activatedbmp;
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SkinBitmap *base_texture;
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RegionI *normalrgn, *pushedrgn, *hirgn, *currgn, *activatedrgn;
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int textsize;
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TextAlign alignment;
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SkinColor color_text, color_hilite, color_dimmed;
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int retcode;
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StringW normalBmpStr, pushedBmpStr, hilitedBmpStr, activatedBmpStr;
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int folderstyle;
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int autodim;
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int userhilite;
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int userdown;
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int activated;
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int enabled;
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int borders;
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const wchar_t *borderstyle;
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int dsoNormal, dsoPushed, dsoDisabled;
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int iwantfocus;
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int center_bitmap;
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int use_base_texture;
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int checked;
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int xShift, yShift, tile_base_texture;
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int inactivealpha, activealpha;
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StringW colorgroup;
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int forcedown;
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};
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#endif
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