winamp/Src/Wasabi/api/wnd/wndclass/buttwnd.h

603 lines
15 KiB
C
Raw Normal View History

2024-09-24 14:54:57 +02:00
#ifndef _BUTTWND_H
#define _BUTTWND_H
#include <wasabicfg.h>
#include <bfc/common.h>
#include <tataki/canvas/canvas.h>
#include <tataki/bitmap/autobitmap.h>
#include <api/wnd/wndclass/guiobjwnd.h>
#include <tataki/color/skinclr.h>
#include <api/wnd/accessible.h>
#include <api/wnd/textalign.h>
class api_region;
#define DEFAULT_BUTTON_TEXT_SIZE 14
/**
Button Text Alignment
Darkain: this was changed to use TextAlign
*/
/*
typedef enum {
BUTTONJUSTIFY_LEFT,
BUTTONJUSTIFY_CENTER
} ButtonJustify;
*/
#define DEFEREDCB_DOWN 0x450
#define DEFEREDCB_UP 0x451
#define BUTTONWND_PARENT GuiObjectWnd
/**
A fully skinnable button. Has images for normal, hilited, activated states.
Plus images for a checked state. It may also be used to draw OS style buttons.
See setBorderStyle() for more details.
@short Button control.
@author Nullsoft
@ver 1.0
@see ButtBar
*/
class ButtonWnd : public BUTTONWND_PARENT {
public:
/**
Sets defaults for ButtonWnd objects.
@see ~ButtonWnd()
@param button_text The button's caption.
*/
ButtonWnd(const wchar_t *button_text=NULL);
/**
Deletes components of ButtonWnd.
@see ButtonWnd()
*/
virtual ~ButtonWnd();
/**
Paints the bitmap on canvas according
to current options (centering, tiling, stretching, title).
@ret 0 for failure, 1 for success
@param canvas The canvas on which to paint.
*/
virtual int onPaint(Canvas *canvas);
/**
Sets the bitmaps that will be used to render the button.
This includes bitmaps for various button states. Also enables
you to set the colorgroup (gammagroup) for the bitmaps.
@ret 1
@param _normal Bitmap for normal state.
@param _pushed Bitmap for pushed state.
@param _hilited Bitmap for hilited state.
@param _activated Bitmap for activated state.
@param colorgroup The colorgroup for the bitmaps (gammagroup).
*/
int setBitmaps(const wchar_t *normal, const wchar_t *pushed=NULL, const wchar_t *hilited=NULL, const wchar_t *activated=NULL);
SkinBitmap *getNormalBitmap();
/**
Sets the bitmaps that will be used to render the button.
This includes bitmaps for various button states. Also enables
you to set the colorgroup (gammagroup) for the bitmaps.
@ret 1
@param hInst The parent window's instance handle.
@param _normal Bitmap for normal state.
@param _pushed Bitmap for pushed state.
@param _hilited Bitmap for hilited state.
@param _activated Bitmap for activated state.
@param colorgroup The colorgroup for the bitmaps (gammagroup).
*/
int setBitmaps(OSMODULEHANDLE hInst, int normal, int pushed, int hilited, int activated, const wchar_t *colorgroup=NULL);
/**
Set the right bitmap to be used.
@see setBitmaps()
@ret 1
@param bitmap The name of the bitmap to use.
*/
int setRightBitmap(const wchar_t *bitmap);
/**
Center the bitmap?
@see setBitmaps()
@ret Normalized flag
@param centerit A non zero value will center the bitmap.
*/
int setBitmapCenter(int centerit);
/**
Sets base texture and causes rerendering.
@see setBaseTexture()
@param useit A non zero value will use the base texture.
*/
void setUseBaseTexture(int useit);
/**
Sets bitmap for button, sets position for button, flags whether to tile the bitmap
@see setUseBaseTexture()
@param bmp Skin bitmap for button
@param x Button position on x-coordinate
@param yButton position on y-coordinate
@param tile Flag
*/
void setBaseTexture(SkinBitmap *bmp, int x, int y, int tile=0);
/**
Sets the colorgroup (gammagroup) for all the bitmaps associated with
this button.
@param _colorgroup The colorgroup for the bitmaps.
*/
void setHInstanceColorGroup(const wchar_t *_colorgroup) { colorgroup = _colorgroup; }
/**
Writes given text to button in given size and triggers rendering.
@see getButtonText()
@assert Text string is not empty
@ret 1
@param text Label text
@param size Size to render label text
*/
int setButtonText(const wchar_t *text, int size=DEFAULT_BUTTON_TEXT_SIZE);
/**
Gets text from button.
@see setButtonText()
@ret Button text string
*/
const wchar_t * getButtonText();
/**
Sets text to render at left, in center, or at right.
@see setButtonText()
@see getButtonText()
@see ButtonJustify
@param jus BUTTONJUSTIFY_LEFT, left justified; BUTTONJUSTIFY_CENTER, centered;
*/
// void setTextJustification(ButtonJustify jus);
void setTextAlign(TextAlign align);
TextAlign getTextAlign() { return alignment; }
/**
Enables and disables wantfocus for the button. When disabled, the button can
never receive focus.
@param want !0, enable focus; 0, disable focus;
*/
void setWantFocus(int want) { iwantfocus = !!want; }
/**
Return the wantfocus
*/
virtual int wantFocus() const { return iwantfocus; }
/**
Event is triggered when the mouse leaves the button's region.
Override this event to implement your own behavior.
*/
virtual void onLeaveArea();
virtual void onEnterArea();
/**
Gets width of button, allowing for length of text plus button margin, if any.
@see getHeight()
@ret Button width (in pixels).
*/
int getWidth(); // our preferred width and height (from bitmaps)
/**
Gets height of button, allowing for height of text plus button margin, if any.
@see getWidth()
@ret Button height (in pixels).
*/
int getHeight();
/**
Event is triggered when focus is given to the button.
Override this event to implement your own behavior.
@see onKillFocus()
@ret 1
*/
virtual int onGetFocus();
/**
Event is triggered when the button focus is lost.
Override this event to implement your own behavior.
@see onGetFocus()
@ret 1
*/
virtual int onKillFocus();
/**
Event is triggered when a key is pressed and the button
has focus.
@ret 1, if you handle the event;
@param c The value of the key that was pressed.
*/
virtual int onChar(unsigned int c);
/**
Saves new status and rerenders, if button enabled status changes.
@see getEnabled()
@see onEnable()
@param _enabled 0, disabled; !0 enabled;
*/
void enableButton(int enabled); // can be pushed
/**
Tells parent to handle left button click.
@see onRightPush()
@param x Mouse click x-coordinate
@param y Mouse click y-coordinate
*/
virtual void onLeftPush(int x, int y);
/**
Passes right mouse clicks to the parent.
@see onLeftPush()
@param x Mouse click x-coordinate
@param y Mouse click y-coordinate
*/
virtual void onRightPush(int x, int y);
/**
Passes left double click to parent.
@see onRightDoubleClick()
@param x Mouse click x-coordinate
@param y Mouse click y-coordinate
*/
virtual void onLeftDoubleClick(int x, int y);
/**
Passes right double click to parent
@see onLeftDoubleClick()
@param x Mouse click x-coordinate
@param y Mouse click y-coordinate
*/
virtual void onRightDoubleClick(int x, int y);
/**
Event is triggered when the button will be resized.
Override this event to implement your own behavior.
The default behavior is to cause a repaint.
@ret 1
*/
virtual int onResize();
/**
Sets the region pointed at after each mouse move.
If the region has changed, it invalidate the region
so that it will be updated on the screen.
@ret Status from parent class
@param x New x-coordinate of mouse cursor
@param y New y-coordinate of mouse cursor
*/
virtual int onMouseMove(int x, int y); // need to catch region changes
/**
Event is triggered when the button is enabled or disabled.
Override this event to implement your own behavior.
@see getEnabled()
@ret 1
@param is The enable state (nonzero is enabled).
*/
virtual int onEnable(int is);
/**
Returns the value of the enabled flag.
@see enableButton()
@see onEnable()
@ret enabled
*/
virtual int getEnabled() const;
/**
Get the preferences for this button.
This will enable you to read the suggested width and height
for the button.
@ret Width or height of the normal bitmap, as requested, or a property from the parent class.
@param what SUGGESTED_W, will return the width; SUGGESTED_H, will return the height;
*/
virtual int getPreferences(int what);
/**
Get the button state. This is the state caused by user interaction.
@ret !0, pushed; 0, not pushed;
*/
virtual int userDown() { return userdown; }
/**
*/
virtual int wantClicks() { return getEnabled(); }
/**
Set the bitmap to use when the button will be "checked".
This enables you to have checked buttons and menu items.
@see setChecked()
@see getChecked()
@param checkbm The name of the bitmap to use.
*/
void setCheckBitmap(const wchar_t *checkbm);
/**
Set the checked state of the button.
@param c <0, not checked; 0, none, >0 checked;
*/
void setChecked(int c) { checked=c; }; // <0=nocheck, 0=none, >0=checked
/**
Get the checked state of the button.
@ret <0, not checked; 0, none; >0 checked;
*/
int getChecked() const { return checked; }
/**
Triggers rerendering in the opposite
highlight state if the hilighting flag is changed.
@see getHilite()
@param h
*/
void setHilite(int h);
/**
@see setHilite()
@ret Is either highlighting flag set?
*/
int getHilite();
/**
Simulate a button push. You can use this method to simulate
menu pushing also.
@see getPushed()
@param p A nonzero value will simulate a push.
*/
void setPushed(int p); // used by menus to simulate pushing
/**
Get the pushed state of a button.
@see setPushed()
@ret 0, not pushed; !0, pushed;
*/
int getPushed() const; // used by menus to simulate pushing
/**
Sets the auto dim state. Autodim will dim the normal
bitmap if no hilite bitmap is provided.
@param ad !0, autodim on; 0, autodim off;
*/
void setAutoDim(int ad) { autodim=!!ad; } // nonzero makes it dim if there's no hilite bitmap
/**
Get the autodim state.
@see setAutoDim()
@ret 0, autodim off; !0 autodim on;
*/
int getAutoDim() const { return autodim; } // nonzero makes it dim if there's no hilite bitmap
/**
Set the active state of the button.
@see getActivatedButton()
@see setActivatedNoCallback()
@param a !0, activate the button; 0, deactivate the button;
*/
virtual void setActivatedButton(int a);
/**
Set the active state of the button, without generating a callback.
This means that the onActivated event will not fire for this button.
@see getActivatedButton()
@see setActivatedButton()
@param a !0, activate the button; 0, deactivate the button;
*/
virtual void setActivatedNoCallback(int a);
/**
Get the active state of the button.
@see setActivatedButton()
@ret activated !0, active; 0, inactive;
*/
virtual int getActivatedButton();
/**
Render borders around the button?
@param b !0, borders; 0, no borders;
*/
void setBorders(int b);
/**
Sets the border style for the button. This
has no effect if no borders are being drawn.
"button_normal" A normal button.
"osbutton_normal" A normal OS button (if in Windows, will show a std win32 button).
"osbutton_close" An OS close button.
"osbutton_minimize" An OS minimize button.
"osbutton_maximize" An OS maximize button.
@see getBorderStyle()
@param style The style of button you want.
*/
void setBorderStyle(const wchar_t *style);
/**
Get the border style of the button (if there is one).
If no border is drawn, this method always returns NULL.
@see setBorderStyle()
@ret The border style.
*/
const wchar_t *getBorderStyle();
/**
Set the inactive alpha blending value. This is the alpha blending
value that will be used for blending when the button does NOT have focus.
@param a The alpha value, range is from 0 (fully transparent) to 255 (fully opaque).
*/
void setInactiveAlpha(int a);
/**
Set the active alpha blending value. This is the alpha blending value
that will be used for blending when the button HAS focus.
@param a The alpha value, range is from 0 (fully transparent) to 255 (fully opaque).
*/
void setActiveAlpha(int a);
/**
Sets the colors for various states of our button. This is
done via element id's which are in the skin xml or registered
as seperate xml.
@param text Normal text color (window has focus but button is not active).
@param hilite Hilited text color (button has focus).
@param dimmed Dimmed text color (parent window doesn't even have focus).
*/
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");
/**
Deletes the regions and resets them to NULL.
@see reloadResources()
*/
virtual void freeResources();
/**
Reinitializes regions for which there are bitmaps available.
@see freeResources()
*/
virtual void reloadResources();
/**
Event is triggered when the is being activated.
Override this event to implement your own behavior.
@see setActivatedButton()
@ret 1
@param active The button's state (nonzero is active).
*/
virtual int onActivateButton(int active);
/**
Returns the current region of the button.
@see api_region
@ret The region of the button.
*/
virtual api_region *getRegion();
/**
Set the modal return. This is what will be returned
when the window is closed and the window is set to modal.
@param r The return code you wish to set.
*/
virtual void setModalRetCode(int r);
/**
Get the modal return code for the window.
@ret The modal return code.
*/
virtual int getModalRetCode() const;
/**
Event is triggered when the button is about to be initialized.
Override this event to implement your own behavior.
@ret 1
*/
virtual int onInit();
virtual int onDeferredCallback(intptr_t p1, intptr_t p2);
virtual void setTextColor(const wchar_t *text);
virtual void setTextHoverColor(const wchar_t *text);
virtual void setTextDimmedColor(const wchar_t *text);
virtual void checkState(POINT *pt=NULL);
virtual void onCancelCapture();
private:
AutoSkinBitmap normalbmp, pushedbmp, hilitebmp, checkbmp, rightbmp, activatedbmp;
SkinBitmap *base_texture;
RegionI *normalrgn, *pushedrgn, *hirgn, *currgn, *activatedrgn;
int textsize;
TextAlign alignment;
SkinColor color_text, color_hilite, color_dimmed;
int retcode;
StringW normalBmpStr, pushedBmpStr, hilitedBmpStr, activatedBmpStr;
int folderstyle;
int autodim;
int userhilite;
int userdown;
int activated;
int enabled;
int borders;
const wchar_t *borderstyle;
int dsoNormal, dsoPushed, dsoDisabled;
int iwantfocus;
int center_bitmap;
int use_base_texture;
int checked;
int xShift, yShift, tile_base_texture;
int inactivealpha, activealpha;
StringW colorgroup;
int forcedown;
};
#endif