DVX_GUI/dvx/widgets/widgetButton.c

143 lines
5.2 KiB
C

// widgetButton.c -- Button widget
//
// Standard push button with text label, Motif-style 2px beveled border,
// and press animation. The button uses a two-phase press model:
// - Mouse press: sets pressed=true and stores the widget in sPressedButton.
// The event dispatcher tracks mouse movement -- if the mouse leaves the
// button bounds, pressed is cleared (visual feedback), and if it re-enters,
// pressed is re-set. The onClick callback fires only on mouse-up while
// still inside the button. This gives the user a chance to cancel by
// dragging away, matching standard GUI behavior.
// - Keyboard press (Space/Enter): sets pressed=true and stores in
// sKeyPressedBtn. The onClick fires on key-up. This uses a different
// global than mouse press because key and mouse can't happen simultaneously.
//
// The press animation shifts text and focus rect by BUTTON_PRESS_OFFSET (1px)
// down and right, and swaps the bevel highlight/shadow colors to create the
// illusion of the button being pushed "into" the screen.
//
// Text supports accelerator keys via '&' prefix (e.g., "&OK" underlines 'O'
// and Alt+O activates the button).
#include "widgetInternal.h"
// ============================================================
// wgtButton
// ============================================================
WidgetT *wgtButton(WidgetT *parent, const char *text) {
WidgetT *w = widgetAlloc(parent, WidgetButtonE);
if (w) {
w->as.button.text = text;
w->as.button.pressed = false;
w->accelKey = accelParse(text);
}
return w;
}
// ============================================================
// widgetButtonGetText
// ============================================================
const char *widgetButtonGetText(const WidgetT *w) {
return w->as.button.text;
}
// ============================================================
// widgetButtonSetText
// ============================================================
void widgetButtonSetText(WidgetT *w, const char *text) {
w->as.button.text = text;
w->accelKey = accelParse(text);
}
// ============================================================
// widgetButtonCalcMinSize
// ============================================================
// Min size includes horizontal and vertical padding around the text. The text
// width is computed by textWidthAccel which excludes the '&' accelerator prefix
// character from the measurement.
void widgetButtonCalcMinSize(WidgetT *w, const BitmapFontT *font) {
w->calcMinW = textWidthAccel(font, w->as.button.text) + BUTTON_PAD_H * 2;
w->calcMinH = font->charHeight + BUTTON_PAD_V * 2;
}
// ============================================================
// widgetButtonOnKey
// ============================================================
void widgetButtonOnKey(WidgetT *w, int32_t key, int32_t mod) {
(void)mod;
if (key == ' ' || key == 0x0D) {
w->as.button.pressed = true;
sKeyPressedBtn = w;
wgtInvalidatePaint(w);
}
}
// ============================================================
// widgetButtonOnMouse
// ============================================================
void widgetButtonOnMouse(WidgetT *w, WidgetT *root, int32_t vx, int32_t vy) {
(void)root;
(void)vx;
(void)vy;
w->focused = true;
w->as.button.pressed = true;
sPressedButton = w;
}
// ============================================================
// widgetButtonPaint
// ============================================================
// Paint: draws the beveled border, centered text, and optional focus rect.
// When pressed, the bevel colors swap (highlight<->shadow) creating the sunken
// appearance, and the text shifts by BUTTON_PRESS_OFFSET pixels. Disabled
// buttons use the "embossed" text technique (highlight color at +1,+1, then
// shadow color at 0,0) to create a chiseled/etched look -- this is the
// standard Windows 3.1 disabled control appearance.
void widgetButtonPaint(WidgetT *w, DisplayT *d, const BlitOpsT *ops, const BitmapFontT *font, const ColorSchemeT *colors) {
uint32_t fg = w->fgColor ? w->fgColor : colors->contentFg;
uint32_t bgFace = w->bgColor ? w->bgColor : colors->buttonFace;
BevelStyleT bevel;
bevel.highlight = w->as.button.pressed ? colors->windowShadow : colors->windowHighlight;
bevel.shadow = w->as.button.pressed ? colors->windowHighlight : colors->windowShadow;
bevel.face = bgFace;
bevel.width = 2;
drawBevel(d, ops, w->x, w->y, w->w, w->h, &bevel);
int32_t textW = textWidthAccel(font, w->as.button.text);
int32_t textX = w->x + (w->w - textW) / 2;
int32_t textY = w->y + (w->h - font->charHeight) / 2;
if (w->as.button.pressed) {
textX += BUTTON_PRESS_OFFSET;
textY += BUTTON_PRESS_OFFSET;
}
if (!w->enabled) {
drawTextAccelEmbossed(d, ops, font, textX, textY, w->as.button.text, colors);
} else {
drawTextAccel(d, ops, font, textX, textY, w->as.button.text, fg, bgFace, true);
}
if (w->focused) {
int32_t off = w->as.button.pressed ? BUTTON_PRESS_OFFSET : 0;
drawFocusRect(d, ops, w->x + BUTTON_FOCUS_INSET + off, w->y + BUTTON_FOCUS_INSET + off, w->w - BUTTON_FOCUS_INSET * 2, w->h - BUTTON_FOCUS_INSET * 2, fg);
}
}