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