# Module 'Buttons' from Resize import * # Import module 'rect' renamed as '_rect' # import rect _rect = rect del rect # Field indices in mouse event detail # _HV = 0 _CLICKS = 1 _BUTTON = 2 _MASK = 3 # LabelAppearance provides defaults for all appearance methods. # selected state not visible # disabled --> crossed out # hilited --> inverted # class LabelAppearance(): # # Initialization # def init_appearance(self, (win, bounds)): self.win = win self.bounds = bounds self.enabled = 1 self.hilited = 0 self.selected = 0 self.text = '' self.limbo = 1 self.recalc() self.win.change(self.bounds) # While the limbo flag is set, redraw calls are ignored. # It is cleared by the first draw event. # This is intended to avoid duplicate drawing during # initialization. # # Changing the parameters # def settext(self, text): self.text = text self.recalctextpos() self.redraw() # def setbounds(self, bounds): # This delays drawing until after all buttons are moved self.win.change(self.bounds) self.bounds = bounds self.recalc() self.win.change(bounds) # # Changing the state bits # def enable(self, flag): if flag <> self.enabled: self.enabled = flag if not self.limbo: self.flipenable(self.win.begindrawing()) # def hilite(self, flag): if flag <> self.hilited: self.hilited = flag if not self.limbo: self.fliphilite(self.win.begindrawing()) # def select(self, flag): if flag <> self.selected: self.selected = flag self.redraw() # # Recalculate the box bounds and text position. # This can be overridden by buttons that draw different boxes # or want their text in a different position. # def recalc(self): self.recalcbounds() self.recalctextpos() # def recalcbounds(self): self.hilitebounds = _rect.inset(self.bounds, (3, 3)) self.crossbounds = self.bounds # def recalctextpos(self): (left, top), (right, bottom) = self.bounds d = self.win.begindrawing() h = (left + right - d.textwidth(self.text)) / 2 v = (top + bottom - d.lineheight()) / 2 self.textpos = h, v # # Generic drawing mechanism. # Do not override redraw() or draw() methods; override drawit() c.s. # def redraw(self): if not self.limbo: self.draw(self.win.begindrawing(), self.bounds) # def draw(self, (d, area)): self.limbo = 0 area = _rect.intersect(area, self.bounds) if area = _rect.empty: return d.cliprect(area) d.erase(self.bounds) self.drawit(d) d.noclip() # # The drawit() method is fairly generic but may be overridden. # def drawit(self, d): self.drawpict(d) if self.text: d.text(self.textpos, self.text) if not self.enabled: self.flipenable(d) if self.hilited: self.fliphilite(d) # # Default drawing detail functions. # Overriding these is normally sufficient to get different # appearances. # def drawpict(self, d): pass # def flipenable(self, d): _xorcross(d, self.crossbounds) # def fliphilite(self, d): d.invert(self.hilitebounds) # ButtonAppearance displays a centered string in a box. # selected --> bold border # disabled --> crossed out # hilited --> inverted # class ButtonAppearance() = LabelAppearance(): # def drawpict(self, d): d.box(_rect.inset(self.bounds, (1, 1))) if self.selected: # Make a thicker box d.box(self.bounds) d.box(_rect.inset(self.bounds, (2, 2))) d.box(_rect.inset(self.bounds, (3, 3))) # # CheckAppearance displays a small square box and a left-justified string. # selected --> a cross appears in the box # disabled --> whole button crossed out # hilited --> box is inverted # class CheckAppearance() = LabelAppearance(): # def drawpict(self, d): d.box(self.boxbounds) if self.selected: _xorcross(d, self.boxbounds) # def recalcbounds(self): LabelAppearance.recalcbounds(self) (left, top), (right, bottom) = self.bounds self.size = bottom - top - 4 self.boxbounds = (left+2, top+2), (left+2+self.size, bottom-2) self.hilitebounds = self.boxbounds # def recalctextpos(self): d = self.win.begindrawing() (left, top), (right, bottom) = self.boxbounds h = right + d.textwidth(' ') v = top + (self.size - d.lineheight()) / 2 self.textpos = h, v # # RadioAppearance displays a round indicator and a left-justified string. # selected --> a dot appears in the indicator # disabled --> whole button crossed out # hilited --> indicator is inverted # class RadioAppearance() = CheckAppearance(): # def drawpict(self, d): (left, top), (right, bottom) = self.boxbounds radius = self.size / 2 h, v = left + radius, top + radius d.circle((h, v), radius) if self.selected: some = radius/3 d.paint((h-some, v-some), (h+some, v+some)) # # NoReactivity ignores mouse and timer events. # The trigger methods call the corresponding hooks set by the user. # Hooks (and triggers) mean the following: # down_hook called on some mouse-down events # move_hook called on some mouse-move events # up_hook called on mouse-up events # on_hook called for buttons with on/off state, when it goes on # timer_hook called on timer events # hook called when a button 'fires' or a radiobutton goes on # There are usually extra conditions, e.g., hooks are only called # when the button is enabled, or active, or selected (on). # class NoReactivity(): # def init_reactivity(self): self.down_hook = self.move_hook = self.up_hook = \ self.on_hook = self.off_hook = self.timer_hook = \ self.hook = self.active = 0 # def mousetest(self, hv): return _rect.pointinrect(hv, self.bounds) # def mouse_down(self, detail): pass # def mouse_move(self, detail): pass # def mouse_up(self, detail): pass # def timer(self): pass # def down_trigger(self): if self.down_hook: self.down_hook(self) # def move_trigger(self): if self.move_hook: self.move_hook(self) # def up_trigger(self): if self.up_hook: self.up_hook(self) # def on_trigger(self): if self.on_hook: self.on_hook(self) # def off_trigger(self): if self.off_hook: self.off_hook(self) # def timer_trigger(self): if self.timer_hook: self.timer_hook(self) # def trigger(self): if self.hook: self.hook(self) # ToggleReactivity acts like a simple pushbutton. # It toggles its hilite state on mouse down events. # Its timer_trigger method is called for all timer events while hilited. # class ToggleReactivity() = NoReactivity(): # def mouse_down(self, detail): if self.enabled and self.mousetest(detail[_HV]): self.active = 1 self.hilite(not self.hilited) self.down_trigger() # def mouse_move(self, detail): if self.active: self.move_trigger() # def mouse_up(self, detail): if self.active: self.up_trigger() self.active = 0 # def timer(self): if self.hilited: self.timer_trigger() # def down_trigger(self): if self.hilited: self.on_trigger() else: self.off_trigger() self.trigger() # # TriggerReactivity acts like a fancy pushbutton. # It hilites itself while the mouse is down within its bounds. # class TriggerReactivity() = NoReactivity(): # def mouse_down(self, detail): if self.enabled and self.mousetest(detail[_HV]): self.active = 1 self.hilite(1) self.down_trigger() # def mouse_move(self, detail): if self.active: self.hilite(self.mousetest(detail[_HV])) if self.hilited: self.move_trigger() # def mouse_up(self, detail): if self.active: self.hilite(self.mousetest(detail[_HV])) if self.hilited: self.up_trigger() self.trigger() self.active = 0 self.hilite(0) # def timer(self): if self.active and self.hilited: self.timer_trigger() # # CheckReactivity handles mouse events like TriggerReactivity, # It overrides the up_trigger method to flip its selected state. # class CheckReactivity() = TriggerReactivity(): # def up_trigger(self): self.select(not self.selected) if self.selected: self.on_trigger() else: self.off_trigger() self.trigger() # RadioReactivity turns itself on and the other buttons in its group # off when its up_trigger method is called. # class RadioReactivity() = TriggerReactivity(): # def init_reactivity(self): TriggerReactivity.init_reactivity(self) self.group = [] # def up_trigger(self): for b in self.group: if b <> self: if b.selected: b.select(0) b.off_trigger() self.select(1) self.on_trigger() self.trigger() # Auxiliary class for 'define' method. # class Define() = NoResize(): # def define(self, (win, bounds, text)): self.init_appearance(win, bounds) self.init_reactivity() self.init_resize() self.settext(text) return self # Subroutine to cross out a rectangle. # def _xorcross(d, bounds): ((left, top), (right, bottom)) = bounds # This is s bit funny to make it look better left = left + 2 right = right - 2 top = top + 2 bottom = bottom - 3 d.xorline(((left, top), (right, bottom))) d.xorline((left, bottom), (right, top)) # Ready-made button classes # class BaseButton() = NoReactivity(), LabelAppearance(), Define(): pass class Label() = NoReactivity(), LabelAppearance(), Define(): pass class ClassicButton() = TriggerReactivity(), ButtonAppearance(), Define(): pass class CheckButton() = CheckReactivity(), CheckAppearance(), Define(): pass class RadioButton() = RadioReactivity(), RadioAppearance(), Define(): pass class Toggle() = ToggleReactivity(), ButtonAppearance(), Define(): pass