# Module 'Buttons' -- see README # # Module functionality is now split in two parts: # - 'appearance' defines what it looks like # - 'reactivity' defines how it acts to mouse events # 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 # BaseAppearance provides defaults for all appearance methods. # In fact it looks like a label. # class BaseAppearance(): # # Initialization # def init_appearance(self, (win, bounds)): win.change(bounds) self.win = win self.bounds = bounds self.enabled = 1 self.hilited = 0 self.selected = 0 self.text = '' # # Changing the parameters # def settext(self, text): self.text = text self.redraw() # def setbounds(self, bounds): # This elays drawing until after all buttons are moved self.win.change(self.bounds) self.bounds = bounds self.win.change(bounds) # # Changing the state bits # def enable(self, flag): if flag <> self.enabled: self.enabled = flag self.flipenable(self.win.begindrawing()) # def hilite(self, flag): if flag <> self.hilited: self.hilited = flag self.fliphilite(self.win.begindrawing()) # def select(self, flag): if flag <> self.selected: self.selected = flag self.redraw() # # Generic drawing mechanism. # There should be no reason to override redraw() or draw() methods. # def redraw(self): self.draw(self.win.begindrawing(), self.bounds) # def draw(self, (d, area)): 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) # Box, circle etc.; also 'selected' if self.text: hv = self.textpos(d) d.text(hv, 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. # No picture; centered text; enable crosses out; hilite inverts. # def drawpict(self, d): pass # def textpos(self, d): # XXX shouldn't this be done once by init/settext()? (left, top), (right, bottom) = self.bounds h = (left + right - d.textwidth(self.text)) / 2 v = (top + bottom - d.lineheight()) / 2 return h, v # def flipenable(self, d): _xorcross(d, self.bounds) # def fliphilite(self, d): d.invert(_rect.inset(self.bounds, (3, 3))) # Subroutine to cross out a rectangle. # def _xorcross(d, bounds): ((left, top), (right, bottom)) = bounds left = left + 2 right = right - 2 top = top + 2 bottom = bottom - 3 d.xorline(((left, top), (right, bottom))) d.xorline((left, bottom), (right, top)) # LabelAppearance displays a centered string. # selected --> underlined # disabled --> crossed out # hilited --> inverted # class LabelAppearance() = BaseAppearance(): # def drawpict(self, d): if self.selected: # Underline it d.line((left+1, bottom-1), (right-1, bottom-1)) # if not self.enabled: self._crossout(d) if self.hilited: self._invert(d) # # ButtonAppearance displays a centered string in a box. # selected --> bold border # disabled --> crossed out # hilited --> inverted # class ButtonAppearance() = BaseAppearance(): # 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() = BaseAppearance(): # def drawpict(self, d): (left, top), (right, bottom) = self.bounds size = bottom - top boxbounds = (left, top), (left+size, bottom) d.box(boxbounds) if self.selected: _xorcross(d, boxbounds) # def textpos(self, d): (left, top), (right, bottom) = self.bounds size = bottom - top h = left + size + d.textwidth(' ') v = top + (size - d.lineheight()) / 2 return h, v # def fliphilite(self, d): (left, top), (right, bottom) = self.bounds size = bottom - top boxbounds = (left, top), (left+size, bottom) d.invert(boxbounds) # # 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() = BaseAppearance(): # def drawpict(self, d): (left, top), (right, bottom) = self.bounds size = bottom - top radius = size / 2 h, v = left + radius, top + radius d.circle((h, v), radius - 1) if self.selected: some = radius/3 d.paint((h-some, v-some), (h+some, v+some)) # def textpos(self, d): (left, top), (right, bottom) = self.bounds size = bottom - top h = left + size + d.textwidth(' ') v = top + (size - d.lineheight()) / 2 return h, v # def fliphilite(self, d): (left, top), (right, bottom) = self.bounds size = bottom - top d.invert((left, top), (left + size, bottom)) # # 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 # active_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.active_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 active_trigger(self): if self.active_hook: self.active_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.active_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.active_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.active_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(): # def define(self, (win, bounds, text)): self.init_appearance(win, bounds) self.text = text self.init_reactivity() return self # Ready-made button classes # class BaseButton() = NoReactivity(), BaseAppearance(), 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