cpython/Lib/stdwin/Buttons.py

398 lines
9.3 KiB
Python
Executable File

# 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