fltk/fluid/nodes/Button_Node.cxx
Matthias Melcher 51a55bc736
Fluid: restructuring and rejuvenation of the source code.
* Add classes for application and project
* Removed all globals from Fluid.h
* Extracting args and project history into their own classes
* Moving globals into Application class
* Initialize values inside headers for some classes.
* Undo functionality wrapped in a class inside Project.
* File reader and writer are now linked to a project.
* Avoid global project access
* Nodes (former Types) will be managed by a new Tree class.
* Removed static members (hidden globals) form Node/Fl_Type.
* Adding Tree iterator.
* Use nullptr instead of 0, NULL, or 0L
* Renamed Fl_..._Type to ..._Node, FL_OVERRIDE -> override
* Renaming ..._type to ...::prototype
* Splitting Widget Panel into multiple files.
* Moved callback code into widget panel file.
* Cleaning up Fluid_Image -> Image_asset
* Moving Fd_Snap_Action into new namespace fld::app::Snap_Action etc.
* Moved mergeback into proj folder.
* `enum ID` is now `enum class Type`.
2025-03-16 17:16:12 -04:00

167 lines
4.2 KiB
C++

//
// Button Node code for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2025 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// https://www.fltk.org/COPYING.php
//
// Please see the following page on how to report bugs and issues:
//
// https://www.fltk.org/bugs.php
//
/**
\file Bottun_Node.cxx
Node prototypes for Fl_Button based classes. Those are used by the Node
Factory to generate the scene from project files or user input.
*/
#include "nodes/Button_Node.h"
#include "Fluid.h"
#include "app/Snap_Action.h"
#include "io/Project_Reader.h"
#include "io/Project_Writer.h"
#include <FL/Fl.H>
#include <FL/Fl_Button.H>
#include <FL/Fl_Check_Button.H>
#include <FL/Fl_Menu_Item.H>
#include <FL/Fl_Return_Button.H>
#include <FL/Fl_Repeat_Button.H>
#include <FL/Fl_Round_Button.H>
#include <stdlib.h>
// ---- Button Nodes --------------------------------------------------- MARK: -
// ---- Button ----
Button_Node Button_Node::prototype;
static Fl_Menu_Item buttontype_menu[] = {
{"Normal", 0, nullptr, (void*)nullptr},
{"Toggle", 0, nullptr, (void*)FL_TOGGLE_BUTTON},
{"Radio", 0, nullptr, (void*)FL_RADIO_BUTTON},
{nullptr}
};
Fl_Menu_Item *Button_Node::subtypes() {
return buttontype_menu;
}
void Button_Node::ideal_size(int &w, int &h) {
auto layout = Fluid.proj.layout;
h = layout->labelsize + 8;
w = layout->labelsize * 4 + 8;
fld::app::Snap_Action::better_size(w, h);
}
Fl_Widget *Button_Node::widget(int x, int y, int w, int h) {
return new Fl_Button(x, y, w, h, "Button");
}
void Button_Node::write_properties(fld::io::Project_Writer &f) {
Widget_Node::write_properties(f);
Fl_Button *btn = (Fl_Button*)o;
if (btn->compact()) {
f.write_string("compact");
f.write_string("%d", btn->compact());
}
}
void Button_Node::read_property(fld::io::Project_Reader &f, const char *c) {
Fl_Button *btn = (Fl_Button*)o;
if (!strcmp(c, "compact")) {
btn->compact((uchar)atol(f.read_word()));
} else {
Widget_Node::read_property(f, c);
}
}
void Button_Node::copy_properties() {
Widget_Node::copy_properties();
Fl_Button *s = (Fl_Button*)o, *d = (Fl_Button*)live_widget;
d->compact(s->compact());
}
// ---- Return Button ----
void Return_Button_Node::ideal_size(int &w, int &h) {
auto layout = Fluid.proj.layout;
h = layout->labelsize + 8;
w = layout->labelsize * 4 + 8 + h; // make room for the symbol
fld::app::Snap_Action::better_size(w, h);
}
Fl_Widget *Return_Button_Node::widget(int x, int y, int w, int h) {
return new Fl_Return_Button(x, y, w, h, "Button");
}
Return_Button_Node Return_Button_Node::prototype;
// ---- Repeat Button ----
Fl_Widget *Repeat_Button_Node::widget(int x, int y, int w, int h) {
return new Fl_Repeat_Button(x, y, w, h, "Button");
}
Repeat_Button_Node Repeat_Button_Node::prototype;
// ---- Light Button ----
void Light_Button_Node::ideal_size(int &w, int &h) {
auto layout = Fluid.proj.layout;
h = layout->labelsize + 8;
w = layout->labelsize * 4 + 8 + layout->labelsize; // make room for the light
fld::app::Snap_Action::better_size(w, h);
}
Fl_Widget *Light_Button_Node::widget(int x, int y, int w, int h) {
return new Fl_Light_Button(x, y, w, h, "Button");
}
Light_Button_Node Light_Button_Node::prototype;
// ---- Check Button ----
void Check_Button_Node::ideal_size(int &w, int &h) {
auto layout = Fluid.proj.layout;
h = layout->labelsize + 8;
w = layout->labelsize * 4 + 8 + layout->labelsize; // make room for the symbol
fld::app::Snap_Action::better_size(w, h);
}
Fl_Widget *Check_Button_Node::widget(int x, int y, int w, int h) {
return new Fl_Check_Button(x, y, w, h, "Button");
}
Check_Button_Node Check_Button_Node::prototype;
// ---- Round Button ----
void Round_Button_Node::ideal_size(int &w, int &h) {
auto layout = Fluid.proj.layout;
h = layout->labelsize + 8;
w = layout->labelsize * 4 + 8 + layout->labelsize; // make room for the symbol
fld::app::Snap_Action::better_size(w, h);
}
Fl_Widget *Round_Button_Node::widget(int x, int y, int w, int h) {
return new Fl_Round_Button(x, y, w, h, "Button");
}
Round_Button_Node Round_Button_Node::prototype;