* 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`.
129 lines
3.8 KiB
C++
129 lines
3.8 KiB
C++
//
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// Widget Bin Button code for the Fast Light Tool Kit (FLTK).
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//
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// Copyright 1998-2025 by Bill Spitzak and others.
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//
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// This library is free software. Distribution and use rights are outlined in
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// the file "COPYING" which should have been included with this file. If this
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// file is missing or damaged, see the license at:
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//
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// https://www.fltk.org/COPYING.php
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//
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// Please see the following page on how to report bugs and issues:
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//
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// https://www.fltk.org/bugs.php
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//
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#include "widgets/Bin_Button.h"
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#include "Fluid.h"
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#include "nodes/factory.h"
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#include "nodes/Window_Node.h"
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#include "widgets/Node_Browser.h"
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#include <FL/Fl_Button.H>
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#include <FL/Fl_Window.H>
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using namespace fld;
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using namespace fld::widget;
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/** \class fld::widget::Bin_Button
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The Bin_Button button is a button that can be used in the widget bin to
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allow the user to drag and drop widgets into a window or group. This feature
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makes it easy for the user to position a widget at a specific location within
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the window or group.
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*/
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/**
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Convert mouse dragging into a drag and drop event.
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*/
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int fld::widget::Bin_Button::handle(int inEvent)
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{
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int ret = 0;
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switch (inEvent) {
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case FL_PUSH:
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Fl_Button::handle(inEvent);
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return 1; // make sure that we get drag events
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case FL_DRAG:
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ret = Fl_Button::handle(inEvent);
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if (!user_data())
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return ret;
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if (!Fl::event_is_click()) { // make it a dnd event
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// fake a drag outside of the widget
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Fl::e_x = x()-1;
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Fl_Button::handle(inEvent);
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// fake a button release
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Fl_Button::handle(FL_RELEASE);
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// make it into a dnd event
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const char *type_name = (const char*)user_data();
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Fluid.proj.tree.current_dnd = Fluid.proj.tree.current;
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Fl::copy(type_name, (int)strlen(type_name)+1, 0);
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Fl::dnd();
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return 1;
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}
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return ret;
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}
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return Fl_Button::handle(inEvent);
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}
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/** \class fld::widget::Bin_Window_Button
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The Bin_Window_Button button is used in the widget bin to create new
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windows by dragging and dropping. When the button is dragged and dropped onto
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the desktop, a new window will be created at the drop location.
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This does not work in Wayland because Wayland does not allow client
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applications to control window placement.
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*/
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/**
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Convert mouse dragging into a drag and drop event.
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*/
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int fld::widget::Bin_Window_Button::handle(int inEvent)
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{
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static Fl_Window *drag_win = nullptr;
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int ret = 0;
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switch (inEvent) {
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case FL_PUSH:
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Fl_Button::handle(inEvent);
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return 1; // make sure that we get drag events
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case FL_DRAG:
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ret = Fl_Button::handle(inEvent);
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if (!user_data())
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return ret;
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if (!Fl::event_is_click()) {
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if (!drag_win) {
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drag_win = new Fl_Window(0, 0, 480, 320);
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drag_win->border(0);
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drag_win->set_non_modal();
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}
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if (drag_win) {
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drag_win->position(Fl::event_x_root()+1, Fl::event_y_root()+1);
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drag_win->show();
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}
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// Does not work outside window: fl_cursor(FL_CURSOR_HAND);
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}
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return ret;
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case FL_RELEASE:
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if (drag_win) {
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Fl::delete_widget(drag_win);
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drag_win = nullptr;
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// create a new window here
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Node *prototype = typename_to_prototype((char*)user_data());
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if (prototype) {
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Node *new_type = add_new_widget_from_user(prototype, Strategy::AFTER_CURRENT);
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if (new_type && new_type->is_a(Type::Window)) {
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Window_Node *new_window = (Window_Node*)new_type;
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Fl_Window *w = (Fl_Window *)new_window->o;
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w->position(Fl::event_x_root(), Fl::event_y_root());
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}
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}
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widget_browser->display(Fluid.proj.tree.current);
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widget_browser->rebuild();
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}
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return Fl_Button::handle(inEvent);
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}
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return Fl_Button::handle(inEvent);
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}
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