* 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`.
167 lines
4.2 KiB
C++
167 lines
4.2 KiB
C++
//
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// Button Node 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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/**
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\file Bottun_Node.cxx
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Node prototypes for Fl_Button based classes. Those are used by the Node
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Factory to generate the scene from project files or user input.
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*/
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#include "nodes/Button_Node.h"
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#include "Fluid.h"
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#include "app/Snap_Action.h"
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#include "io/Project_Reader.h"
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#include "io/Project_Writer.h"
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#include <FL/Fl.H>
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#include <FL/Fl_Button.H>
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#include <FL/Fl_Check_Button.H>
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#include <FL/Fl_Menu_Item.H>
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#include <FL/Fl_Return_Button.H>
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#include <FL/Fl_Repeat_Button.H>
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#include <FL/Fl_Round_Button.H>
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#include <stdlib.h>
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// ---- Button Nodes --------------------------------------------------- MARK: -
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// ---- Button ----
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Button_Node Button_Node::prototype;
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static Fl_Menu_Item buttontype_menu[] = {
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{"Normal", 0, nullptr, (void*)nullptr},
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{"Toggle", 0, nullptr, (void*)FL_TOGGLE_BUTTON},
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{"Radio", 0, nullptr, (void*)FL_RADIO_BUTTON},
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{nullptr}
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};
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Fl_Menu_Item *Button_Node::subtypes() {
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return buttontype_menu;
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}
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void Button_Node::ideal_size(int &w, int &h) {
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auto layout = Fluid.proj.layout;
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h = layout->labelsize + 8;
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w = layout->labelsize * 4 + 8;
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fld::app::Snap_Action::better_size(w, h);
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}
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Fl_Widget *Button_Node::widget(int x, int y, int w, int h) {
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return new Fl_Button(x, y, w, h, "Button");
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}
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void Button_Node::write_properties(fld::io::Project_Writer &f) {
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Widget_Node::write_properties(f);
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Fl_Button *btn = (Fl_Button*)o;
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if (btn->compact()) {
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f.write_string("compact");
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f.write_string("%d", btn->compact());
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}
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}
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void Button_Node::read_property(fld::io::Project_Reader &f, const char *c) {
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Fl_Button *btn = (Fl_Button*)o;
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if (!strcmp(c, "compact")) {
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btn->compact((uchar)atol(f.read_word()));
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} else {
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Widget_Node::read_property(f, c);
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}
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}
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void Button_Node::copy_properties() {
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Widget_Node::copy_properties();
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Fl_Button *s = (Fl_Button*)o, *d = (Fl_Button*)live_widget;
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d->compact(s->compact());
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}
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// ---- Return Button ----
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void Return_Button_Node::ideal_size(int &w, int &h) {
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auto layout = Fluid.proj.layout;
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h = layout->labelsize + 8;
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w = layout->labelsize * 4 + 8 + h; // make room for the symbol
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fld::app::Snap_Action::better_size(w, h);
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}
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Fl_Widget *Return_Button_Node::widget(int x, int y, int w, int h) {
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return new Fl_Return_Button(x, y, w, h, "Button");
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}
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Return_Button_Node Return_Button_Node::prototype;
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// ---- Repeat Button ----
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Fl_Widget *Repeat_Button_Node::widget(int x, int y, int w, int h) {
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return new Fl_Repeat_Button(x, y, w, h, "Button");
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}
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Repeat_Button_Node Repeat_Button_Node::prototype;
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// ---- Light Button ----
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void Light_Button_Node::ideal_size(int &w, int &h) {
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auto layout = Fluid.proj.layout;
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h = layout->labelsize + 8;
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w = layout->labelsize * 4 + 8 + layout->labelsize; // make room for the light
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fld::app::Snap_Action::better_size(w, h);
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}
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Fl_Widget *Light_Button_Node::widget(int x, int y, int w, int h) {
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return new Fl_Light_Button(x, y, w, h, "Button");
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}
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Light_Button_Node Light_Button_Node::prototype;
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// ---- Check Button ----
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void Check_Button_Node::ideal_size(int &w, int &h) {
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auto layout = Fluid.proj.layout;
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h = layout->labelsize + 8;
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w = layout->labelsize * 4 + 8 + layout->labelsize; // make room for the symbol
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fld::app::Snap_Action::better_size(w, h);
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}
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Fl_Widget *Check_Button_Node::widget(int x, int y, int w, int h) {
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return new Fl_Check_Button(x, y, w, h, "Button");
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}
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Check_Button_Node Check_Button_Node::prototype;
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// ---- Round Button ----
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void Round_Button_Node::ideal_size(int &w, int &h) {
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auto layout = Fluid.proj.layout;
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h = layout->labelsize + 8;
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w = layout->labelsize * 4 + 8 + layout->labelsize; // make room for the symbol
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fld::app::Snap_Action::better_size(w, h);
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}
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Fl_Widget *Round_Button_Node::widget(int x, int y, int w, int h) {
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return new Fl_Round_Button(x, y, w, h, "Button");
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}
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Round_Button_Node Round_Button_Node::prototype;
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