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audacity/src/widgets/AButton.cpp
Paul Licameli 02afcbca8c Redo TP_UpdateStatusMessage...
... Rename it as SetStatus; make it part of AudacityProject not
TrackPanelListener; and use a roundabout event signalling to cause the timer
restart.

Because SetStatus will be one of very few things left in AudacityProject, but
the timer handling will be part of another class decoupled from it.

And TrackPanelListener won't really be needed: TrackPanel will not need to
pretend it doesn't know what an AudacityProject is.
2019-05-28 19:36:47 -04:00

850 lines
22 KiB
C++

/**********************************************************************
Audacity: A Digital Audio Editor
AButton.cpp
Dominic Mazzoni
*******************************************************************//**
\class AButton
\brief A wxButton with mouse-over behaviour.
AButton is a custom button class for Audacity. The main feature it
supports that a wxButton does not is mouseovers.
It uses an image for all of its states: up, over, down, and
disabled, allowing any sort of customization you want. Currently
it does not support transparency effects, so the image musts be
rectangular and opaque.
*//*******************************************************************/
#include "../Audacity.h"
#include "AButton.h"
#include "../AColor.h"
#include <wx/setup.h> // for wxUSE_* macros
#include <wx/app.h>
#include <wx/dcclient.h>
#include <wx/dcmemory.h>
#include <wx/dcbuffer.h>
#include <wx/eventfilter.h>
#include <wx/image.h>
#include <wx/timer.h>
//This is needed for tooltips
#include "../Project.h"
#include <wx/tooltip.h>
#if wxUSE_ACCESSIBILITY
#include "WindowAccessible.h"
class AButtonAx final : public WindowAccessible
{
public:
AButtonAx(wxWindow * window);
virtual ~ AButtonAx();
// Performs the default action. childId is 0 (the action for this object)
// or > 0 (the action for a child).
// Return wxACC_NOT_SUPPORTED if there is no default action for this
// window (e.g. an edit control).
wxAccStatus DoDefaultAction(int childId) override;
// Retrieves the address of an IDispatch interface for the specified child.
// All objects must support this property.
wxAccStatus GetChild(int childId, wxAccessible** child) override;
// Gets the number of children.
wxAccStatus GetChildCount(int* childCount) override;
// Gets the default action for this object (0) or > 0 (the action for a child).
// Return wxACC_OK even if there is no action. actionName is the action, or the empty
// string if there is no action.
// The retrieved string describes the action that is performed on an object,
// not what the object does as a result. For example, a toolbar button that prints
// a document has a default action of "Press" rather than "Prints the current document."
wxAccStatus GetDefaultAction(int childId, wxString *actionName) override;
// Returns the description for this object or a child.
wxAccStatus GetDescription(int childId, wxString *description) override;
// Gets the window with the keyboard focus.
// If childId is 0 and child is NULL, no object in
// this subhierarchy has the focus.
// If this object has the focus, child should be 'this'.
wxAccStatus GetFocus(int *childId, wxAccessible **child) override;
// Returns help text for this object or a child, similar to tooltip text.
wxAccStatus GetHelpText(int childId, wxString *helpText) override;
// Returns the keyboard shortcut for this object or child.
// Return e.g. ALT+K
wxAccStatus GetKeyboardShortcut(int childId, wxString *shortcut) override;
// Returns the rectangle for this object (id = 0) or a child element (id > 0).
// rect is in screen coordinates.
wxAccStatus GetLocation(wxRect& rect, int elementId) override;
// Gets the name of the specified object.
wxAccStatus GetName(int childId, wxString *name) override;
// Returns a role constant.
wxAccStatus GetRole(int childId, wxAccRole *role) override;
// Gets a variant representing the selected children
// of this object.
// Acceptable values:
// - a null variant (IsNull() returns TRUE)
// - a list variant (GetType() == wxT("list"))
// - an integer representing the selected child element,
// or 0 if this object is selected (GetType() == wxT("long"))
// - a "void*" pointer to a wxAccessible child object
wxAccStatus GetSelections(wxVariant *selections) override;
// Returns a state constant.
wxAccStatus GetState(int childId, long* state) override;
// Returns a localized string representing the value for the object
// or child.
wxAccStatus GetValue(int childId, wxString* strValue) override;
};
#endif // wxUSE_ACCESSIBILITY
BEGIN_EVENT_TABLE(AButton, wxWindow)
EVT_MOUSE_EVENTS(AButton::OnMouseEvent)
EVT_MOUSE_CAPTURE_LOST(AButton::OnCaptureLost)
EVT_KEY_DOWN(AButton::OnKeyDown)
EVT_SET_FOCUS(AButton::OnSetFocus)
EVT_KILL_FOCUS(AButton::OnKillFocus)
EVT_PAINT(AButton::OnPaint)
EVT_SIZE(AButton::OnSize)
EVT_ERASE_BACKGROUND(AButton::OnErase)
END_EVENT_TABLE()
// LL: An alternative to this might be to just use the wxEVT_KILL_FOCUS
// or wxEVT_ACTIVATE events.
class AButton::Listener final
: public wxEventFilter
{
public:
Listener (AButton *button);
~Listener();
int FilterEvent(wxEvent &event) override;
void OnEvent();
private:
AButton *mButton;
};
AButton::Listener::Listener (AButton *button)
: mButton(button)
{
wxEvtHandler::AddFilter(this);
}
AButton::Listener::~Listener ()
{
wxEvtHandler::RemoveFilter(this);
}
void AButton::Listener::OnEvent()
{
if (!mButton->IsDown())
{
int idx = 0;
// Ignore the event, consult key states. One modifier key might
// have gone up but another remained down.
// Note that CMD (or CTRL) takes precedence over Shift if both are down
// and alternates are defined for both
// see also AButton::OnMouseEvent()
if (wxGetKeyState(WXK_CONTROL) && mButton->HasAlternateImages(2))
idx = 2;
else if (wxGetKeyState(WXK_SHIFT) && mButton->HasAlternateImages(1))
idx = 1;
// Turn e.g. the "Play" button into a "Loop" button
// or "Cut Preview" button
mButton->SetAlternateIdx(idx);
}
}
int AButton::Listener::FilterEvent(wxEvent &event)
{
if (event.GetEventType() == wxEVT_KEY_DOWN ||
event.GetEventType() == wxEVT_KEY_UP)
OnEvent();
else if (event.GetEventType() == wxEVT_SET_FOCUS)
// A modal dialog might have eaten the modifier key-up with its own
// filter before we saw it; this is adequate to fix the button image
// when the dialog disappears.
OnEvent();
return Event_Skip;
}
AButton::AButton(wxWindow * parent,
wxWindowID id,
const wxPoint & pos,
const wxSize & size,
wxImage up,
wxImage over,
wxImage down,
wxImage overDown,
wxImage dis,
bool toggle):
wxWindow()
{
Init(parent, id, pos, size,
ImageRoll(up), ImageRoll(over),
ImageRoll(down), ImageRoll(overDown), ImageRoll(dis),
toggle);
}
AButton::AButton(wxWindow * parent,
wxWindowID id,
const wxPoint & pos,
const wxSize & size,
ImageRoll up,
ImageRoll over,
ImageRoll down,
ImageRoll overDown,
ImageRoll dis,
bool toggle):
wxWindow()
{
Init(parent, id, pos, size,
up, over, down, overDown, dis,
toggle);
}
AButton::~AButton()
{
if(HasCapture())
ReleaseMouse();
}
void AButton::Init(wxWindow * parent,
wxWindowID id,
const wxPoint & pos,
const wxSize & size,
ImageRoll up,
ImageRoll over,
ImageRoll down,
ImageRoll overDown,
ImageRoll dis,
bool toggle)
{
// Bug in wxWidgets 2.8.12: by default pressing Enter on an AButton is interpreted as
// a navigation event - move to next control. As a workaround, the style wxWANTS_CHARS
// results in all characters being available in the OnKeyDown function below. Note
// that OnKeyDown now has to handle navigation.
Create(parent, id, pos, size, wxWANTS_CHARS);
mWasShiftDown = false;
mWasControlDown = false;
mButtonIsDown = false;
mIsClicking = false;
mEnabled = true;
mCursorIsInWindow = false;
mToggle = toggle;
mUseDisabledAsDownHiliteImage = false;
mImages.resize(1);
mImages[0].mArr[0] = up;
mImages[0].mArr[1] = over;
mImages[0].mArr[2] = down;
mImages[0].mArr[3] = overDown;
mImages[0].mArr[4] = dis;
mAlternateIdx = 0;
mFocusRect = GetClientRect().Deflate( 3, 3 );
mForceFocusRect = false;
SetSizeHints(mImages[0].mArr[0].GetMinSize(),
mImages[0].mArr[0].GetMaxSize());
#if wxUSE_ACCESSIBILITY
SetName( wxT("") );
SetAccessible(safenew AButtonAx(this));
#endif
}
void AButton::UseDisabledAsDownHiliteImage(bool flag)
{
mUseDisabledAsDownHiliteImage = flag;
}
// This compensates for a but in wxWidgets 3.0.2 for mac:
// Couldn't set focus from keyboard when AcceptsFocus returns false;
// this bypasses that limitation
void AButton::SetFocusFromKbd()
{
auto temp = TemporarilyAllowFocus();
SetFocus();
}
void AButton::SetAlternateImages(unsigned idx,
wxImage up,
wxImage over,
wxImage down,
wxImage overDown,
wxImage dis)
{
if (1 + idx > mImages.size())
mImages.resize(1 + idx);
mImages[idx].mArr[0] = ImageRoll(up);
mImages[idx].mArr[1] = ImageRoll(over);
mImages[idx].mArr[2] = ImageRoll(down);
mImages[idx].mArr[3] = ImageRoll(overDown);
mImages[idx].mArr[4] = ImageRoll(dis);
}
void AButton::SetAlternateImages(unsigned idx,
ImageRoll up,
ImageRoll over,
ImageRoll down,
ImageRoll overDown,
ImageRoll dis)
{
if (1 + idx > mImages.size())
mImages.resize(1 + idx);
mImages[idx].mArr[0] = up;
mImages[idx].mArr[1] = over;
mImages[idx].mArr[2] = down;
mImages[idx].mArr[3] = overDown;
mImages[idx].mArr[4] = dis;
}
void AButton::SetAlternateIdx(unsigned idx)
{
// If alternate-image-state is already correct then
// nothing to do (saves repainting button).
if( mAlternateIdx == idx )
return;
mAlternateIdx = idx;
Refresh(false);
}
void AButton::FollowModifierKeys()
{
if(!mListener)
mListener = std::make_unique<Listener>(this);
}
void AButton::SetFocusRect(wxRect & r)
{
mFocusRect = r;
mForceFocusRect = true;
}
AButton::AButtonState AButton::GetState()
{
AButtonState state;
if (!mEnabled && (!mToggle || !mButtonIsDown))
return AButtonDis;
if (mCursorIsInWindow) {
if (mToggle) {
if (mIsClicking) {
state = mButtonIsDown ? AButtonUp : AButtonDown;
if (mUseDisabledAsDownHiliteImage) {
state = mButtonIsDown ? AButtonOverDown : AButtonDis;
}
}
else {
state = mButtonIsDown ? AButtonOverDown : AButtonOver;
if (mUseDisabledAsDownHiliteImage) {
state = mButtonIsDown ? AButtonDis : AButtonOver;
}
}
}
else {
if (mIsClicking) {
state = mButtonIsDown ? AButtonOver : AButtonDown;
}
else {
state = mButtonIsDown ? AButtonOverDown : AButtonOver;
}
}
}
else {
//if (mToggle) {
state = mButtonIsDown ? AButtonDown : AButtonUp;
//}
//else {
//state = mButtonIsDown ? AButtonDown : AButtonUp;
//}
}
return state;
}
void AButton::OnPaint(wxPaintEvent & WXUNUSED(event))
{
wxBufferedPaintDC dc(this);
AButtonState buttonState = GetState();
mImages[mAlternateIdx].mArr[buttonState].Draw(dc, GetClientRect());
if( this == wxWindow::FindFocus() )
{
AColor::DrawFocus( dc, mFocusRect );
}
}
void AButton::OnErase(wxEraseEvent & WXUNUSED(event))
{
// Ignore it to prevent flashing
}
void AButton::OnSize(wxSizeEvent & WXUNUSED(event))
{
if (!mForceFocusRect)
{
mFocusRect = GetClientRect().Deflate( 3, 3 );
}
Refresh(false);
}
bool AButton::s_AcceptsFocus{ false };
bool AButton::HasAlternateImages(unsigned idx)
{
if (mImages.size() <= idx)
return false;
const ImageArr &images = mImages[idx];
const ImageRoll (&arr)[5] = images.mArr;
return (arr[0].Ok() &&
arr[1].Ok() &&
arr[2].Ok() &&
arr[3].Ok() &&
arr[4].Ok());
}
void AButton::OnMouseEvent(wxMouseEvent & event)
{
wxSize clientSize = GetClientSize();
AButtonState prevState = GetState();
if (event.Entering()) {
// Bug 1201: On Mac, unsetting and re-setting the tooltip may be needed
// to make it pop up when we want it.
auto text = GetToolTipText();
UnsetToolTip();
SetToolTip(text);
mCursorIsInWindow = true;
}
else if (event.Leaving())
mCursorIsInWindow = false;
else
mCursorIsInWindow =
(event.m_x >= 0 && event.m_y >= 0 &&
event.m_x < clientSize.x && event.m_y < clientSize.y);
if (mEnabled && event.IsButton()) {
if (event.ButtonIsDown(wxMOUSE_BTN_ANY)) {
mIsClicking = true;
if (event.ButtonDClick())
mIsDoubleClicked = true;
if( !HasCapture() )
CaptureMouse();
}
else if (mIsClicking) {
mIsClicking = false;
if (HasCapture())
ReleaseMouse();
if (mCursorIsInWindow && (mToggle || !mButtonIsDown)) {
if (mToggle)
mButtonIsDown = !mButtonIsDown;
else
mButtonIsDown = true;
mWasShiftDown = event.ShiftDown();
mWasControlDown = event.ControlDown();
Click();
}
}
}
// Only redraw and change tooltips if the state has changed.
AButtonState newState = GetState();
if (newState != prevState) {
Refresh(false);
if (mCursorIsInWindow)
UpdateStatus();
else {
GetActiveProject()->SetStatus(wxT(""));
}
}
else
event.Skip();
}
void AButton::UpdateStatus()
{
if (mCursorIsInWindow) {
#if wxUSE_TOOLTIPS // Not available in wxX11
// Display the tooltip in the status bar
wxToolTip * pTip = this->GetToolTip();
if( pTip ) {
wxString tipText = pTip->GetTip();
if (!mEnabled)
tipText += _(" (disabled)");
GetActiveProject()->SetStatus(tipText);
}
#endif
}
}
void AButton::OnCaptureLost(wxMouseCaptureLostEvent & WXUNUSED(event))
{
wxMouseEvent e(wxEVT_LEFT_UP);
e.m_x = -1;
e.m_y = -1;
OnMouseEvent(e);
}
// Note that OnKeyDown has to handle navigation because wxWANTS_CHARS
// flag was set - see above.
void AButton::OnKeyDown(wxKeyEvent & event)
{
switch( event.GetKeyCode() )
{
case WXK_RIGHT:
Navigate(wxNavigationKeyEvent::IsForward);
break;
case WXK_LEFT:
Navigate(wxNavigationKeyEvent::IsBackward);
break;
case WXK_TAB:
Navigate(event.ShiftDown()
? wxNavigationKeyEvent::IsBackward
: wxNavigationKeyEvent::IsForward);
break;
case WXK_RETURN:
case WXK_NUMPAD_ENTER:
if( !mEnabled )
break;
mWasShiftDown = event.ShiftDown();
mWasControlDown = event.ControlDown();
Click();
break;
default:
event.Skip();
}
}
void AButton::OnSetFocus(wxFocusEvent & WXUNUSED(event))
{
Refresh( false );
}
void AButton::OnKillFocus(wxFocusEvent & WXUNUSED(event))
{
Refresh( false );
}
bool AButton::WasShiftDown()
{
return mWasShiftDown;
}
bool AButton::WasControlDown()
{
return mWasControlDown;
}
void AButton::Enable()
{
wxWindow::Enable(true);
mEnabled = true;
Refresh(false);
}
void AButton::Disable()
{
// Bug 1565: Tooltips not showing on disabled buttons.
// The fix is to NOT tell windows that the button is disabled.
// The button's appearance will still change to show it is disabled
// since we control that rather than windows.
#ifndef __WXMSW__
wxWindow::Enable(false);
#endif
mEnabled = false;
if (GetCapture()==this)
ReleaseMouse();
Refresh(false);
}
void AButton::PushDown()
{
if (!mButtonIsDown) {
mButtonIsDown = true;
this->Refresh(false);
}
}
void AButton::PopUp()
{
if (mButtonIsDown) {
mButtonIsDown = false;
this->Refresh(false);
}
if (GetCapture()==this)
ReleaseMouse();
}
void AButton::Click()
{
wxCommandEvent event(wxEVT_COMMAND_BUTTON_CLICKED, GetId());
event.SetEventObject(this);
// Be sure to use SafelyProcessEvent so that exceptions do not propagate
// out of DoDefaultAction
GetEventHandler()->SafelyProcessEvent(event);
}
void AButton::SetShift(bool shift)
{
mWasShiftDown = shift;
}
void AButton::SetControl(bool control)
{
mWasControlDown = control;
}
auto AButton::TemporarilyAllowFocus() -> TempAllowFocus {
s_AcceptsFocus = true;
return TempAllowFocus{ &s_AcceptsFocus };
}
#if wxUSE_ACCESSIBILITY
AButtonAx::AButtonAx( wxWindow *window ):
WindowAccessible( window )
{
}
AButtonAx::~AButtonAx()
{
}
// Performs the default action. childId is 0 (the action for this object)
// or > 0 (the action for a child).
// Return wxACC_NOT_SUPPORTED if there is no default action for this
// window (e.g. an edit control).
wxAccStatus AButtonAx::DoDefaultAction(int WXUNUSED(childId))
{
AButton *ab = wxDynamicCast( GetWindow(), AButton );
if(ab && ab->IsEnabled()) {
ab->mWasShiftDown = false;
ab->mWasControlDown = false;
ab->Click();
}
return wxACC_OK;
}
// Retrieves the address of an IDispatch interface for the specified child.
// All objects must support this property.
wxAccStatus AButtonAx::GetChild( int childId, wxAccessible** child )
{
if( childId == wxACC_SELF )
{
*child = this;
}
else
{
*child = NULL;
}
return wxACC_OK;
}
// Gets the number of children.
wxAccStatus AButtonAx::GetChildCount(int* childCount)
{
*childCount = 0;
return wxACC_OK;
}
// Gets the default action for this object (0) or > 0 (the action for
// a child). Return wxACC_OK even if there is no action. actionName
// is the action, or the empty string if there is no action. The
// retrieved string describes the action that is performed on an
// object, not what the object does as a result. For example, a
// toolbar button that prints a document has a default action of
// "Press" rather than "Prints the current document."
wxAccStatus AButtonAx::GetDefaultAction(int WXUNUSED(childId), wxString* actionName)
{
*actionName = _( "Press" );
return wxACC_OK;
}
// Returns the description for this object or a child.
wxAccStatus AButtonAx::GetDescription( int WXUNUSED(childId), wxString *description )
{
description->clear();
return wxACC_OK;
}
// Gets the window with the keyboard focus.
// If childId is 0 and child is NULL, no object in
// this subhierarchy has the focus.
// If this object has the focus, child should be 'this'.
wxAccStatus AButtonAx::GetFocus(int* childId, wxAccessible** child)
{
*childId = 0;
*child = this;
return wxACC_OK;
}
// Returns help text for this object or a child, similar to tooltip text.
wxAccStatus AButtonAx::GetHelpText( int WXUNUSED(childId), wxString *helpText )
{
#if wxUSE_TOOLTIPS // Not available in wxX11
AButton *ab = wxDynamicCast( GetWindow(), AButton );
wxToolTip *pTip = ab->GetToolTip();
if( pTip )
{
*helpText = pTip->GetTip();
}
return wxACC_OK;
#else
helpText->clear();
return wxACC_NOT_SUPPORTED;
#endif
}
// Returns the keyboard shortcut for this object or child.
// Return e.g. ALT+K
wxAccStatus AButtonAx::GetKeyboardShortcut( int WXUNUSED(childId), wxString *shortcut )
{
shortcut->clear();
return wxACC_OK;
}
// Returns the rectangle for this object (id = 0) or a child element (id > 0).
// rect is in screen coordinates.
wxAccStatus AButtonAx::GetLocation( wxRect& rect, int WXUNUSED(elementId) )
{
AButton *ab = wxDynamicCast( GetWindow(), AButton );
rect = ab->GetRect();
rect.SetPosition( ab->GetParent()->ClientToScreen( rect.GetPosition() ) );
return wxACC_OK;
}
// Gets the name of the specified object.
wxAccStatus AButtonAx::GetName(int WXUNUSED(childId), wxString* name)
{
AButton *ab = wxDynamicCast( GetWindow(), AButton );
*name = ab->GetName();
if( name->empty() )
{
*name = ab->GetLabel();
}
if( name->empty() )
{
*name = _("Button");
}
return wxACC_OK;
}
// Returns a role constant.
wxAccStatus AButtonAx::GetRole(int WXUNUSED(childId), wxAccRole* role)
{
*role = wxROLE_SYSTEM_PUSHBUTTON;
return wxACC_OK;
}
// Gets a variant representing the selected children
// of this object.
// Acceptable values:
// - a null variant (IsNull() returns TRUE)
// - a list variant (GetType() == wxT("list"))
// - an integer representing the selected child element,
// or 0 if this object is selected (GetType() == wxT("long"))
// - a "void*" pointer to a wxAccessible child object
wxAccStatus AButtonAx::GetSelections( wxVariant * WXUNUSED(selections) )
{
return wxACC_NOT_IMPLEMENTED;
}
// Returns a state constant.
wxAccStatus AButtonAx::GetState(int WXUNUSED(childId), long* state)
{
AButton *ab = wxDynamicCast( GetWindow(), AButton );
switch( ab->GetState() )
{
case AButton::AButtonDown:
*state = wxACC_STATE_SYSTEM_PRESSED | wxACC_STATE_SYSTEM_FOCUSABLE;
break;
case AButton::AButtonOver:
*state = wxACC_STATE_SYSTEM_HOTTRACKED | wxACC_STATE_SYSTEM_FOCUSABLE;
break;
case AButton::AButtonOverDown:
*state = wxACC_STATE_SYSTEM_HOTTRACKED | wxACC_STATE_SYSTEM_PRESSED |
wxACC_STATE_SYSTEM_FOCUSABLE;
break;
case AButton::AButtonDis:
*state = wxACC_STATE_SYSTEM_UNAVAILABLE;
break;
default:
*state = wxACC_STATE_SYSTEM_FOCUSABLE;
break;
}
*state |= ( ab == wxWindow::FindFocus() ? wxACC_STATE_SYSTEM_FOCUSED : 0 );
return wxACC_OK;
}
// Returns a localized string representing the value for the object
// or child.
wxAccStatus AButtonAx::GetValue(int WXUNUSED(childId), wxString* WXUNUSED(strValue))
{
return wxACC_NOT_SUPPORTED;
}
#endif