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authorMatthias Melcher <github@matthiasm.com>2025-03-16 17:16:12 -0400
committerGitHub <noreply@github.com>2025-03-16 17:16:12 -0400
commit51a55bc73660f64e8f4b32b8b4d3858f2a786f7b (patch)
tree122ad9f838fcf8f61ed7cf5fa031e8ed69817e10 /fluid/nodes/Button_Node.cxx
parent13a7073a1e007ce5b71ef70bced1a9b15158820d (diff)
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`.
Diffstat (limited to 'fluid/nodes/Button_Node.cxx')
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diff --git a/fluid/nodes/Button_Node.cxx b/fluid/nodes/Button_Node.cxx
new file mode 100644
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+++ b/fluid/nodes/Button_Node.cxx
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+//
+// 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;
+