cpython/Lib/stdwin/Buttons.py

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# Module 'Buttons'
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# Import module 'rect' renamed as '_rect' to avoid exporting it on
# 'from Buttons import *'
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#
import rect
_rect = rect
del rect
# Field indices in mouse event detail
#
_HV = 0
_CLICKS = 1
_BUTTON = 2
_MASK = 3
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# LabelAppearance provides defaults for all appearance methods.
# selected state not visible
# disabled --> crossed out
# hilited --> inverted
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#
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class LabelAppearance:
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#
# Initialization
#
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def init_appearance(self):
self.bounds = _rect.empty
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self.enabled = 1
self.hilited = 0
self.selected = 0
self.text = ''
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#
# Size enquiry
#
def getminsize(self, m, (width, height)):
width = max(width, m.textwidth(self.text) + 6)
height = max(height, m.lineheight() + 6)
return width, height
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#
def getbounds(self):
return self.bounds
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#
# Changing the parameters
#
def settext(self, text):
self.text = text
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if self.bounds <> _rect.empty:
self.recalctextpos()
self.redraw()
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#
def setbounds(self, bounds):
self.bounds = bounds
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if self.bounds <> _rect.empty:
self.recalc()
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#
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def realize(self):
pass
#
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# Changing the state bits
#
def enable(self, flag):
if flag <> self.enabled:
self.enabled = flag
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if self.bounds <> _rect.empty:
self.flipenable(self.parent.begindrawing())
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#
def hilite(self, flag):
if flag <> self.hilited:
self.hilited = flag
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if self.bounds <> _rect.empty:
self.fliphilite(self.parent.begindrawing())
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#
def select(self, flag):
if flag <> self.selected:
self.selected = flag
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if self.bounds <> _rect.empty:
self.redraw()
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#
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# Recalculate the box bounds and text position.
# This can be overridden by buttons that draw different boxes
# or want their text in a different position.
#
def recalc(self):
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if self.bounds <> _rect.empty:
self.recalcbounds()
self.recalctextpos()
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#
def recalcbounds(self):
self.hilitebounds = _rect.inset(self.bounds, (3, 3))
self.crossbounds = self.bounds
#
def recalctextpos(self):
(left, top), (right, bottom) = self.bounds
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m = self.parent.beginmeasuring()
h = (left + right - m.textwidth(self.text)) / 2
v = (top + bottom - m.lineheight()) / 2
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self.textpos = h, v
#
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# Generic drawing interface.
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# Do not override redraw() or draw() methods; override drawit() c.s.
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#
def redraw(self):
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if self.bounds <> _rect.empty:
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d = self.parent.begindrawing()
d.erase(self.bounds)
self.draw(d, self.bounds)
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#
def draw(self, d, area):
area = _rect.intersect([area, self.bounds])
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if area == _rect.empty:
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return
d.cliprect(area)
self.drawit(d)
d.noclip()
#
# The drawit() method is fairly generic but may be overridden.
#
def drawit(self, d):
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self.drawpict(d)
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if self.text:
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d.text(self.textpos, self.text)
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if not self.enabled:
self.flipenable(d)
if self.hilited:
self.fliphilite(d)
#
# Default drawing detail functions.
# Overriding these is normally sufficient to get different
# appearances.
#
def drawpict(self, d):
pass
#
def flipenable(self, d):
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_xorcross(d, self.crossbounds)
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#
def fliphilite(self, d):
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d.invert(self.hilitebounds)
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# A Strut is a label with no width of its own.
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class StrutAppearance(LabelAppearance):
#
def getminsize(self, m, (width, height)):
height = max(height, m.lineheight() + 6)
return width, height
#
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# ButtonAppearance displays a centered string in a box.
# selected --> bold border
# disabled --> crossed out
# hilited --> inverted
#
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class ButtonAppearance(LabelAppearance):
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#
def drawpict(self, d):
d.box(_rect.inset(self.bounds, (1, 1)))
if self.selected:
# Make a thicker box
d.box(self.bounds)
d.box(_rect.inset(self.bounds, (2, 2)))
d.box(_rect.inset(self.bounds, (3, 3)))
#
# CheckAppearance displays a small square box and a left-justified string.
# selected --> a cross appears in the box
# disabled --> whole button crossed out
# hilited --> box is inverted
#
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class CheckAppearance(LabelAppearance):
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#
def getminsize(self, m, (width, height)):
minwidth = m.textwidth(self.text) + 6
minheight = m.lineheight() + 6
width = max(width, minwidth + minheight + m.textwidth(' '))
height = max(height, minheight)
return width, height
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#
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def drawpict(self, d):
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d.box(self.boxbounds)
if self.selected: _xorcross(d, self.boxbounds)
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#
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def recalcbounds(self):
LabelAppearance.recalcbounds(self)
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(left, top), (right, bottom) = self.bounds
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self.size = bottom - top - 4
self.boxbounds = (left+2, top+2), (left+2+self.size, bottom-2)
self.hilitebounds = self.boxbounds
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#
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def recalctextpos(self):
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m = self.parent.beginmeasuring()
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(left, top), (right, bottom) = self.boxbounds
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h = right + m.textwidth(' ')
v = top + (self.size - m.lineheight()) / 2
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self.textpos = h, v
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#
# RadioAppearance displays a round indicator and a left-justified string.
# selected --> a dot appears in the indicator
# disabled --> whole button crossed out
# hilited --> indicator is inverted
#
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class RadioAppearance(CheckAppearance):
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#
def drawpict(self, d):
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(left, top), (right, bottom) = self.boxbounds
radius = self.size / 2
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center = left + radius, top + radius
d.circle(center, radius)
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if self.selected:
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d.fillcircle(center, radius*3/5)
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#
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# NoReactivity ignores mouse events.
#
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class NoReactivity:
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def init_reactivity(self): pass
# BaseReactivity defines hooks and asks for mouse events,
# but provides only dummy mouse event handlers.
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# The trigger methods call the corresponding hooks set by the user.
# Hooks (and triggers) mean the following:
# down_hook called on some mouse-down events
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# move_hook called on some mouse-move events
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# up_hook called on mouse-up events
# on_hook called for buttons with on/off state, when it goes on
# hook called when a button 'fires' or a radiobutton goes on
# There are usually extra conditions, e.g., hooks are only called
# when the button is enabled, or active, or selected (on).
#
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class BaseReactivity:
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#
def init_reactivity(self):
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self.down_hook = self.move_hook = self.up_hook = \
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self.on_hook = self.off_hook = \
self.hook = self.active = 0
self.parent.need_mouse(self)
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#
def mousetest(self, hv):
return _rect.pointinrect(hv, self.bounds)
#
def mouse_down(self, detail):
pass
#
def mouse_move(self, detail):
pass
#
def mouse_up(self, detail):
pass
#
def down_trigger(self):
if self.down_hook: self.down_hook(self)
#
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def move_trigger(self):
if self.move_hook: self.move_hook(self)
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#
def up_trigger(self):
if self.up_hook: self.up_hook(self)
#
def on_trigger(self):
if self.on_hook: self.on_hook(self)
#
def off_trigger(self):
if self.off_hook: self.off_hook(self)
#
def trigger(self):
if self.hook: self.hook(self)
# ToggleReactivity acts like a simple pushbutton.
# It toggles its hilite state on mouse down events.
#
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class ToggleReactivity(BaseReactivity):
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#
def mouse_down(self, detail):
if self.enabled and self.mousetest(detail[_HV]):
self.active = 1
self.hilite(not self.hilited)
self.down_trigger()
#
def mouse_move(self, detail):
if self.active:
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self.move_trigger()
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#
def mouse_up(self, detail):
if self.active:
self.up_trigger()
self.active = 0
#
def down_trigger(self):
if self.hilited:
self.on_trigger()
else:
self.off_trigger()
self.trigger()
#
# TriggerReactivity acts like a fancy pushbutton.
# It hilites itself while the mouse is down within its bounds.
#
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class TriggerReactivity(BaseReactivity):
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#
def mouse_down(self, detail):
if self.enabled and self.mousetest(detail[_HV]):
self.active = 1
self.hilite(1)
self.down_trigger()
#
def mouse_move(self, detail):
if self.active:
self.hilite(self.mousetest(detail[_HV]))
if self.hilited:
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self.move_trigger()
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#
def mouse_up(self, detail):
if self.active:
self.hilite(self.mousetest(detail[_HV]))
if self.hilited:
self.up_trigger()
self.trigger()
self.active = 0
self.hilite(0)
#
# CheckReactivity handles mouse events like TriggerReactivity,
# It overrides the up_trigger method to flip its selected state.
#
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class CheckReactivity(TriggerReactivity):
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#
def up_trigger(self):
self.select(not self.selected)
if self.selected:
self.on_trigger()
else:
self.off_trigger()
self.trigger()
# RadioReactivity turns itself on and the other buttons in its group
# off when its up_trigger method is called.
#
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class RadioReactivity(TriggerReactivity):
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#
def init_reactivity(self):
TriggerReactivity.init_reactivity(self)
self.group = []
#
def up_trigger(self):
for b in self.group:
if b <> self:
if b.selected:
b.select(0)
b.off_trigger()
self.select(1)
self.on_trigger()
self.trigger()
# Auxiliary class for 'define' method.
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# Call the initializers in the right order.
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#
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class Define:
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#
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def define(self, parent):
self.parent = parent
parent.addchild(self)
self.init_appearance()
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self.init_reactivity()
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return self
#
def destroy(self):
self.parent = 0
#
def definetext(self, parent, text):
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self = self.define(parent)
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self.settext(text)
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return self
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# Subroutine to cross out a rectangle.
#
def _xorcross(d, bounds):
((left, top), (right, bottom)) = bounds
# This is s bit funny to make it look better
left = left + 2
right = right - 2
top = top + 2
bottom = bottom - 3
d.xorline(((left, top), (right, bottom)))
d.xorline((left, bottom), (right, top))
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# Ready-made button classes.
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#
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class Label(NoReactivity, LabelAppearance, Define): pass
class Strut(NoReactivity, StrutAppearance, Define): pass
class PushButton(TriggerReactivity, ButtonAppearance, Define): pass
class CheckButton(CheckReactivity, CheckAppearance, Define): pass
class RadioButton(RadioReactivity, RadioAppearance, Define): pass
class ToggleButton(ToggleReactivity, ButtonAppearance, Define): pass