/* * Copyright (c) 1987, 1988, 1989, 1990, 1991 Stanford University * Copyright (c) 1991 Silicon Graphics, Inc. * * Permission to use, copy, modify, distribute, and sell this software and * its documentation for any purpose is hereby granted without fee, provided * that (i) the above copyright notices and this permission notice appear in * all copies of the software and related documentation, and (ii) the names of * Stanford and Silicon Graphics may not be used in any advertising or * publicity relating to the software without the specific, prior written * permission of Stanford and Silicon Graphics. * * THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF ANY KIND, * EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY * WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. * * IN NO EVENT SHALL STANFORD OR SILICON GRAPHICS BE LIABLE FOR * ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, * OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF * LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE * OF THIS SOFTWARE. */ /* * Button - clickable Action */ #include #include #include #include Button::Button( Glyph* g, Style* s, TelltaleState* state, Action* a ) : ActiveHandler(g, s) { state_ = state; Resource::ref(state_); state_->attach(this); action_ = a; Resource::ref(action_); } Button::~Button() { state_->detach(this); Resource::unref(state_); Resource::unref(action_); } void Button::state(TelltaleState* s) { if (s != state_) { Resource::ref(s); s->attach(this); state_->detach(this); Resource::unref(state_); state_ = s; } } TelltaleState* Button::state() const { return state_; } void Button::action(Action* a) { if (a != action_) { Resource::ref(a); Resource::unref(action_); action_ = a; } } Action* Button::action() const { return action_; } void Button::enter() { TelltaleState* s = state(); if (s->test(TelltaleState::is_enabled)) { s->set(TelltaleState::is_visible, true); } } void Button::leave() { TelltaleState* s = state(); if (s->test(TelltaleState::is_enabled)) { s->set(TelltaleState::is_visible, false); } } void Button::press(const Event&) { TelltaleState* s = state(); if (s->test(TelltaleState::is_enabled)) { s->set(TelltaleState::is_active, true); } } void Button::release(const Event& e) { TelltaleState* s = state(); if (s->test(TelltaleState::is_enabled)) { s->set(TelltaleState::is_active, false); if (inside(e)) { boolean chosen = s->test(TelltaleState::is_chosen); boolean act = !chosen; if (s->test(TelltaleState::is_toggle)) { s->set(TelltaleState::is_chosen, act); act = true; } else if (s->test(TelltaleState::is_choosable)) { s->set(TelltaleState::is_chosen, true); } if (act) { Action* a = action(); if (a != nil) { s->set(TelltaleState::is_running, true); a->execute(); s->set(TelltaleState::is_running, false); } } } } } void Button::update(Observable*) { redraw(); }