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//===============================================================
// vcbtncmd.xxx - Color button Cmd - Windows
//
// Copyright (C) 1995,1996, 1997, 1998 Bruce E. Wampler
//
// This file is part of the V C++ GUI Framework, and is covered
// under the terms of the GNU Library General Public License,
// Version 2. This library has NO WARRANTY. See the source file
// vapp.cxx for more complete information about license terms.
//===============================================================
#include <v/vwin32.h> // for Win 32 stuff
#include <v/vcbtncmd.h> // our definitions
#include <v/vcmdprnt.h> // a command parent
//=================>>> vColorButtonCmd::vColorButtonCmd <<<=====================
vColorButtonCmd::vColorButtonCmd(vCmdParent* dp, CommandObject* dc) :
vButtonCmd(dp, dc)
{
initColor();
}
//====================>>> vColorButtonCmd::~vColorButtonCmd <<<=================
vColorButtonCmd::~vColorButtonCmd()
{
SysDebug(Destructor,"vColorButtonCmd::~vColorButtonCmd() destructor\n")
}
//=====================>>> vColorButtonCmd::initColor <<<=======================
void vColorButtonCmd::initColor(void)
{
// wCmd is the widget of this button
SysDebug(Constructor,"vColorButtonCmd::vColorButtonCmd() constructor\n")
_origColor = 0;
if (_itemList != 0) // an RGB provided
{
_origColor = (vColor*)_itemList; // point to the rgb
_color = *_origColor;
}
}
//================>>> vColorButtonCmd::SetCmdVal <<<============================
void vColorButtonCmd::SetCmdVal(ItemVal val, ItemSetType st)
{
SysDebug1(Misc,"vColorButtonCmd::SetCmdVal(val:%d)\n",val)
switch (st)
{
case ChangeColor: // changed original vColor
{
_color = *_origColor; // recopy color
HWND dH = _parentWin->getParent();
char buff[80];
::GetDlgItemText(dH, _cmdId, buff, 80); // make it redraw
::SetDlgItemText(dH, _cmdId, buff); // by "changing" text
break;
}
case Red:
_color.SetR(val);
break;
case Green:
_color.SetG(val);
break;
case Blue:
{
_color.SetB(val);
// Now that the colors are set, we have to make the button
// redraw. There must be some better way, but this kludge
// is all I could figure out to force a redraw of the new color
HWND dH = _parentWin->getParent();
char buff[80];
::GetDlgItemText(dH, _cmdId, buff, 80); // make it redraw
::SetDlgItemText(dH, _cmdId, buff); // by "changing" text
break;
}
default:
vButtonCmd::SetCmdVal(val, st);
break;
}
}
//================>>> vColorButtonCmd::DRAWITEM <<<============================
int vColorButtonCmd::DRAWITEM(int id, DRAWITEMSTRUCT* dis)
{
switch (dis->itemAction)
{
case ODA_DRAWENTIRE: // redraw entire control
{
DRAW_NORMAL:
// Draw a color button
HBRUSH brush;
HPEN oldpen = (HPEN)::SelectObject(dis->hDC, theApp->_ShadowPen);
// We will draw disabled color buttons in gray, otherwise
// in the color specified
if (dis->itemState & ODS_DISABLED)
brush = (HBRUSH) ::GetStockObject(LTGRAY_BRUSH);
else
brush = ::CreateSolidBrush(::GetNearestColor(dis->hDC,_color.pixel()));
// Set to the new brush color, remember the old one
HBRUSH oldbrush = (HBRUSH) ::SelectObject(dis->hDC, brush);
// Draw the button with a black border
(void)::Rectangle(dis->hDC,dis->rcItem.left, dis->rcItem.top,
dis->rcItem.right, dis->rcItem.bottom);
// Draw text for the color button if it has it
if (*_title )
{
int tl = strlen(_title); // This little kludge
int tblanks = 0; // prevents drawing
for (char* tp = _title ; *tp ; ++tp) // all-blank titles
{ // which can leave
if (*tp == ' ') // an ugly "pure color"
++tblanks; // block in the middle
} // of the button.
if (tblanks != tl)
{
::SetBkColor(dis->hDC, ::GetNearestColor(dis->hDC,_color.pixel()));
::DrawText(dis->hDC, _title, strlen(_title),
&dis->rcItem, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
}
}
// Now draw the shadow around the button
::SelectObject(dis->hDC, theApp->_LightPen);
::MoveTo(dis->hDC, dis->rcItem.left, dis->rcItem.bottom);
::LineTo(dis->hDC, dis->rcItem.left, dis->rcItem.top);
::LineTo(dis->hDC, dis->rcItem.right-1, dis->rcItem.top);
::MoveTo(dis->hDC, dis->rcItem.left+1, dis->rcItem.bottom+1);
::LineTo(dis->hDC, dis->rcItem.left+1, dis->rcItem.top+1);
::LineTo(dis->hDC, dis->rcItem.right-2, dis->rcItem.top+1);
::SelectObject(dis->hDC,theApp->_ShadowPen);
::MoveTo(dis->hDC, dis->rcItem.right-1, dis->rcItem.top+1);
::LineTo(dis->hDC, dis->rcItem.right-1, dis->rcItem.bottom-1);
::LineTo(dis->hDC, dis->rcItem.left, dis->rcItem.bottom-1);
::MoveTo(dis->hDC, dis->rcItem.right-2, dis->rcItem.top+1);
::LineTo(dis->hDC, dis->rcItem.right-2, dis->rcItem.bottom-2);
::LineTo(dis->hDC, dis->rcItem.left+1, dis->rcItem.bottom-2);
::SelectObject(dis->hDC, oldpen); // restore hdc
::SelectObject(dis->hDC, oldbrush);
if (!(dis->itemState & ODS_DISABLED)) // delete the brush if needed
::DeleteObject(brush);
return 1;
}
case ODA_SELECT: // indicated selected
{
// nearly the same as regular, but don't worry about insensitive
// and draw inverted shadow
if (dis->itemState & ODS_SELECTED) //Draw the icon
{
HPEN oldpen = (HPEN)::SelectObject(dis->hDC, ::GetStockObject(BLACK_PEN));
HBRUSH brush = (HBRUSH) ::CreateSolidBrush(::GetNearestColor(dis->hDC,_color.pixel()));
HBRUSH oldbrush = (HBRUSH) ::SelectObject(dis->hDC, brush);
(void)::Rectangle(dis->hDC,dis->rcItem.left, dis->rcItem.top,
dis->rcItem.right, dis->rcItem.bottom);
if (*_title)
{
RECT rc = dis->rcItem;
rc.left += 2; rc.top += 2; // shift text
::SetBkColor(dis->hDC, ::GetNearestColor(dis->hDC,_color.pixel()));
::DrawText(dis->hDC, _title, strlen(_title),
&rc, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
}
::SelectObject(dis->hDC, theApp->_ShadowPen);
::MoveTo(dis->hDC, dis->rcItem.left, dis->rcItem.bottom);
::LineTo(dis->hDC, dis->rcItem.left, dis->rcItem.top);
::LineTo(dis->hDC, dis->rcItem.right, dis->rcItem.top);
::MoveTo(dis->hDC, dis->rcItem.left+1, dis->rcItem.bottom+1);
::LineTo(dis->hDC, dis->rcItem.left+1, dis->rcItem.top+1);
::LineTo(dis->hDC, dis->rcItem.right-1, dis->rcItem.top+1);
::SelectObject(dis->hDC, oldpen); // restore hdc
::SelectObject(dis->hDC, oldbrush);
::DeleteObject(brush); // free brush
return 1;
}
else
goto DRAW_NORMAL; // other cases just like normal
}
case ODA_FOCUS: // gets focus
{
return 1; // no op for icon label
}
default:
break;
}
return 0;
}
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