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authorGuido van Rossum <guido@python.org>1990-10-24 16:39:18 +0000
committerGuido van Rossum <guido@python.org>1990-10-24 16:39:18 +0000
commit336f2816cd3599b0347a7fe35d1286d9e38596a0 (patch)
tree75362fb1421c863268acf49832d87b23f0891c4f /Lib
parent2a9096b5f9d90c6d90a9386c82214237ffc69167 (diff)
downloadcpython-git-336f2816cd3599b0347a7fe35d1286d9e38596a0.tar.gz
Initial revision
Diffstat (limited to 'Lib')
-rw-r--r--Lib/lib-stdwin/Buttons.py397
-rw-r--r--Lib/lib-stdwin/Sliders.py74
-rwxr-xr-xLib/stdwin/Buttons.py397
-rwxr-xr-xLib/stdwin/Sliders.py74
4 files changed, 942 insertions, 0 deletions
diff --git a/Lib/lib-stdwin/Buttons.py b/Lib/lib-stdwin/Buttons.py
new file mode 100644
index 0000000000..d6ad6e3111
--- /dev/null
+++ b/Lib/lib-stdwin/Buttons.py
@@ -0,0 +1,397 @@
+# Module 'Buttons' -- see README
+#
+# Module functionality is now split in two parts:
+# - 'appearance' defines what it looks like
+# - 'reactivity' defines how it acts to mouse events
+
+
+# Import module 'rect' renamed as '_rect'
+#
+import rect
+_rect = rect
+del rect
+
+
+# Field indices in mouse event detail
+#
+_HV = 0
+_CLICKS = 1
+_BUTTON = 2
+_MASK = 3
+
+
+# BaseAppearance provides defaults for all appearance methods.
+# In fact it looks like a label.
+#
+class BaseAppearance():
+ #
+ # Initialization
+ #
+ def init_appearance(self, (win, bounds)):
+ win.change(bounds)
+ self.win = win
+ self.bounds = bounds
+ self.enabled = 1
+ self.hilited = 0
+ self.selected = 0
+ self.text = ''
+ #
+ # Changing the parameters
+ #
+ def settext(self, text):
+ self.text = text
+ self.redraw()
+ #
+ def setbounds(self, bounds):
+ # This elays drawing until after all buttons are moved
+ self.win.change(self.bounds)
+ self.bounds = bounds
+ self.win.change(bounds)
+ #
+ # Changing the state bits
+ #
+ def enable(self, flag):
+ if flag <> self.enabled:
+ self.enabled = flag
+ self.flipenable(self.win.begindrawing())
+ #
+ def hilite(self, flag):
+ if flag <> self.hilited:
+ self.hilited = flag
+ self.fliphilite(self.win.begindrawing())
+ #
+ def select(self, flag):
+ if flag <> self.selected:
+ self.selected = flag
+ self.redraw()
+ #
+ # Generic drawing mechanism.
+ # There should be no reason to override redraw() or draw() methods.
+ #
+ def redraw(self):
+ self.draw(self.win.begindrawing(), self.bounds)
+ #
+ def draw(self, (d, area)):
+ area = _rect.intersect(area, self.bounds)
+ if area = _rect.empty:
+ return
+ d.cliprect(area)
+ d.erase(self.bounds)
+ self.drawit(d)
+ d.noclip()
+ #
+ # The drawit() method is fairly generic but may be overridden.
+ #
+ def drawit(self, d):
+ self.drawpict(d) # Box, circle etc.; also 'selected'
+ if self.text:
+ hv = self.textpos(d)
+ d.text(hv, self.text)
+ 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.
+ # No picture; centered text; enable crosses out; hilite inverts.
+ #
+ def drawpict(self, d):
+ pass
+ #
+ def textpos(self, d):
+ # XXX shouldn't this be done once by init/settext()?
+ (left, top), (right, bottom) = self.bounds
+ h = (left + right - d.textwidth(self.text)) / 2
+ v = (top + bottom - d.lineheight()) / 2
+ return h, v
+ #
+ def flipenable(self, d):
+ _xorcross(d, self.bounds)
+ #
+ def fliphilite(self, d):
+ d.invert(_rect.inset(self.bounds, (3, 3)))
+
+
+# Subroutine to cross out a rectangle.
+#
+def _xorcross(d, bounds):
+ ((left, top), (right, bottom)) = bounds
+ left = left + 2
+ right = right - 2
+ top = top + 2
+ bottom = bottom - 3
+ d.xorline(((left, top), (right, bottom)))
+ d.xorline((left, bottom), (right, top))
+
+
+# LabelAppearance displays a centered string.
+# selected --> underlined
+# disabled --> crossed out
+# hilited --> inverted
+#
+class LabelAppearance() = BaseAppearance():
+ #
+ def drawpict(self, d):
+ if self.selected:
+ # Underline it
+ d.line((left+1, bottom-1), (right-1, bottom-1))
+ #
+ if not self.enabled: self._crossout(d)
+ if self.hilited: self._invert(d)
+ #
+
+
+# ButtonAppearance displays a centered string in a box.
+# selected --> bold border
+# disabled --> crossed out
+# hilited --> inverted
+#
+class ButtonAppearance() = BaseAppearance():
+ #
+ 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
+#
+class CheckAppearance() = BaseAppearance():
+ #
+ def drawpict(self, d):
+ (left, top), (right, bottom) = self.bounds
+ size = bottom - top
+ boxbounds = (left, top), (left+size, bottom)
+ d.box(boxbounds)
+ if self.selected: _xorcross(d, boxbounds)
+ #
+ def textpos(self, d):
+ (left, top), (right, bottom) = self.bounds
+ size = bottom - top
+ h = left + size + d.textwidth(' ')
+ v = top + (size - d.lineheight()) / 2
+ return h, v
+ #
+ def fliphilite(self, d):
+ (left, top), (right, bottom) = self.bounds
+ size = bottom - top
+ boxbounds = (left, top), (left+size, bottom)
+ d.invert(boxbounds)
+ #
+
+
+# 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
+#
+class RadioAppearance() = BaseAppearance():
+ #
+ def drawpict(self, d):
+ (left, top), (right, bottom) = self.bounds
+ size = bottom - top
+ radius = size / 2
+ h, v = left + radius, top + radius
+ d.circle((h, v), radius - 1)
+ if self.selected:
+ some = radius/3
+ d.paint((h-some, v-some), (h+some, v+some))
+ #
+ def textpos(self, d):
+ (left, top), (right, bottom) = self.bounds
+ size = bottom - top
+ h = left + size + d.textwidth(' ')
+ v = top + (size - d.lineheight()) / 2
+ return h, v
+ #
+ def fliphilite(self, d):
+ (left, top), (right, bottom) = self.bounds
+ size = bottom - top
+ d.invert((left, top), (left + size, bottom))
+ #
+
+
+# NoReactivity ignores mouse and timer events.
+# 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
+# active_hook called on some mouse-move events
+# up_hook called on mouse-up events
+# on_hook called for buttons with on/off state, when it goes on
+# timer_hook called on timer events
+# 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).
+#
+class NoReactivity():
+ #
+ def init_reactivity(self):
+ self.down_hook = self.active_hook = self.up_hook = \
+ self.on_hook = self.off_hook = self.timer_hook = \
+ self.hook = self.active = 0
+ #
+ 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 timer(self):
+ pass
+ #
+ def down_trigger(self):
+ if self.down_hook: self.down_hook(self)
+ #
+ def active_trigger(self):
+ if self.active_hook: self.active_hook(self)
+ #
+ 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 timer_trigger(self):
+ if self.timer_hook: self.timer_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.
+# Its timer_trigger method is called for all timer events while hilited.
+#
+class ToggleReactivity() = NoReactivity():
+ #
+ 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:
+ self.active_trigger()
+ #
+ def mouse_up(self, detail):
+ if self.active:
+ self.up_trigger()
+ self.active = 0
+ #
+ def timer(self):
+ if self.hilited:
+ self.timer_trigger()
+ #
+ 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.
+#
+class TriggerReactivity() = NoReactivity():
+ #
+ 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:
+ self.active_trigger()
+ #
+ 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)
+ #
+ def timer(self):
+ if self.active and self.hilited:
+ self.active_trigger()
+ #
+
+
+# CheckReactivity handles mouse events like TriggerReactivity,
+# It overrides the up_trigger method to flip its selected state.
+#
+class CheckReactivity() = TriggerReactivity():
+ #
+ 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.
+#
+class RadioReactivity() = TriggerReactivity():
+ #
+ 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.
+#
+class Define():
+ #
+ def define(self, (win, bounds, text)):
+ self.init_appearance(win, bounds)
+ self.text = text
+ self.init_reactivity()
+ return self
+
+
+# Ready-made button classes
+#
+class BaseButton() = NoReactivity(), BaseAppearance(), Define(): pass
+class Label() = NoReactivity(), LabelAppearance(), Define(): pass
+class ClassicButton() = TriggerReactivity(), ButtonAppearance(), Define(): pass
+class CheckButton() = CheckReactivity(), CheckAppearance(), Define(): pass
+class RadioButton() = RadioReactivity(), RadioAppearance(), Define(): pass
+class Toggle() = ToggleReactivity(), ButtonAppearance(), Define(): pass
diff --git a/Lib/lib-stdwin/Sliders.py b/Lib/lib-stdwin/Sliders.py
new file mode 100644
index 0000000000..8953efd166
--- /dev/null
+++ b/Lib/lib-stdwin/Sliders.py
@@ -0,0 +1,74 @@
+# Module 'Sliders'
+#
+# Sliders are somewhat like buttons but have an extra hook that is
+# called whenever their value is changed.
+
+import stdwin
+from stdwinevents import *
+import rect
+from minmax import min, max
+from Buttons import ClassicButton
+
+
+# Field indices in event detail
+#
+_HV = 0
+_CLICKS = 1
+_BUTTON = 2
+_MASK = 3
+
+
+# A dragslider is the simplest possible slider.
+# It looks like a button but dragging the mouse left or right
+# changes the controlled value.
+#
+class DragSlider() = ClassicButton():
+ #
+ # INVARIANTS maintained by the define and setval methods:
+ #
+ # self.min <= self.val <= self.max
+ # self.text = `self.val`
+ #
+ # (Notice that unlike in Python ranges, the end point belongs
+ # to the range.)
+ #
+ def define(self, (win, bounds)):
+ self.min = 0
+ self.val = 50
+ self.max = 100
+ self.setval_hook = 0
+ self.pretext = self.postext = ''
+ self.text = self.pretext + `self.val` + self.postext
+ self = ClassicButton.define(self, (win, bounds, self.text))
+ return self
+ #
+ def setval(self, val):
+ val = min(self.max, max(self.min, val))
+ if val <> self.val:
+ self.val = val
+ self.text = self.pretext + `self.val` + self.postext
+ if self.setval_hook:
+ self.setval_hook(self)
+ self.redraw()
+ #
+ def settext(self, text):
+ pass # shouldn't be called at all
+ #
+ def mouse_down(self, detail):
+ h, v = hv = detail[_HV]
+ if self.enabled and self.mousetest(hv):
+ self.anchor = h
+ self.oldval = self.val
+ self.active = 1
+ #
+ def mouse_move(self, detail):
+ if self.active:
+ h, v = detail[_HV]
+ self.setval(self.oldval + (h - self.anchor))
+ #
+ def mouse_up(self, detail):
+ if self.active:
+ h, v = detail[_HV]
+ self.setval(self.oldval + (h - self.anchor))
+ self.active = 0
+ #
diff --git a/Lib/stdwin/Buttons.py b/Lib/stdwin/Buttons.py
new file mode 100755
index 0000000000..d6ad6e3111
--- /dev/null
+++ b/Lib/stdwin/Buttons.py
@@ -0,0 +1,397 @@
+# Module 'Buttons' -- see README
+#
+# Module functionality is now split in two parts:
+# - 'appearance' defines what it looks like
+# - 'reactivity' defines how it acts to mouse events
+
+
+# Import module 'rect' renamed as '_rect'
+#
+import rect
+_rect = rect
+del rect
+
+
+# Field indices in mouse event detail
+#
+_HV = 0
+_CLICKS = 1
+_BUTTON = 2
+_MASK = 3
+
+
+# BaseAppearance provides defaults for all appearance methods.
+# In fact it looks like a label.
+#
+class BaseAppearance():
+ #
+ # Initialization
+ #
+ def init_appearance(self, (win, bounds)):
+ win.change(bounds)
+ self.win = win
+ self.bounds = bounds
+ self.enabled = 1
+ self.hilited = 0
+ self.selected = 0
+ self.text = ''
+ #
+ # Changing the parameters
+ #
+ def settext(self, text):
+ self.text = text
+ self.redraw()
+ #
+ def setbounds(self, bounds):
+ # This elays drawing until after all buttons are moved
+ self.win.change(self.bounds)
+ self.bounds = bounds
+ self.win.change(bounds)
+ #
+ # Changing the state bits
+ #
+ def enable(self, flag):
+ if flag <> self.enabled:
+ self.enabled = flag
+ self.flipenable(self.win.begindrawing())
+ #
+ def hilite(self, flag):
+ if flag <> self.hilited:
+ self.hilited = flag
+ self.fliphilite(self.win.begindrawing())
+ #
+ def select(self, flag):
+ if flag <> self.selected:
+ self.selected = flag
+ self.redraw()
+ #
+ # Generic drawing mechanism.
+ # There should be no reason to override redraw() or draw() methods.
+ #
+ def redraw(self):
+ self.draw(self.win.begindrawing(), self.bounds)
+ #
+ def draw(self, (d, area)):
+ area = _rect.intersect(area, self.bounds)
+ if area = _rect.empty:
+ return
+ d.cliprect(area)
+ d.erase(self.bounds)
+ self.drawit(d)
+ d.noclip()
+ #
+ # The drawit() method is fairly generic but may be overridden.
+ #
+ def drawit(self, d):
+ self.drawpict(d) # Box, circle etc.; also 'selected'
+ if self.text:
+ hv = self.textpos(d)
+ d.text(hv, self.text)
+ 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.
+ # No picture; centered text; enable crosses out; hilite inverts.
+ #
+ def drawpict(self, d):
+ pass
+ #
+ def textpos(self, d):
+ # XXX shouldn't this be done once by init/settext()?
+ (left, top), (right, bottom) = self.bounds
+ h = (left + right - d.textwidth(self.text)) / 2
+ v = (top + bottom - d.lineheight()) / 2
+ return h, v
+ #
+ def flipenable(self, d):
+ _xorcross(d, self.bounds)
+ #
+ def fliphilite(self, d):
+ d.invert(_rect.inset(self.bounds, (3, 3)))
+
+
+# Subroutine to cross out a rectangle.
+#
+def _xorcross(d, bounds):
+ ((left, top), (right, bottom)) = bounds
+ left = left + 2
+ right = right - 2
+ top = top + 2
+ bottom = bottom - 3
+ d.xorline(((left, top), (right, bottom)))
+ d.xorline((left, bottom), (right, top))
+
+
+# LabelAppearance displays a centered string.
+# selected --> underlined
+# disabled --> crossed out
+# hilited --> inverted
+#
+class LabelAppearance() = BaseAppearance():
+ #
+ def drawpict(self, d):
+ if self.selected:
+ # Underline it
+ d.line((left+1, bottom-1), (right-1, bottom-1))
+ #
+ if not self.enabled: self._crossout(d)
+ if self.hilited: self._invert(d)
+ #
+
+
+# ButtonAppearance displays a centered string in a box.
+# selected --> bold border
+# disabled --> crossed out
+# hilited --> inverted
+#
+class ButtonAppearance() = BaseAppearance():
+ #
+ 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
+#
+class CheckAppearance() = BaseAppearance():
+ #
+ def drawpict(self, d):
+ (left, top), (right, bottom) = self.bounds
+ size = bottom - top
+ boxbounds = (left, top), (left+size, bottom)
+ d.box(boxbounds)
+ if self.selected: _xorcross(d, boxbounds)
+ #
+ def textpos(self, d):
+ (left, top), (right, bottom) = self.bounds
+ size = bottom - top
+ h = left + size + d.textwidth(' ')
+ v = top + (size - d.lineheight()) / 2
+ return h, v
+ #
+ def fliphilite(self, d):
+ (left, top), (right, bottom) = self.bounds
+ size = bottom - top
+ boxbounds = (left, top), (left+size, bottom)
+ d.invert(boxbounds)
+ #
+
+
+# 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
+#
+class RadioAppearance() = BaseAppearance():
+ #
+ def drawpict(self, d):
+ (left, top), (right, bottom) = self.bounds
+ size = bottom - top
+ radius = size / 2
+ h, v = left + radius, top + radius
+ d.circle((h, v), radius - 1)
+ if self.selected:
+ some = radius/3
+ d.paint((h-some, v-some), (h+some, v+some))
+ #
+ def textpos(self, d):
+ (left, top), (right, bottom) = self.bounds
+ size = bottom - top
+ h = left + size + d.textwidth(' ')
+ v = top + (size - d.lineheight()) / 2
+ return h, v
+ #
+ def fliphilite(self, d):
+ (left, top), (right, bottom) = self.bounds
+ size = bottom - top
+ d.invert((left, top), (left + size, bottom))
+ #
+
+
+# NoReactivity ignores mouse and timer events.
+# 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
+# active_hook called on some mouse-move events
+# up_hook called on mouse-up events
+# on_hook called for buttons with on/off state, when it goes on
+# timer_hook called on timer events
+# 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).
+#
+class NoReactivity():
+ #
+ def init_reactivity(self):
+ self.down_hook = self.active_hook = self.up_hook = \
+ self.on_hook = self.off_hook = self.timer_hook = \
+ self.hook = self.active = 0
+ #
+ 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 timer(self):
+ pass
+ #
+ def down_trigger(self):
+ if self.down_hook: self.down_hook(self)
+ #
+ def active_trigger(self):
+ if self.active_hook: self.active_hook(self)
+ #
+ 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 timer_trigger(self):
+ if self.timer_hook: self.timer_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.
+# Its timer_trigger method is called for all timer events while hilited.
+#
+class ToggleReactivity() = NoReactivity():
+ #
+ 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:
+ self.active_trigger()
+ #
+ def mouse_up(self, detail):
+ if self.active:
+ self.up_trigger()
+ self.active = 0
+ #
+ def timer(self):
+ if self.hilited:
+ self.timer_trigger()
+ #
+ 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.
+#
+class TriggerReactivity() = NoReactivity():
+ #
+ 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:
+ self.active_trigger()
+ #
+ 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)
+ #
+ def timer(self):
+ if self.active and self.hilited:
+ self.active_trigger()
+ #
+
+
+# CheckReactivity handles mouse events like TriggerReactivity,
+# It overrides the up_trigger method to flip its selected state.
+#
+class CheckReactivity() = TriggerReactivity():
+ #
+ 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.
+#
+class RadioReactivity() = TriggerReactivity():
+ #
+ 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.
+#
+class Define():
+ #
+ def define(self, (win, bounds, text)):
+ self.init_appearance(win, bounds)
+ self.text = text
+ self.init_reactivity()
+ return self
+
+
+# Ready-made button classes
+#
+class BaseButton() = NoReactivity(), BaseAppearance(), Define(): pass
+class Label() = NoReactivity(), LabelAppearance(), Define(): pass
+class ClassicButton() = TriggerReactivity(), ButtonAppearance(), Define(): pass
+class CheckButton() = CheckReactivity(), CheckAppearance(), Define(): pass
+class RadioButton() = RadioReactivity(), RadioAppearance(), Define(): pass
+class Toggle() = ToggleReactivity(), ButtonAppearance(), Define(): pass
diff --git a/Lib/stdwin/Sliders.py b/Lib/stdwin/Sliders.py
new file mode 100755
index 0000000000..8953efd166
--- /dev/null
+++ b/Lib/stdwin/Sliders.py
@@ -0,0 +1,74 @@
+# Module 'Sliders'
+#
+# Sliders are somewhat like buttons but have an extra hook that is
+# called whenever their value is changed.
+
+import stdwin
+from stdwinevents import *
+import rect
+from minmax import min, max
+from Buttons import ClassicButton
+
+
+# Field indices in event detail
+#
+_HV = 0
+_CLICKS = 1
+_BUTTON = 2
+_MASK = 3
+
+
+# A dragslider is the simplest possible slider.
+# It looks like a button but dragging the mouse left or right
+# changes the controlled value.
+#
+class DragSlider() = ClassicButton():
+ #
+ # INVARIANTS maintained by the define and setval methods:
+ #
+ # self.min <= self.val <= self.max
+ # self.text = `self.val`
+ #
+ # (Notice that unlike in Python ranges, the end point belongs
+ # to the range.)
+ #
+ def define(self, (win, bounds)):
+ self.min = 0
+ self.val = 50
+ self.max = 100
+ self.setval_hook = 0
+ self.pretext = self.postext = ''
+ self.text = self.pretext + `self.val` + self.postext
+ self = ClassicButton.define(self, (win, bounds, self.text))
+ return self
+ #
+ def setval(self, val):
+ val = min(self.max, max(self.min, val))
+ if val <> self.val:
+ self.val = val
+ self.text = self.pretext + `self.val` + self.postext
+ if self.setval_hook:
+ self.setval_hook(self)
+ self.redraw()
+ #
+ def settext(self, text):
+ pass # shouldn't be called at all
+ #
+ def mouse_down(self, detail):
+ h, v = hv = detail[_HV]
+ if self.enabled and self.mousetest(hv):
+ self.anchor = h
+ self.oldval = self.val
+ self.active = 1
+ #
+ def mouse_move(self, detail):
+ if self.active:
+ h, v = detail[_HV]
+ self.setval(self.oldval + (h - self.anchor))
+ #
+ def mouse_up(self, detail):
+ if self.active:
+ h, v = detail[_HV]
+ self.setval(self.oldval + (h - self.anchor))
+ self.active = 0
+ #