BambuStudio/src/slic3r/GUI/Widgets/StateHandler.cpp

80 lines
2.6 KiB
C++

#include "StateHandler.hpp"
wxDEFINE_EVENT(EVT_ENABLE_CHANGED, wxCommandEvent);
StateHandler::StateHandler(wxWindow * owner)
: owner_(owner)
{
if (owner->IsEnabled())
states_ |= Enabled;
if (owner->HasFocus())
states_ |= Focused;
}
void StateHandler::attach(StateColor const &color)
{
colors_.push_back(&color);
}
void StateHandler::attach(std::vector<StateColor const *> const & colors)
{
colors_.insert(colors_.end(), colors.begin(), colors.end());
}
void StateHandler::update_binds()
{
int bind_states = 0;
for (auto c : colors_) {
bind_states |= c->states();
}
bind_states = bind_states | (bind_states >> 16);
int diff = bind_states ^ bind_states_;
State states[] = {Enabled, Checked, Focused, Hovered, Pressed};
wxEventType events[] = {EVT_ENABLE_CHANGED, wxEVT_CHECKBOX, wxEVT_SET_FOCUS, wxEVT_ENTER_WINDOW, wxEVT_LEFT_DOWN};
wxEventType events2[] = {{0}, {0}, wxEVT_KILL_FOCUS, wxEVT_LEAVE_WINDOW, wxEVT_LEFT_UP};
for (int i = 0; i < 5; ++i) {
int s = states[i];
if (diff & s) {
if (bind_states & s) {
owner_->Bind(events[i], &StateHandler::changed, this);
if (events2[i])
owner_->Bind(events2[i], &StateHandler::changed, this);
} else {
owner_->Unbind(events[i], &StateHandler::changed, this);
if (events2[i])
owner_->Unbind(events2[i], &StateHandler::changed, this);
}
}
}
bind_states_ = bind_states;
owner_->Refresh();
}
void StateHandler::changed(wxEvent & event)
{
event.Skip();
wxEventType events[] = {EVT_ENABLE_CHANGED, wxEVT_CHECKBOX, wxEVT_SET_FOCUS, wxEVT_ENTER_WINDOW, wxEVT_LEFT_DOWN};
wxEventType events2[] = {{0}, {0}, wxEVT_KILL_FOCUS, wxEVT_LEAVE_WINDOW, wxEVT_LEFT_UP};
int old = states2_ | states_;
// some events are from another window (ex: text_ctrl of TextInput), save state in states2_ to avoid conflicts
int & states = event.GetEventObject() == owner_ ? states_ : states2_;
for (int i = 0; i < 5; ++i) {
if (events2[i]) {
if (event.GetEventType() == events[i]) {
states |= 1 << i;
break;
} else if (event.GetEventType() == events2[i]) {
states &= ~(1 << i);
break;
}
}
else {
if (event.GetEventType() == events[i]) {
states ^= (1 << i);
break;
}
}
}
if (old != (states2_ | states_))
owner_->Refresh();
}