/**********************************************************************

  Audacity: A Digital Audio Editor

  AButton.h

  Dominic Mazzoni


**********************************************************************/

#ifndef __AUDACITY_BUTTON__
#define __AUDACITY_BUTTON__

#if wxUSE_ACCESSIBILITY
#include <wx/access.h>
#endif

#include <wx/image.h>
#include <wx/window.h>

#include "ImageRoll.h"

class AButton: public wxWindow {
   friend class AButtonAx;

 public:

   AButton(wxWindow * parent,
           wxWindowID id,
           const wxPoint & pos,
           const wxSize & size,
           ImageRoll up,
           ImageRoll over,
           ImageRoll down,
           ImageRoll dis,
           bool toggle);

   AButton(wxWindow * parent,
           wxWindowID id,
           const wxPoint & pos,
           const wxSize & size,
           wxImage up,
           wxImage over,
           wxImage down,
           wxImage dis,
           bool toggle);

   virtual ~ AButton();

   virtual void SetAlternateImages(ImageRoll up,
                                   ImageRoll over,
                                   ImageRoll down,
                                   ImageRoll dis);

   virtual void SetAlternateImages(wxImage up,
                                   wxImage over,
                                   wxImage down,
                                   wxImage dis);

   virtual void SetAlternate(bool useAlternateImages);
   virtual void SetFocusRect(wxRect & r);

   virtual bool IsEnabled() const { return mEnabled; }
   virtual void Disable();
   virtual void Enable();
   void SetEnabled(bool state) {
      state ? Enable() : Disable();
   }

   virtual void PushDown();
   virtual void PopUp();

   virtual void OnErase(wxEraseEvent & event);
   virtual void OnPaint(wxPaintEvent & event);
   virtual void OnSize(wxSizeEvent & event);
   virtual void OnMouseEvent(wxMouseEvent & event);
   virtual void OnCaptureLost(wxMouseCaptureLostEvent & event );
   virtual void OnKeyDown(wxKeyEvent & event);
   virtual void OnSetFocus(wxFocusEvent & event);
   virtual void OnKillFocus(wxFocusEvent & event);

   virtual bool WasShiftDown(); // returns true if shift was held down
                                // the last time the button was clicked
   virtual bool WasControlDown(); // returns true if control was held down
                                  // the last time the button was clicked
   bool IsDown(){ return mButtonIsDown;}
   void SetButtonToggles( bool toggler ){ mToggle = toggler;}
   void Toggle(){ mButtonIsDown ? PopUp() : PushDown();}
   void Click();
   void SetShift(bool shift);

   enum AButtonState {
      AButtonUp,
      AButtonOver,
      AButtonDown,
      AButtonDis
   };

   AButtonState GetState();

   void UseDisabledAsDownHiliteImage(bool flag);

 private:

   bool HasAlternateImages();

   void Init(wxWindow * parent,
             wxWindowID id,
             const wxPoint & pos,
             const wxSize & size,
             ImageRoll up,
             ImageRoll over,
             ImageRoll down,
             ImageRoll dis,
             bool toggle);

   bool mAlternate;
   bool mToggle;   // This bool, if true, makes the button able to
                   // process events when it is in the down state, and
                   // moving to the opposite state when it is clicked.
                   // It is used for the Pause button, and possibly
                   // others.  If false, it (should) behave just like
                   // a standard button.

   bool mWasShiftDown;
   bool mWasControlDown;

   bool mCursorIsInWindow;
   bool mButtonIsFocused;
   bool mButtonIsDown;
   bool mIsClicking;
   bool mEnabled;
   bool mUseDisabledAsDownHiliteImage;

   ImageRoll mImage[4];
   ImageRoll mAltImage[4];

   wxRect mFocusRect;

public:

    DECLARE_EVENT_TABLE()
};

#if wxUSE_ACCESSIBILITY

class AButtonAx: public wxWindowAccessible
{
public:
   AButtonAx(wxWindow * window);

   virtual ~ AButtonAx();

   // Performs the default action. childId is 0 (the action for this object)
   // or > 0 (the action for a child).
   // Return wxACC_NOT_SUPPORTED if there is no default action for this
   // window (e.g. an edit control).
   virtual wxAccStatus DoDefaultAction(int childId);

   // Retrieves the address of an IDispatch interface for the specified child.
   // All objects must support this property.
   virtual wxAccStatus GetChild( int childId, wxAccessible** child );

   // Gets the number of children.
   virtual wxAccStatus GetChildCount(int* childCount);

   // Gets the default action for this object (0) or > 0 (the action for a child).
   // Return wxACC_OK even if there is no action. actionName is the action, or the empty
   // string if there is no action.
   // The retrieved string describes the action that is performed on an object,
   // not what the object does as a result. For example, a toolbar button that prints
   // a document has a default action of "Press" rather than "Prints the current document."
   virtual wxAccStatus GetDefaultAction( int childId, wxString *actionName );

   // Returns the description for this object or a child.
   virtual wxAccStatus GetDescription( int childId, wxString *description );

   // Gets the window with the keyboard focus.
   // If childId is 0 and child is NULL, no object in
   // this subhierarchy has the focus.
   // If this object has the focus, child should be 'this'.
   virtual wxAccStatus GetFocus( int *childId, wxAccessible **child );

   // Returns help text for this object or a child, similar to tooltip text.
   virtual wxAccStatus GetHelpText( int childId, wxString *helpText );

   // Returns the keyboard shortcut for this object or child.
   // Return e.g. ALT+K
   virtual wxAccStatus GetKeyboardShortcut( int childId, wxString *shortcut );

   // Returns the rectangle for this object (id = 0) or a child element (id > 0).
   // rect is in screen coordinates.
   virtual wxAccStatus GetLocation( wxRect& rect, int elementId );

   // Gets the name of the specified object.
   virtual wxAccStatus GetName( int childId, wxString *name );

   // Returns a role constant.
   virtual wxAccStatus GetRole( int childId, wxAccRole *role );

   // Gets a variant representing the selected children
   // of this object.
   // Acceptable values:
   // - a null variant (IsNull() returns TRUE)
   // - a list variant (GetType() == wxT("list"))
   // - an integer representing the selected child element,
   //   or 0 if this object is selected (GetType() == wxT("long"))
   // - a "void*" pointer to a wxAccessible child object
   virtual wxAccStatus GetSelections( wxVariant *selections );

   // Returns a state constant.
   virtual wxAccStatus GetState(int childId, long* state);

   // Returns a localized string representing the value for the object
   // or child.
   virtual wxAccStatus GetValue(int childId, wxString* strValue);

};

#endif // wxUSE_ACCESSIBILITY

#endif
