Windows-Server-2003/multimedia/media/avi/vidcap32/toolbar.h

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/**************************************************************************
*
* THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY
* KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR
* PURPOSE.
*
* Copyright (c) 1992 - 1995 Microsoft Corporation. All Rights Reserved.
*
**************************************************************************/
/****************************************************************************
*
* toolbar.h: Toolbar include file
*
* Vidcap32 Source code
*
***************************************************************************/
/*****************************************************************************
* *
* Program Description: Implements a generic toolbar. *
* *
* Here's how to use it: *
* *
* Include the source files "toolbar.h" and "toolbar.c" in your *
* application. *
* *
* Include a line in your application's RC file that gives a file *
* name with a resource id eg. IDBMP_BUTTONS. This is a .BMP file that *
* contains all of the pictures of the buttons you want on your toolbar. *
* Also, make a define for your label with a unique value. If your app has *
* more than one toolbar, and all toolbars don't share a bitmap file, then *
* you will need several defines. *
* *
* e.g. IDBMP_BUTTONS BITMAP "buttons.bmp" *
* IDBMP_ARROWS BITMAP "arrows.bmp" *
* *
* This file must have the different buttons across horizontally *
* and the different states for these buttons vertically. Change the *
* defines in this header file to match the button names and state names of *
* your buttons. You must include the states listed here, and actually *
* you probably won't need to change them at all. The numbers for a button *
* or state are indexes into the bitmap, so the pictures must match. *
* *
* STATE DESCRIPTIONS: *
* GRAYED: The button cannot be pressed & is inactive *
* UP: The button is up *
* DOWN: The button is down *
* FOCUSUP: The button is up and is the one with focus *
* FOCUSDOWN: The button is down and is the one with focus*
* FULLDOWN: A checkbox button has this additional state *
* where it is all the way down when pressed *
* and when it is let go, it will go into *
* either the UP or DOWN state (maybe focused) *
* *
* When you draw the pictures, make sure to get the right state in the right *
* vertical position in the bitmap to match the #define's. *
* *
* A button can also have a type associated with it: *
* *
* PUSH: When pressed it goes down, when let go it bounces *
* up. Therefore, when you aren't currently holding *
* the mouse button or space bar on it, it will *
* ALWAYS be in the up position. It can be in any *
* state except FULLDOWN, which is invalid. *
* *
* CHECKBOX: This button can be up or down. When pushed, it *
* toggles into the opposite state. However, it *
* is always in the FULLDOWN state when being held *
* down with the mouse button or space bar, and when *
* let go, it will go into the opposite state of what *
* it was in before you pressed it. E.G. The button *
* is up. You press it, and it goes way down. You let *
* go, and it comes up a bit, but it's still down. You*
* press it again, and it goes further down before *
* popping all the way up. *
* *
* RADIO: This is a group of buttons that can be up or down, *
* and also have the intermediate step of being *
* FULLDOWN when being held down. But, when you *
* push one of the radio buttons down, all other radio *
* buttons in its group will pop up. Any group can *
* have only 1 down at a time, and 1 must be down. *
* *
* CUSTOM: If your application is wierd, you can have a custom *
* type button that does anything you want it to. *
* *
* First, your app must call: toolbarInit(hInst, hPrev); *
* with the two instance parameters to register a toolbar window class. *
* Then your app is free to call CreateWindow with a class of *
* szToolBarClass to create one or more toolbar windows anywhere it wants *
* and of any size it wants, presumably as the child window of another of the*
* app's windows. The file that creates the window must declare an *
* extern char szToolBarClass[]; All messages about activity to a toolbar *
* button will go to the parent window of the toolbar. *
* *
* Next, call: toolbarSetBitmap(HWND hwnd, HANDLE hInst, int ibmp, *
* POINT ptSize); *
* Pass it the resource ID (eg. IDBMP_BUTTONS) to tell the toolbar where to *
* find the pictures for the buttons. Also pass a point with the width and *
* height of each button (eg. 24 X 22) so it knows how to find individual *
* buttons in the bitmap file. *
* *
* Next, call: toolbarAddTool(HWND hwnd, TOOLBUTTON tb); *
* as many times as you want to add a button to the toolbar specified by *
* hwnd. You fill in the "tb" struct with the following information: *
* *
* tb.rc = the rect in the toolbar window to place the button *
* based at 0,0 and measured in pixels. *
* tb.iButton = the ID of the button you wish the add (which is *
* the horizontal offset into the bitmap of buttons). *
* Only one of each button allowed. Use one of the *
* defines (BTN_??????). *
* tb.iState = the initial state of the button (GRAYED, UP, DOWN). *
* If you wish, you can specify a FOCUS'ed state to give *
* any button you wish the focus. By default, it's the *
* one furthest left and tabbing order goes to the right.*
* This is the vertical offset into the bitmap. *
* Use one of the defines (BTNST_?????). *
* tb.iType = The type of button (BTNTYPE_???). Either pushbutton, *
* checkbox, or radio button. (or custom). If it is a *
* radio button, you can have many groups of radio btn's *
* on the same toolbar. Type BTNTYPE_RADIO is one group.*
* Use BTNTYPE_RADIO+1 for another group, BTNTYPE_RADIO+2*
* for a third group, etc. You have thousands. *
* tb.iString = The resource ID of a string to be associated with *
* this button (if you'd like). *
* *
* *
* At any time in the app, you can call toolbarAddTool to add more buttons *
* or toolbarRemoveTool to take some away. To take one away, identify it *
* with it's button ID (horizontal offset in the bitmap). *
* *
* You can also call toolbarRetrieveTool to get the TOOLBUTTON struct back *
* from a button that is on the toolbar. This is the way to change a *
* button's position. Change the tb.rc and then Remove and Add the button *
* again so that the tabbing order will be re-calculated based on the new *
* rect of the tool. *
* *
* Now, all buttons will automatically behave properly. They'll go up and *
* down as you press on them, or use the keyboard, groups of radio buttons *
* will pop up as you press a different one down, etc. etc. etc. *
* You don't have to do a thing! *
* *
* The parent of the toolbar window will get a WM_COMMAND message with *
* a wParam of IDC_TOOLBAR whenever anything happens to a button. *
* The LOWORD of the lParam is the hwnd of the toolbar window that has the *
* button on it. The (HIWORD & 0xFF) is the button ID of the button. *
* Remember to change IDC_TOOLBAR to something unique. *
* *
* The app can then call toolbarIndexFromButton(hwnd, buttonID) *
* to get the index of the button (used for subsequent calls). *
* *
* Then call: toolbarStateFromButton(hwnd, buttonID) *
* *
* to get either BTNST_UP or BTNST_DOWN. This is the *
* NEW state of the button since the activity on the *
* button. It can also be BTNST_GRAYED, but you won't get *
* any activity messages while it's grayed, unless it is a *
* cutsom button. *
* *
* Call toolbarFullStateFromButton(hwnd, buttonID) *
* *
* to get more detail about the state. It can also return *
* BTNST_FULLDOWN as well as the above states. In the case *
* of BTNST_FULLDOWN, you'll have to call *
* toolbarPrevStateFromButton(hwnd, btn ID) to get the state*
* before it went full down. *
* *
* toolbarPrevStateFromButton(hwnd, buttonID) *
* *
* is only valid when the state is BTNST_FULLDOWN. *
* *
* toolbarActivityFromIndex(hwnd, buttonID) *
* *
* tells you what just happened to the button. *
* BTNACT_KEYDOWN, BTNACT_MOUSEUP, etc. are possibilities. *
* BTNACT_MOUSEMOUSEOFF means that they pressed it down and *
* moved the mouse off of the button ( so it was re- drawn *
* in its previous state before being pressed). *
* BTNACT_MOUSEMOUSEON means that the above happened and *
* then the mouse moved back on top of the button again, so *
* the button was re-drawn as if it was pushed again. *
* *
* For any of the above activities....... *
* *
* HIWORD & BTN_SHIFT is set if this activity involves the right mouse *
* button, or else it is clear. *
* HIWORD & BTN_DBLCLICK is set means that this mouse button down activity *
* is really a double click (if you care). *
* *
* If you are a custom button, you can also receive this message... *
* *
* HIWORD & BTN_REPEAT is set means that the button or key is being held *
* down, and you are being sent many down messages *
* in a row. The first such message is sent with *
* this flag clear, all others have this flag set. *
* If you are a custom button, you will have to *
* ignore messages that are repeats if you don't *
* want to get many down messages in a row. *
* *
* *
* toolbarStringFromIndex(hwnd, index) *
* *
* will return you the string resource ID you gave when *
* you registered this button. *
* *
* *
* IMPORTANT !!!!!!!!!!!!!!!!!!! *
* ============================= *
* *
* When you get the state of a button, it's already been changed by the *
* activity so it's the NEW STATE!!!!!!!!! *
* *
* EXCEPT!!! for a custom button! For a custom button, NOTHING WILL *
* happen, you have to do it all yourself!!!! So the state is going to be *
* the state BEFORE the activity and you have to call *
* toolbarModifyState(hwnd, buttonID, newState) to change the state *
* yourself!!!! *
* *
* You also have toolbarGetNumButtons(hwnd) to tell you how many are on the *
* the toolbar. *
* And... you have other routines you can use if you really want. *
* *
* ENJOY!! *
* *
* P.S. Don't forget to pass on WM_SYSCOLORCHANGE msgs to each toolbar. *
* *
*****************************************************************************/
#define TOOLGROW 8 // power of 2
#define IDC_TOOLBAR 189 // wParam sent to Parent
/* We keep an array of these around (one for each button on the toolbar) */
typedef struct {
RECT rc; // draw it at this postion in the toolbar
int iButton; // it's this button
int iState; // in this state
int iPrevState; // for non-push buttons - last state
int iType; // type of button
int iActivity; // what just happened to button
int iString; // string resource associated with button
} TOOLBUTTON, FAR *LPTOOLBUTTON;
BOOL FAR PASCAL toolbarInit(HANDLE hInst, HANDLE hPrev);
BOOL FAR PASCAL toolbarSetBitmap(HWND hwnd, HANDLE hInst, int ibmp,
POINT ptSize);
BOOL FAR PASCAL toolbarAddTool(HWND hwnd, TOOLBUTTON tb);
BOOL FAR PASCAL toolbarRetrieveTool(HWND hwnd, int iButton, LPTOOLBUTTON tb);
BOOL FAR PASCAL toolbarRemoveTool(HWND hwnd, int iButton);
int FAR PASCAL toolbarGetNumButtons(HWND hwnd);
int FAR PASCAL toolbarButtonFromIndex(HWND hwnd, int iBtnPos);
int FAR PASCAL toolbarIndexFromButton(HWND hwnd, int iButton);
int FAR PASCAL toolbarPrevStateFromButton(HWND hwnd, int iButton);
int FAR PASCAL toolbarActivityFromButton(HWND hwnd, int iButton);
int FAR PASCAL toolbarIndexFromPoint(HWND hwnd, POINT pt);
BOOL FAR PASCAL toolbarRectFromIndex(HWND hwnd, int iBtnPos, LPRECT lprc);
int FAR PASCAL toolbarStringFromIndex(HWND hwnd, int iBtnPos);
int FAR PASCAL toolbarStateFromButton(HWND hwnd, int iButton);
int FAR PASCAL toolbarFullStateFromButton(HWND hwnd, int iButton);
int FAR PASCAL toolbarTypeFromIndex(HWND hwnd, int iBtnPos);
BOOL FAR PASCAL toolbarModifyState(HWND hwnd, int iButton, int iState);
BOOL FAR PASCAL toolbarModifyString(HWND hwnd, int iButton, int iString);
BOOL FAR PASCAL toolbarModifyPrevState(HWND hwnd, int iButton, int iPrevState);
BOOL FAR PASCAL toolbarModifyActivity(HWND hwnd, int iButton, int iActivity);
BOOL FAR PASCAL toolbarExclusiveRadio(HWND hwnd, int iType, int iButton);
BOOL FAR PASCAL toolbarMoveFocus(HWND hwnd, BOOL fBackward);
BOOL FAR PASCAL toolbarSetFocus(HWND hwnd, int iButton);
HBITMAP FAR PASCAL LoadUIBitmap(
HANDLE hInstance, // EXE file to load resource from
LPCSTR szName, // name of bitmap resource
COLORREF rgbText, // color to use for "Button Text"
COLORREF rgbFace, // color to use for "Button Face"
COLORREF rgbShadow, // color to use for "Button Shadow"
COLORREF rgbHighlight, // color to use for "Button Hilight"
COLORREF rgbWindow, // color to use for "Window Color"
COLORREF rgbFrame); // color to use for "Window Frame"
/* In a bitmap file, each button is the same size, and contains
* the picture of a button. Each column contains the picture of a distinct
* button (e.g. BTN_REWIND, BTN_REVERSE, etc.) and each row contains
* a specific button state (BTNST_UP, BTNST_DOWN,
* BTNBAR_GRAYED, etc. just as an example).
*
*/
#define TB_FIRST -1
#define TB_LAST -2
#define BTNST_GRAYED 0 //
#define BTNST_UP 1 //
#define BTNST_DOWN 2 //
#define BTNST_FOCUSUP 3 //
#define BTNST_FOCUSDOWN 4 //
#define BTNST_FULLDOWN 5 //
#define BTN_REPEAT 0x100 // add this to button index
#define BTN_SHIFT 0x200
#define BTN_DBLCLICK 0x400
/* Types of buttons */
#define BTNTYPE_PUSH 0
#define BTNTYPE_CHECKBOX 1
#define BTNTYPE_CUSTOM 2
#define BTNTYPE_RADIO 3 // MUST BE LAST to reserve room for more
// radio groups. (3 == one group,
// 4 == another group, etc.)
/* tells parent recent activity on button */
#define BTNACT_MOUSEDOWN 0 // clicked mouse button down on tool
#define BTNACT_MOUSEUP 1 // let go of mouse button while on tool
#define BTNACT_MOUSEMOVEOFF 2 // moved mouse off tool while btn down
#define BTNACT_MOUSEMOVEON 3 // moved back on tool (btn still down)
#define BTNACT_MOUSEDBLCLK 4 // dbl clicked on tool
#define BTNACT_KEYDOWN 5 // key down on tool
#define BTNACT_KEYUP 6 // key up from tool
/* constants */
#define MSEC_BUTTONREPEAT 200 // milliseconds for auto-repeat
/* timers */
#define TIMER_BUTTONREPEAT 1 // timer for button auto-repeat
// Window words for Toolbar
#ifdef _WIN32
#define GWLP_ARRAYBUTT 0 /* Pointer to array of buttons */
#define GWL_NUMBUTTONS (GWLP_ARRAYBUTT + sizeof(HANDLE)) /* Number of buttons in array */
#define GWL_PRESSED (GWL_NUMBUTTONS + sizeof(int)) /* Is a button currently pressed*/
#define GWL_KEYPRESSED (GWL_PRESSED + sizeof(BOOL)) /* Is a key currently pressed? */
#define GWL_WHICH (GWL_KEYPRESSED + sizeof(BOOL)) /* Which button has the focus? */
#define GWL_SHIFTED (GWL_WHICH + sizeof(int)) /* Is it rt-click or shift-left?*/
#define GWLP_BMPHANDLE (GWL_SHIFTED + sizeof(BOOL)) /* handle to bmp of the buttons */
#define GWL_BMPINT (GWLP_BMPHANDLE + sizeof(HANDLE)) /* resource int of button bmp */
#define GWL_BUTTONSIZE (GWL_BMPINT + sizeof(int)) /* a point (x=hi y=lo) */
#define GWLP_HINST (GWL_BUTTONSIZE + sizeof(long)) /* hinst of the app */
#define TOOLBAR_EXTRABYTES (GWLP_HINST + sizeof(HANDLE))
#else
#define GWW_ARRAYBUTT 0 /* Pointer to array of buttons */
#define GWW_NUMBUTTONS 2 /* Number of buttons in array */
#define GWW_PRESSED 4 /* Is a button currently pressed*/
#define GWW_KEYPRESSED 6 /* Is a key currently pressed? */
#define GWW_WHICH 8 /* Which button has the focus? */
#define GWW_SHIFTED 10 /* Is it rt-click or shift-left?*/
#define GWW_BMPHANDLE 12 /* handle to bmp of the buttons */
#define GWW_BMPINT 14 /* resource int of button bmp */
#define GWL_BUTTONSIZE 16 /* a point (x=hi y=lo) */
#define GWW_HINST 20 /* hinst of the app */
#define TOOLBAR_EXTRABYTES 22
#endif