Mercurial > emacs
view lisp/button.el @ 45889:0d2a977d3d32
(Fringes): Fix a typo. Mention the fact that arrows on the fringes are
clickable.
(Useless Whitespace): Add a cross-reference to Fringes.
author | Eli Zaretskii <eliz@gnu.org> |
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date | Tue, 18 Jun 2002 05:20:45 +0000 |
parents | 4c6b45c79a59 |
children | 85b083d06a17 |
line wrap: on
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;;; button.el --- clickable buttons ;; ;; Copyright (C) 2001 Free Software Foundation, Inc. ;; ;; Author: Miles Bader <miles@gnu.org> ;; Keywords: extensions ;; ;; This file is part of GNU Emacs. ;; ;; GNU Emacs is free software; you can redistribute it and/or modify ;; it under the terms of the GNU General Public License as published by ;; the Free Software Foundation; either version 2, or (at your option) ;; any later version. ;; ;; GNU Emacs is distributed in the hope that it will be useful, ;; but WITHOUT ANY WARRANTY; without even the implied warranty of ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ;; GNU General Public License for more details. ;; ;; You should have received a copy of the GNU General Public License ;; along with GNU Emacs; see the file COPYING. If not, write to the ;; Free Software Foundation, Inc., 59 Temple Place - Suite 330, ;; Boston, MA 02111-1307, USA. ;;; Commentary: ;; ;; This package defines functions for inserting and manipulating ;; clickable buttons in Emacs buffers, such as might be used for help ;; hyperlinks, etc. ;; ;; In some ways it duplicates functionality also offered by the ;; `widget' package, but the button package has the advantage that it ;; is (1) much faster, (2) much smaller, and (3) much, much, simpler ;; (the code, that is, not the interface). ;; ;; Buttons can either use overlays, in which case the button is ;; represented by the overlay itself, or text-properties, in which case ;; the button is represented by a marker or buffer-position pointing ;; somewhere in the button. In the latter case, no markers into the ;; buffer are retained, which is important for speed if there are are ;; extremely large numbers of buttons. ;; ;; Using `define-button-type' to define default properties for buttons ;; is not necessary, but it is is encouraged, since doing so makes the ;; resulting code clearer and more efficient. ;; ;;; Code: ;; Globals (defface button '((((type pc) (class color)) (:foreground "lightblue")) (t :underline t)) "Default face used for buttons.") ;;;###autoload (defvar button-map (let ((map (make-sparse-keymap))) (define-key map "\r" 'push-button) (define-key map [mouse-2] 'push-button) map) "Keymap used by buttons.") ;;;###autoload (defvar button-buffer-map (let ((map (make-sparse-keymap))) (define-key map [?\t] 'forward-button) (define-key map [backtab] 'backward-button) map) "Keymap useful for buffers containing buttons. Mode-specific keymaps may want to use this as their parent keymap.") ;; Default properties for buttons (put 'default-button 'face 'button) (put 'default-button 'mouse-face 'highlight) (put 'default-button 'keymap button-map) (put 'default-button 'type 'button) (put 'default-button 'action 'ignore) (put 'default-button 'help-echo "mouse-2, RET: Push this button") ;; Make overlay buttons go away if their underlying text is deleted. (put 'default-button 'evaporate t) ;; Prevent insertions adjacent to the text-property buttons from ;; inheriting its properties. (put 'default-button 'rear-nonsticky t) ;; Text property buttons don't have a `button' property of their own, so ;; they inherit this. (put 'default-button 'button t) ;; A `category-symbol' property for the default button type (put 'button 'button-category-symbol 'default-button) ;; Button types (which can be used to hold default properties for buttons) ;; Because button-type properties are inherited by buttons using the ;; special `category' property (implemented by both overlays and ;; text-properties), we need to store them on a symbol to which the ;; `category' properties can point. Instead of using the symbol that's ;; the name of each button-type, however, we use a separate symbol (with ;; `-button' appended, and uninterned) to store the properties. This is ;; to avoid name clashes. ;; [this is an internal function] (defsubst button-category-symbol (type) "Return the symbol used by button-type TYPE to store properties. Buttons inherit them by setting their `category' property to that symbol." (or (get type 'button-category-symbol) (error "Unknown button type `%s'" type))) ;;;###autoload (defun define-button-type (name &rest properties) "Define a `button type' called NAME. The remaining arguments form a sequence of PROPERTY VALUE pairs, specifying properties to use as defaults for buttons with this type \(a button's type may be set by giving it a `type' property when creating the button, using the :type keyword argument). In addition, the keyword argument :supertype may be used to specify a button-type from which NAME inherits its default property values \(however, the inheritance happens only when NAME is defined; subsequent changes to a supertype are not reflected in its subtypes)." (let ((catsym (make-symbol (concat (symbol-name name) "-button"))) (super-catsym (button-category-symbol (or (plist-get properties 'supertype) (plist-get properties :supertype) 'button)))) ;; Provide a link so that it's easy to find the real symbol. (put name 'button-category-symbol catsym) ;; Initialize NAME's properties using the global defaults. (let ((default-props (symbol-plist super-catsym))) (while default-props (put catsym (pop default-props) (pop default-props)))) ;; Add NAME as the `type' property, which will then be returned as ;; the type property of individual buttons. (put catsym 'type name) ;; Add the properties in PROPERTIES to the real symbol. (while properties (let ((prop (pop properties))) (when (eq prop :supertype) (setq prop 'supertype)) (put catsym prop (pop properties)))) ;; Make sure there's a `supertype' property (unless (get catsym 'supertype) (put catsym 'supertype 'button)) name)) (defun button-type-put (type prop val) "Set the button-type TYPE's PROP property to VAL." (put (button-category-symbol type) prop val)) (defun button-type-get (type prop) "Get the property of button-type TYPE named PROP." (get (button-category-symbol type) prop)) (defun button-type-subtype-p (type supertype) "Return t if button-type TYPE is a subtype of SUPERTYPE." (or (eq type supertype) (and type (button-type-subtype-p (button-type-get type 'supertype) supertype)))) ;; Button properties and other attributes (defun button-start (button) "Return the position at which BUTTON starts." (if (overlayp button) (overlay-start button) ;; Must be a text-property button. (or (previous-single-property-change (1+ button) 'button) (point-min)))) (defun button-end (button) "Return the position at which BUTTON ends." (if (overlayp button) (overlay-end button) ;; Must be a text-property button. (or (next-single-property-change button 'button) (point-max)))) (defun button-get (button prop) "Get the property of button BUTTON named PROP." (if (overlayp button) (overlay-get button prop) ;; Must be a text-property button. (get-text-property button prop))) (defun button-put (button prop val) "Set BUTTON's PROP property to VAL." ;; Treat some properties specially. (cond ((memq prop '(type :type)) ;; We translate a `type' property a `category' property, since ;; that's what's actually used by overlays/text-properties for ;; inheriting properties. (setq prop 'category) (setq val (button-category-symbol val))) ((eq prop 'category) ;; Disallow updating the `category' property directly. (error "Button `category' property may not be set directly"))) ;; Add the property. (if (overlayp button) (overlay-put button prop val) ;; Must be a text-property button. (put-text-property (or (previous-single-property-change (1+ button) 'button) (point-min)) (or (next-single-property-change button 'button) (point-max)) prop val))) (defsubst button-activate (button &optional use-mouse-action) "Call BUTTON's action property. If USE-MOUSE-ACTION is non-nil, invoke the button's mouse-action instead of its normal action; if the button has no mouse-action, the normal action is used instead." (funcall (or (and use-mouse-action (button-get button 'mouse-action)) (button-get button 'action)) button)) (defun button-label (button) "Return BUTTON's text label." (buffer-substring-no-properties (button-start button) (button-end button))) (defsubst button-type (button) "Return BUTTON's button-type." (button-get button 'type)) (defun button-has-type-p (button type) "Return t if BUTTON has button-type TYPE, or one of TYPE's subtypes." (button-type-subtype-p (button-get button 'type) type)) ;; Creating overlay buttons ;;;###autoload (defun make-button (beg end &rest properties) "Make a button from BEG to END in the current buffer. The remaining arguments form a sequence of PROPERTY VALUE pairs, specifying properties to add to the button. In addition, the keyword argument :type may be used to specify a button-type from which to inherit other properties; see `define-button-type'. Also see `make-text-button', `insert-button'." (let ((overlay (make-overlay beg end nil t nil))) (while properties (button-put overlay (pop properties) (pop properties))) ;; Put a pointer to the button in the overlay, so it's easy to get ;; when we don't actually have a reference to the overlay. (overlay-put overlay 'button overlay) ;; If the user didn't specify a type, use the default. (unless (overlay-get overlay 'category) (overlay-put overlay 'category 'default-button)) ;; OVERLAY is the button, so return it overlay)) ;;;###autoload (defun insert-button (label &rest properties) "Insert a button with the label LABEL. The remaining arguments form a sequence of PROPERTY VALUE pairs, specifying properties to add to the button. In addition, the keyword argument :type may be used to specify a button-type from which to inherit other properties; see `define-button-type'. Also see `insert-text-button', `make-button'." (apply #'make-button (prog1 (point) (insert label)) (point) properties)) ;; Creating text-property buttons ;;;###autoload (defun make-text-button (beg end &rest properties) "Make a button from BEG to END in the current buffer. The remaining arguments form a sequence of PROPERTY VALUE pairs, specifying properties to add to the button. In addition, the keyword argument :type may be used to specify a button-type from which to inherit other properties; see `define-button-type'. This function is like `make-button', except that the button is actually part of the text instead of being a property of the buffer. Creating large numbers of buttons can also be somewhat faster using `make-text-button'. Also see `insert-text-button'." (let (prop val) (while properties (setq prop (pop properties)) (setq val (pop properties)) ;; Note that all the following code is basically equivalent to ;; `button-put', but we can do it much more efficiently since we ;; already have BEG and END. (cond ((memq prop '(type :type)) ;; We translate a `type' property into a `category' ;; property, since that's what's actually used by ;; text-properties for inheritance. (setq prop 'category) (setq val (button-category-symbol val))) ((eq prop 'category) ;; Disallow setting the `category' property directly. (error "Button `category' property may not be set directly"))) ;; Add the property. (put-text-property beg end prop val))) ;; Return something that can be used to get at the button. beg) ;;;###autoload (defun insert-text-button (label &rest properties) "Insert a button with the label LABEL. The remaining arguments form a sequence of PROPERTY VALUE pairs, specifying properties to add to the button. In addition, the keyword argument :type may be used to specify a button-type from which to inherit other properties; see `define-button-type'. This function is like `insert-button', except that the button is actually part of the text instead of being a property of the buffer. Creating large numbers of buttons can also be somewhat faster using `insert-text-button'. Also see `make-text-button'." (apply #'make-text-button (prog1 (point) (insert label)) (point) properties)) ;; Finding buttons in a buffer (defun button-at (pos) "Return the button at position POS in the current buffer, or nil." (let ((button (get-char-property pos 'button))) (if (or (overlayp button) (null button)) button ;; Must be a text-property button; return a marker pointing to it. (copy-marker pos t)))) (defun next-button (pos &optional count-current) "Return the next button after position POS in the current buffer. If COUNT-CURRENT is non-nil, count any button at POS in the search, instead of starting at the next button." (unless count-current ;; Search for the next button boundary. (setq pos (next-single-char-property-change pos 'button))) (and (< pos (point-max)) (or (button-at pos) ;; We must have originally been on a button, and are now in ;; the inter-button space. Recurse to find a button. (next-button pos)))) (defun previous-button (pos &optional count-current) "Return the Nth button before position POS in the current buffer. If COUNT-CURRENT is non-nil, count any button at POS in the search, instead of starting at the next button." (unless count-current (setq pos (previous-single-char-property-change pos 'button))) (and (> pos (point-min)) (or (button-at (1- pos)) ;; We must have originally been on a button, and are now in ;; the inter-button space. Recurse to find a button. (previous-button pos)))) ;; User commands (defun push-button (&optional pos use-mouse-action) "Perform the action specified by a button at location POS. POS may be either a buffer position or a mouse-event. If USE-MOUSE-ACTION is non-nil, invoke the button's mouse-action instead of its normal action; if the button has no mouse-action, the normal action is used instead. POS defaults to point, except when `push-button' is invoked interactively as the result of a mouse-event, in which case, the mouse event is used. If there's no button at POS, do nothing and return nil, otherwise return t." (interactive (list (if (integerp last-command-event) (point) last-command-event))) (if (and (not (integerp pos)) (eventp pos)) ;; POS is a mouse event; switch to the proper window/buffer (let ((posn (event-start pos))) (with-current-buffer (window-buffer (posn-window posn)) (push-button (posn-point posn) t))) ;; POS is just normal position (let ((button (button-at (or pos (point))))) (if (not button) nil (button-activate button use-mouse-action) t)))) (defun forward-button (n &optional wrap display-message) "Move to the Nth next button, or Nth previous button if N is negative. If N is 0, move to the start of any button at point. If WRAP is non-nil, moving past either end of the buffer continues from the other end. If DISPLAY-MESSAGE is non-nil, the button's help-echo string is displayed. Any button with a non-nil `skip' property is skipped over. Returns the button found." (interactive "p\nd\nd") (let (button) (if (zerop n) ;; Move to start of current button (if (setq button (button-at (point))) (goto-char (button-start button))) ;; Move to Nth next button (let ((iterator (if (> n 0) #'next-button #'previous-button)) (wrap-start (if (> n 0) (point-min) (point-max)))) (setq n (abs n)) (setq button t) ; just to start the loop (while (and (> n 0) button) (setq button (funcall iterator (point))) (when (and (not button) wrap) (setq button (funcall iterator wrap-start t))) (when button (goto-char (button-start button)) (unless (button-get button 'skip) (setq n (1- n))))))) (if (null button) (error (if wrap "No buttons!" "No more buttons")) (let ((msg (and display-message (button-get button 'help-echo)))) (when msg (message "%s" msg))) button))) (defun backward-button (n &optional wrap display-message) "Move to the Nth previous button, or Nth next button if N is negative. If N is 0, move to the start of any button at point. If WRAP is non-nil, moving past either end of the buffer continues from the other end. If DISPLAY-MESSAGE is non-nil, the button's help-echo string is displayed. Any button with a non-nil `skip' property is skipped over. Returns the button found." (interactive "p\nd\nd") (forward-button (- n) wrap display-message)) (provide 'button) ;;; button.el ends here