;;; 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." :group 'faces);;;###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 whencreating the button, using the :type keyword argument).In addition, the keyword argument :supertype may be used to specify abutton-type from which NAME inherits its default property values\(however, the inheritance happens only when NAME is defined; subsequentchanges 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-actioninstead 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 abutton-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 abutton-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 abutton-type from which to inherit other properties; see`define-button-type'.This function is like `make-button', except that the button is actuallypart of the text instead of being a property of the buffer. Creatinglarge 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 abutton-type from which to inherit other properties; see`define-button-type'.This function is like `insert-button', except that the button isactually 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-actioninstead 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 invokedinteractively as the result of a mouse-event, in which case, themouse event is used.If there's no button at POS, do nothing and return nil, otherwisereturn 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 theother 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 theother 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