// Programmed by Jedidiah Barber // Released into the public domain #include #include "c_fl_button.h" // Telprot stopovers extern "C" void button_extra_init_hook(void * aobj, int x, int y, int w, int h, const char * l); void fl_button_extra_init(void * adaobj, int x, int y, int w, int h, const char * label) { button_extra_init_hook(adaobj, x, y, w, h, label); } extern "C" void button_extra_final_hook(void * aobj); void fl_button_extra_final(void * adaobj) { button_extra_final_hook(adaobj); } // Exports from Ada extern "C" void widget_draw_hook(void * ud); extern "C" int widget_handle_hook(void * ud, int e); // Non-friend protected access class Friend_Button : Fl_Button { public: using Fl_Button::simulate_key_action; }; // Attaching all relevant hooks and friends class My_Button : public Fl_Button { public: using Fl_Button::Fl_Button; friend void fl_button_draw(BUTTON b); friend int fl_button_handle(BUTTON b, int e); void draw(); int handle(int e); }; void My_Button::draw() { widget_draw_hook(this->user_data()); } int My_Button::handle(int e) { return widget_handle_hook(this->user_data(), e); } // Flattened C API BUTTON new_fl_button(int x, int y, int w, int h, char* label) { My_Button *b = new My_Button(x, y, w, h, label); return b; } void free_fl_button(BUTTON b) { delete reinterpret_cast(b); } int fl_button_get_state(BUTTON b) { return reinterpret_cast(b)->Fl_Button::value(); } void fl_button_set_state(BUTTON b, int s) { reinterpret_cast(b)->Fl_Button::value(s); } void fl_button_set_only(BUTTON b) { reinterpret_cast(b)->Fl_Button::setonly(); } int fl_button_get_down_box(BUTTON b) { return reinterpret_cast(b)->Fl_Button::down_box(); } void fl_button_set_down_box(BUTTON b, int t) { reinterpret_cast(b)->Fl_Button::down_box(static_cast(t)); } int fl_button_get_shortcut(BUTTON b) { return reinterpret_cast(b)->Fl_Button::shortcut(); } void fl_button_set_shortcut(BUTTON b, int k) { reinterpret_cast(b)->Fl_Button::shortcut(k); } void fl_button_draw(BUTTON b) { reinterpret_cast(b)->Fl_Button::draw(); } int fl_button_handle(BUTTON b, int e) { return reinterpret_cast(b)->Fl_Button::handle(e); } void fl_button_simulate_key_action(BUTTON b) { (reinterpret_cast(b)->*(&Friend_Button::simulate_key_action))(); }