Static text controls are by far the easiest control you’ll ever implement - just draw your window’s caption at the upper-left of your window, and you’re done. If you’re especially through, you might want to add code to justify your text a certain way - for example, to center your text in your client rect, you might employ the classic centering algorithm - take the width of your window, subtract the width of the text you’re going to draw, and divide by two, telling you how many pixels “in” (that is, how many pixels right from the left window edge) to start drawing.
Static icon controls are a little tougher. Actually, the term “static icon control” is a bit of a misnomer, given that we want our icon controls to be able to animate. Even so, implementation of these icon controls isn’t tough, provided you’ve got a solid sprite library to handle all the details of implementing animation: checking the millisecond delta between this frame and the one that’s on the screen now, using this delta to determine how many frames your sprites should advance by, etc.
Icon controls only become painful to implement if you’re not redrawing your entire GUI system every frame. In this case, you’ve somehow got to deal with clipping the icon control, so that even though it’s being drawn every frame, it doesn’t accidentally overwrite pixels belonging to a window that’s sitting on top of it (but wasn’t changed, so therefore wasn’t drawn). I didn’t implement this - my GUI gets redrawn every frame - but if you’re faced with this problem, you might want to try setting up a clip list for each icon, using it to draw the icon, and re-evaluating it when any window is moved, closed, or opened. This may or may not be a viable solution - I just dreamt it up while writing this - but it seems to be at least a good jumping off point.
Frame controls are also pretty straightforward. I implemented my frame control by drawing a border around m_position, then drawing the window caption at about position (5,5), in client coordinates (that is, about five pixels right and five pixels down from the upper-left of the frame control), but you may decide you want something a little fancier.
The one complex thing you might want to do for your static controls is to change the behavior of the findwindow function slightly so that it “skips” all windows that are static controls. That way, if a static text control is sitting on top of a pushbutton, the user will be able to push the button “through” the static control.
Speaking of, let’s now take a look at how to implement that button.
Pushbutton Controls
Pushbuttons are only slightly more difficult than static controls. Your pushbutton control needs to keep track of whether it’s “pressed” (pushed down) or “unpressed.” It does this by implementing two virtual functions, wm_mousedown() and wm_mouseup(), which your main calcall() function needs to call when appropriate.
Basically, in wm_mousedown(), you set a boolean variable, which I call the “depressed flag,” to true, and in wm_mouseup(), you set it back to false. Then, in your drawing code, if the depressed flag is set, you draw the button “pressed,” otherwise, you draw it “unpressed.”
Next, add an additional condition - say, “only draw the button depressed if the depressed flag is set, AND, the mouse cursor is within my client coordinates, otherwise, set the depressed flag back to false.” This will give you buttons that “pop out” if you move your mouse cursor off of them, and is very important for accurately determining when a button is clicked.
In normal GUIs, when a button is clicked, it fires off an event to its parent window, which then does whatever the button represents - i.e., clicking the close button will close the window, clicking the save button will save the file, whatever. My GUI considers a button clicked if and only if, inside wm_mouseup(), the depressed flag is set. The only way the depressed flag can still be set inside mouseup() is if the user both pressed and released the mouse button while the pointer was inside the button. This allows users to “bail out” at the last minute by holding the button down and dragging the mouse pointer somewhere outside of the button to cancel the button click, just like in any other GUI system.
That’s pushbuttons. Now, let’s take a peek at text boxes.
Carets and The Textbox Control
I chose to implement a very simple textbox control. It just captures keys, and does no scrolling - but you might want something more complex, say, a control that accurately handles the home, end, insert, and delete keys, or maybe even one with support for cutting, copying, and pasting, via the windows clipboard.
But before we can have a textbox, we need a caret. In case you’re not familiar with the terminology, a caret is another word for a cursor - that’s right, that little blinking vertical bar. Carets tell the user where the text they type is going to go.