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class:: Button
summary:: A multi-state button
categories:: GUI>Views

description::
A multi-state button.

subsection:: Some Important Issues Regarding Button

Failure to set any states at all results in an invisible button.

The button performs its action upon releasing the mouse. In musical contexts, you might want to use code::mouseDownAction_():: to set a function to be performed on pressing the mouse (see link::Classes/View::, and examples below).

If the drag contains a number, then code::valueAction_():: is performed using the code::currentDrag::. If the drag contains anything else, code::action:: is set to the current drag. You could, for example, drag a function to an Button, and action would then be set to that function.

classmethods::

method:: new
argument:: parent
The parent view.
argument:: bounds
An instance of link::Classes/Rect::, or a link::Classes/Point:: indicating code::width@height::.
discussion::
Example:
code::
(
w = Window.new("The Four Noble Truths");

b = Button(w, Rect(20, 20, 340, 30))
		.states_([
			["there is suffering", Color.black, Color.red],
			["the origin of suffering", Color.white, Color.black],
			["the cessation of suffering", Color.red, Color.white],
			["there is a path to cessation of suffering", Color.blue, Color.clear]
		])
		.action_({ arg butt;
			butt.value.postln;
		});
w.front;
)
::

instancemethods::

method:: states
An array of labels and colors defining the states of the button.
argument:: stateArray
An link::Classes/Array:: of arrays of the form code:: [ [String, strColor, bgColor] , .... ] ::

code::


(
w = Window.new;
a = Button(w, Rect(130, 130, 100, 100));
w.front;
)

// change the states:
a.states = [["yes", Color.grey, Color.white], ["no", Color.white, Color.grey]];
a.states = [["yes", Color.grey, Color.white], ["no", Color.white, Color.grey], ["perhaps", Color.black, Color.green(0.8)], []];

// change the states on action:
(
a.action = { |view|
	if(view.value == 3) { a.states =  [[["yes", "no"].choose, Color.grey, Color.white]] }
}
);
::

method:: value
Sets or returns the index of the current state. This will strong::not:: evaluate the function assigned to strong::action:: (see link::Classes/View::).
argument:: argVal
The index of an item in the states array.

method:: valueAction
Sets the button to display the item at index strong::anInt:: of the states array, and evaluates strong::action:: (see link::Classes/View::), if the value has changed.
argument:: anInt
The index of an item in the states array.

method:: string
Sets or gets the text of the currently active state.
code::
(
w = Window("but", Rect(300, 300, 200, 200)).front;
b = Button(w, Rect(30, 40, 140, 50));
b.string = "hello button";
)
::

method:: font
Sets the Font of the button. Default value is the default font: Font.default .
argument:: f
An instance of link::Classes/Font::.


subsection:: Subclassing and Internal Methods

The following methods are usually not used directly or are called by a primitive. Programmers can still call or override these as needed.

method:: doAction
The method called by the primitive upon releasing the mouse.
argument:: modifiers
A key modifier number, which is passed to the strong::action:: as its second argument upon mouse-releasing the button.

method:: defaultKeyDownAction
discussion::
The default keydown actions are:
table::
## key || action || comment
## " " || value + 1 || space
## \r || value + 1
## \n || value + 1
## 3.asAscii || value + 1 || enter key or cmd-C on Mac OSX
::
To change these use code::defaultKeyDownAction_::, see link::Classes/View::.

method:: properties
A list of properties to which this view responds. See link::Classes/View::.
returns::
[ \bounds, \visible, \enabled, \canFocus, \resize, \background, \minWidth, \maxWidth, \minHeight, \maxHeight, \value, \font, \states, \focusColor ]

method:: defaultGetDrag
The method called by default when initiating a drag strong::from:: a Button. Returns the same as link::#-value::.

method:: defaultCanReceiveDrag
The method called by default when attempting to drop a drag in this object. By default, Button will respond only to drags where the drag contains a link::Classes/Number:: or link::Classes/Function::.

method:: defaultReceiveDrag
The default method called when a drag has been received. If the drag contains a number, then action is set to the current drag. Otherwise code::valueAction_():: is performed using the code::currentDrag::.

examples::
code::
(
w = Window.new("Example");

b = Button(w, Rect(90, 20, 200, 30))
		.states_([
			["sine", Color.black, Color.rand],
			["saw", Color.black, Color.rand],
			["noise", Color.black, Color.rand],
			["pulse", Color.black, Color.rand]
		])
		.action_({ arg butt;
			butt.value.postln;
		});
w.front;
)

// does not do action
b.value = 2;

// does action if it results in a change of value
b.valueAction = 3;

// clips to size of states
b.valueAction = -1;

// floats no problem
b.valueAction = 3.3;
::

In a musical context, a button-down press is more meaningful than a button-up (release) as it's more intuitive to press a button on the beat. For that you can use link::Classes/View::'s link::Classes/View#mouseDownAction:: (a superclass of Button).
code::
(
s.waitForBoot({
	w = Window.new;
	b = Button(w, Rect(20, 20, 80, 26))
			.states_([["play", Color.black, Color.rand]])
			.mouseDownAction_({
				a = {EnvGen.kr(Env.adsr, doneAction:2) * SinOsc.ar(440, 0, 0.4)}.play;
			})
			.action_({ arg butt, mod;
				a.release(0.3);
			});
	w.front;
})
)
::


If you drag a function to a button, the button's action is set to that function. you can us this for swapping functions.
code::
(
s.waitForBoot({
	var w, p, snd, b;

	w = Window.new;

	b = Button(w, Rect(20, 20, 80, 26))
			.states_([["start a sound", Color.black, Color.green], ["stop", Color.black, Color.red]])
			.action_({});

	v = VLayoutView(w, Rect(140, 20, 200, 300)); //Group the following views
	StaticText(v, Rect(20, 20, 180, 60))
		.string_("The button does nothing at first, so try dragging a function to the button");

	DragSource(v, Rect(20, 20, 80, 26))
		.object_(
			{|b| (b.value == 1).if{ snd = { SinOsc.ar(440,0,0.6) }.play} { snd.free }; } //a button action function
			)
		.string_("a play sine function").align_(\center).background_(Color.rand);

	DragSource(v, Rect(20, 20, 80, 26))
		.object_(
			{|b| (b.value == 1).if{ snd = { Saw.ar(440,0.4) }.play} { snd.free }; } //a button action function
			)
		.string_("a play saw function").align_(\center).background_(Color.rand);

	DragSource(v, Rect(20, 20, 80, 26))
		.object_(
			{|b| (b.value == 1).if{ snd = { WhiteNoise.ar(0.4) }.play } { snd.free }; } //a button action function
			)
		.string_("a play noise function").align_(\center).background_(Color.rand);

	p = CmdPeriod.add({ b.value_(0) }); // set button to 0 on hitting Cmd-period
	w.onClose_{ snd.free; CmdPeriod.removeAll };//clean up when window is closed
	w.front;
})
)
::

Using Routine to set button states on the fly.
code::
(
var update, w, b;
	w = Window.new("State Window", Rect(150,Window.screenBounds.height - 140, 380, 60));

	// a convenient way to set the button label
	update = {
		|but, string| but.states = [[string.asString, Color.black, Color.red]];
		but.refresh;
	};

	b = Button(w, Rect(10, 10, 360, 40));
	b.font_(Font("Impact", 24));

	update.value(b, "there is only one state");

	// if an action should do something different each time it is called, a routine is the
	// right thing to use. This is better than creating variables outside and setting them
	// from the action function to keep state from one action to the next

	b.action_(Routine { |butt|
		rrand(15, 45).do { |i|
			update.value(butt, "%. there is still only 1 state".format(i + 2));
			0.yield; // stop here
		};
		w.close;
	});
	w.front;
)
::

Using Routine to set button states on the fly 2.
code::
(
s.waitForBoot({
	var update, w, b;

	w = Window.new("State Window", Rect(150, Window.screenBounds.height - 140, 380, 60));

	// a convenient way to set the button label
	update = { |but, string|
	but.states = [[string.asString, Color.black, Color.red]]; but.refresh };

	b = Button(w, Rect(10, 10, 360, 40));
	b.font_(Font("Impact", 24));

	update.value(b, "there is only one state");

	// if an action should do something different each time it is called, a routine is the
	// right thing to use. This is better than creating variables outside and setting them
	// from the action function to keep state from one action to the next

	b.action_(Routine { |butt|
		var synth, guessVal;

		update.value(butt, "there are only two states");
		0.yield; // stop here

		update.value(butt, "click me");
		0.yield; // stop here

		update.value(butt, "click me again");
		0.yield; // stop here ..

		// create a synth
		synth = { |freq = 1000, rate = 5|
			Ringz.ar(
				Impulse.ar(rate.lag(4) * [1,1.01]), freq, rrand(0.01, 0.1), 0.3
			)
		}.play;
		0.yield;

		guessVal = exprand(200.0, 18000).round;
		synth.set(\freq, guessVal); // set the synth
		update.value(butt, "?");
		0.yield;

		update.value(butt, guessVal.asString + "Hz"); // display frequency
		0.yield;

		synth.set(\rate, rrand(10, 50)); // set trigger rate
		// start an independent process
		fork({ 5.wait; synth.release; update.value(butt, "."); 1.wait; w.close }, AppClock);
	});
	CmdPeriod.doOnce({w.close});
	w.front;
});
)
::

Complex drag and drop example try dragging the buttons to white slot, and then between white slots, or simply out of the view.
code::
(
var w, f, slots;
var insert, remove;

slots = Dictionary.new;

remove = {arg slot, id;
	[slot, id].postln;
};

insert = {arg slot, fx;
	if(fx != ""){
		slots["slot"++slot].value_(0).states_([[fx, Color.white, Color.blue]]);
		[slot, fx].postln;
	}{
		slots["slot"++slot].value_(0).states_([["", Color.white, Color.white]]);
		remove.value(slot, fx);
	};
};

w = Window.new("",Rect(200, 400, 448, 180));
w.view.decorator = f = FlowLayout(w.view.bounds);

StaticText(w, 400@20).string_("Drag & Drop holding down Cmd-key");
f.nextLine;
6.do{arg i;
	var fxwin, winOpen = false, empty = ["", Color.white, Color.white];

	slots["slot" ++ i] = Button.new(w, 70@70)
		.states_([empty])
		.action_({|v|
			if((slots["slot" ++ i].states[0][0] != "") && ( winOpen == false)) {
				fxwin = Window(slots["slot" ++ i].states[0][0], Rect(rrand(0, 500),rrand(0, 500),200, 200)).front;
				fxwin.view.background_(Color.rand);
				fxwin.onClose_({ winOpen = false});
				winOpen = true
			} {
				if(winOpen == true) {
					fxwin.front
				}
			}; })
		.canReceiveDragHandler_({ View.currentDrag.isString })
		.receiveDragHandler_({ insert.value(i, View.currentDrag) })
		.beginDragAction_({
			var drag;
			drag = slots["slot" ++ i].states[0][0];
			slots["slot" ++ i].value_(0).states_([empty]);
			remove.value(i, View.currentDrag);
			drag; })
		.keyDownAction_({ arg view,char,modifiers,unicode,keycode;
			switch(keycode)
				{ 51 } {
					slots["slot"++i].value_(0).states_([empty]);
					slots["slot"++i].refresh;
					remove.value(i, View.currentDrag);
				}; });
};

f.nextLine;

["a", "b", "c", "d", "e", "f"].do{ arg item, i;
	Button.new(w, 70@70)
	.states_([ [ item ] ])
	.action_({ |v| })
	.beginDragAction_({item})
};
w.front;
)
::