added interface headers with latest discussed changes
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52381 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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interface/dragimag.h
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interface/dragimag.h
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/////////////////////////////////////////////////////////////////////////////
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// Name: dragimag.h
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// Purpose: documentation for wxDragImage class
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows license
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/////////////////////////////////////////////////////////////////////////////
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/**
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@class wxDragImage
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@wxheader{dragimag.h}
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This class is used when you wish to drag an object on the screen,
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and a simple cursor is not enough.
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On Windows, the Win32 API is used to achieve smooth dragging. On other
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platforms,
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wxGenericDragImage is used. Applications may also prefer to use
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wxGenericDragImage on Windows, too.
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@b wxPython note: wxPython uses wxGenericDragImage on all platforms, but
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uses the wxDragImage name.
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To use this class, when you wish to start dragging an image, create a
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wxDragImage
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object and store it somewhere you can access it as the drag progresses.
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Call BeginDrag to start, and EndDrag to stop the drag. To move the image,
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initially call Show and then Move. If you wish to update the screen contents
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during the drag (for example, highlight an item as in the dragimag sample),
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first call Hide,
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update the screen, call Move, and then call Show.
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You can drag within one window, or you can use full-screen dragging
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either across the whole screen, or just restricted to one area
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of the screen to save resources. If you want the user to drag between
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two windows, then you will need to use full-screen dragging.
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If you wish to draw the image yourself, use wxGenericDragImage and
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override wxDragImage::DoDrawImage and
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wxDragImage::GetImageRect.
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Please see @c samples/dragimag for an example.
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@library{wxcore}
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@category{FIXME}
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*/
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class wxDragImage : public wxObject
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{
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public:
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//@{
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/**
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)
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Constructs a drag image an optional cursor. This constructor is only available
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for
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wxGenericDragImage, and can be used when the application
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supplies DoDrawImage() and GetImageRect().
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@param image
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Icon or bitmap to be used as the drag image. The bitmap can
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have a mask.
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@param text
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Text used to construct a drag image.
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@param cursor
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Optional cursor to combine with the image.
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@param hotspot
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This parameter is deprecated.
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@param treeCtrl
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Tree control for constructing a tree drag image.
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@param listCtrl
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List control for constructing a list drag image.
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@param id
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Tree or list control item id.
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*/
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wxDragImage();
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wxDragImage(const wxBitmap& image,
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const wxCursor& cursor = wxNullCursor);
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wxDragImage(const wxIcon& image,
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const wxCursor& cursor = wxNullCursor);
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wxDragImage(const wxString& text,
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const wxCursor& cursor = wxNullCursor);
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wxDragImage(const wxTreeCtrl& treeCtrl, wxTreeItemId& id);
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wxDragImage(const wxListCtrl& treeCtrl, long id);
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wxDragImage(const wxCursor& cursor = wxNullCursor);
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//@}
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//@{
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/**
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Start dragging the image, using the first window to capture the mouse and the
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second
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to specify the bounding area. This form is equivalent to using the first form,
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but more convenient than working out the bounding rectangle explicitly.
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You need to then call Show()
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and Move() to show the image on the screen.
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Call EndDrag() when the drag has finished.
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Note that this call automatically calls CaptureMouse.
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@param hotspot
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The location of the drag position relative to the upper-left corner
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of the image.
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@param window
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The window that captures the mouse, and within which the dragging
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is limited unless fullScreen is @true.
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@param boundingWindow
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In the second form of the function, specifies the
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area within which the drag occurs.
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@param fullScreen
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If @true, specifies that the drag will be visible over the full
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screen, or over as much of the screen as is specified by rect. Note that the
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mouse will
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still be captured in window.
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@param rect
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If non-@NULL, specifies the rectangle (in screen coordinates) that
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bounds the dragging operation. Specifying this can make the operation more
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efficient
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by cutting down on the area under consideration, and it can also make a visual
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difference
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since the drag is clipped to this area.
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*/
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bool BeginDrag(const wxPoint& hotspot, wxWindow* window,
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bool fullScreen = @false,
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wxRect* rect = @NULL);
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bool BeginDrag(const wxPoint& hotspot, wxWindow* window,
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wxWindow* boundingWindow);
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//@}
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/**
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Draws the image on the device context with top-left corner at the given
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position.
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This function is only available with wxGenericDragImage, to allow applications
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to
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draw their own image instead of using an actual bitmap. If you override this
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function,
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you must also override GetImageRect().
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*/
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virtual bool DoDrawImage(wxDC& dc, const wxPoint& pos);
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/**
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Call this when the drag has finished.
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Note that this call automatically calls ReleaseMouse.
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*/
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bool EndDrag();
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/**
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Returns the rectangle enclosing the image, assuming that the image is drawn
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with its
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top-left corner at the given point.
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This function is available in wxGenericDragImage only, and may be overridden
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(together with
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wxDragImage::DoDrawImage) to provide a virtual drawing capability.
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*/
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virtual wxRect GetImageRect(const wxPoint& pos);
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/**
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Hides the image. You may wish to call this before updating the window
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contents (perhaps highlighting an item). Then call Move()
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and Show().
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*/
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bool Hide();
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/**
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Call this to move the image to a new position. The image will only be shown if
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Show() has been called previously (for example
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at the start of the drag).
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@e pt is the position in client coordinates (relative to the window specified
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in BeginDrag).
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You can move the image either when the image is hidden or shown, but in general
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dragging
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will be smoother if you move the image when it is shown.
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*/
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bool Move(const wxPoint& pt);
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/**
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Shows the image. Call this at least once when dragging.
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*/
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bool Show();
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/**
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Override this if you wish to draw the window contents to the backing bitmap
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yourself. This can be desirable if you wish to avoid flicker by not having to
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redraw the updated window itself just before dragging, which can cause a
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flicker just
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as the drag starts. Instead, paint the drag image's backing bitmap to show the
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appropriate
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graphic @e minus the objects to be dragged, and leave the window itself to be
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updated
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by the drag image. This can provide eerily smooth, flicker-free drag behaviour.
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The default implementation copies the window contents to the backing bitmap. A
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new
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implementation will normally copy information from another source, such as from
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its
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own backing bitmap if it has one, or directly from internal data structures.
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This function is available in wxGenericDragImage only.
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*/
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bool UpdateBackingFromWindow(wxDC& windowDC, wxMemoryDC& destDC,
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const wxRect& sourceRect,
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const wxRect& destRect);
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};
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