1. wxInputHandler now knows about wxRenderer and uses it

2. wxInputHandler::OnMouseMove() added
3. wxGTKRenderer (almost) draws scrollbars
4. scrollbar mouse handling starts to work


git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/branches/wxUNIVERSAL@8160 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Vadim Zeitlin
2000-08-22 17:02:00 +00:00
parent efe51556de
commit 2c0eba5f88
14 changed files with 716 additions and 226 deletions

View File

@@ -28,10 +28,23 @@ class WXDLLEXPORT wxInputHandler
public:
// map a keyboard event to one or more actions (pressed == TRUE if the key
// was pressed, FALSE if released)
virtual wxControlActions Map(const wxKeyEvent& event, bool pressed) = 0;
virtual wxControlActions Map(wxControl *control,
const wxKeyEvent& event,
bool pressed) = 0;
// map a mouse event to one or more actions
virtual wxControlActions Map(const wxMouseEvent& event) = 0;
// map a mouse (click) event to one or more actions
virtual wxControlActions Map(wxControl *control,
const wxMouseEvent& event) = 0;
// do something with mouse move/enter/leave: unlike the Map() functions,
// this doesn't translate the event into an action but, normally, uses the
// renderer directly to change the controls appearance as needed
//
// this is faster than using Map() which is important for mouse move
// events as they occur often and in a quick succession
//
// return TRUE to refresh the control, FALSE otherwise
virtual bool OnMouseMove(wxControl *control, const wxMouseEvent& event);
// virtual dtor for any base class
virtual ~wxInputHandler();