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