added a section about Connect(), improve/streamline the one about event tables
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@53185 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -13,6 +13,8 @@
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Classes: wxEvtHandler, wxWindow, wxEvent
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@li @ref overview_eventhandling_introduction
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@li @ref overview_eventhandling_eventtables
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@li @ref overview_eventhandling_connect
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@li @ref overview_eventhandling_processing
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@li @ref overview_eventhandling_prog
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@li @ref overview_eventhandling_pluggable
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@@ -26,77 +28,260 @@ Classes: wxEvtHandler, wxWindow, wxEvent
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@section overview_eventhandling_introduction Introduction
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Before version 2.0 of wxWidgets, events were handled by the application
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either by supplying callback functions, or by overriding virtual member
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functions such as @b OnSize.
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There are two principal ways to handle events in wxWidgets. One of them uses
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<em>event table</em> macros and allows to define the connection between events
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and their handlers only statically, i.e. during program compilation. The other
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one uses wxEvtHandler::Connect() call and can be used to connect, and
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disconnect, the handlers dynamically, i.e. during run-time depending on some
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conditions. It also allows directly connecting the events of one object to a
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handler method in another object while the static event tables can only handle
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events in the object where they are defined so using Connect() is more flexible
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than using the event tables. On the other hand, event tables are more succinct
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and centralize all event handlers connection in one place. You can either
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choose a single approach which you find preferable or freely combine both
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methods in your program in different classes or even in one and the same class,
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although this is probably sufficiently confusing to be a bad idea.
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From wxWidgets 2.0, @e event tables are used instead, with a few exceptions.
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An event table is placed in an implementation file to tell wxWidgets how to map
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events to member functions. These member functions are not virtual functions, but
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they are all similar in form: they take a single wxEvent-derived argument,
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and have a void return type.
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Here's an example of an event table.
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But before you make this choice, let us discuss these two ways in some more
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details: in the next section we provide a short introduction to handling the
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events using the event tables, please see @ref overview_eventhandling_connect
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for the discussion of Connect().
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@section overview_eventhandling_eventtables Event Handling with Event Tables
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To use an <em>event table</em> you must first decide in which class you wish to
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handle the events. The only requirement imposed by wxWidgets is that this class
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must derive from wxEvtHandler and so, considering that wxWindow derives from
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it, any classes representing windows can handle events. Simple events such as
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menu commands are usually processed at the level of a top-level window
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containing the menu, so let's suppose that you need to handle some events in @c
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MyFrame class deriving from wxFrame.
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First thing to do is to define one or more <em>event handlers</em>. They
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are just simple (non-virtual) methods of the class which take as a parameter a
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reference to an object of wxEvent-derived class and have no return value (any
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return information is passed via the argument, which is why it is non-const).
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You also need to insert a macro
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@code
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_MENU(wxID_EXIT, MyFrame::OnExit)
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EVT_MENU(DO_TEST, MyFrame::DoTest)
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EVT_SIZE(MyFrame::OnSize)
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EVT_BUTTON(BUTTON1, MyFrame::OnButton1)
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END_EVENT_TABLE()
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DECLARE_EVENT_TABLE()
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@endcode
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The first two entries map menu commands to two different member functions. The
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EVT_SIZE macro doesn't need a window identifier, since normally you are only
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interested in the current window's size events.
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The EVT_BUTTON macro demonstrates that the originating event does not have to
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come from the window class implementing the event table -- if the event source
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is a button within a panel within a frame, this will still work, because event
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tables are searched up through the hierarchy of windows for the command events.
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In this case, the button's event table will be searched, then the parent
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panel's, then the frame's.
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As mentioned before, the member functions that handle events do not have to be
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virtual. Indeed, the member functions should not be virtual as the event
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handler ignores that the functions are virtual, i.e. overriding a virtual
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member function in a derived class will not have any effect. These member
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functions take an event argument, and the class of event differs according to
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the type of event and the class of the originating window. For size events,
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wxSizeEvent is used. For menu commands and most control commands
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(such as button presses), wxCommandEvent is used. When controls get more
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complicated, then specific event classes are used, such as wxTreeEvent for
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events from wxTreeCtrl windows.
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As well as the event table in the implementation file, there must also be a
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DECLARE_EVENT_TABLE macro somewhere in the class declaration. For example:
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somewhere in the class declaration. It doesn't matter where does it occur but
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it's customary to put it at the end of it because the macro changes the access
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type internally and so it's safest if there is nothing that follows it. So the
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full class declaration might look like this:
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@code
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class MyFrame : public wxFrame
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{
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public:
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...
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void OnExit(wxCommandEvent& event);
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void OnSize(wxSizeEvent& event);
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MyFrame(...) : wxFrame(...) { }
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...
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protected:
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int m_count;
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...
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int m_whatever;
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DECLARE_EVENT_TABLE()
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private:
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// notice that as the event handlers normally are not called from outside
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// the class, they normally be private, in particular they don't need at
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// all to be public
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void OnExit(wxCommandEvent& event);
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void OnButton1(wxCommandEvent& event);
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void OnSize(wxSizeEvent& event);
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// it's common to call the event handlers OnSomething() but there is no
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// obligation to it, this one is an event handler too:
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void DoTest(wxCommandEvent& event);
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DECLARE_EVENT_TABLE()
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};
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@endcode
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Note that this macro may occur in any section of the class (public, protected
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or private) but that it is probably better to insert it at the end, as shown,
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because this macro implicitly changes the access to protected which may be
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quite unexpected if there is anything following it.
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Next the event table must be defined and, as any definition, it must be placed
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in an implementation file to tell. The event table tells wxWidgets how to map
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events to member functions and in our example it could look like this:
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Finally, if you don't like using macros for static initialization of the event
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tables you may also use wxEvtHandler::Connect to
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connect the events to the handlers dynamically, during run-time. See the
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@ref page_samples_event for an example of doing it.
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@code
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_MENU(wxID_EXIT, MyFrame::OnExit)
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EVT_MENU(DO_TEST, MyFrame::DoTest)
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EVT_SIZE(MyFrame::OnSize)
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EVT_BUTTON(BUTTON1, MyFrame::OnButton1)
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END_EVENT_TABLE()
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@endcode
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Notice that you must mention a method you want to use for the event handling in
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the event table definition, just defining it in MyFrame class is @e not enough.
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Let us now look at the details of this definition: the first line means that we
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are defining the event table for MyFrame class and that its base class is
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wxFrame, so events not processed by MyFrame will, by default, be handled to
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wxFrame. The next four lines define connections of individual events to their
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handlers: the first two of them map menu commands from the items with the
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identifiers specified as the first macro parameter to two different member
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functions. In the next one, @c EVT_SIZE means that any changes in the size of
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the frame will result in calling OnSize() method. Note that this macro doesn't
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need a window identifier, since normally you are only interested in the current
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window's size events.
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The EVT_BUTTON macro demonstrates that the originating event does not have to
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come from the window class implementing the event table -- if the event source
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is a button within a panel within a frame, this will still work, because event
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tables are searched up through the hierarchy of windows for the command events
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(but only command events, so you can't catch mouse move events in a child
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control in the parent window in the same way because wxMouseEvent doesn't
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derive from wxCommandEvent, see below for how you can do it). In this case, the
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button's event table will be searched, then the parent panel's, then the
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frame's.
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Finally, you need to implement the event handlers. As mentioned before, all
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event handlers take a wxEvent-derived argument whose exact class differs
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according to the type of event and the class of the originating window. For
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size events, wxSizeEvent is used. For menu commands and most control commands
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(such as button presses), wxCommandEvent is used. And when controls get more
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complicated, more specific wxCommandEvent-derived event classes providing
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additional control-specific information can be used, such as wxTreeEvent for
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events from wxTreeCtrl windows.
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In the simplest possible case an event handler may not use the @c event
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parameter at all, e.g.
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@code
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void MyFrame::OnExit(wxCommandEvent&)
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{
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// when the user selects "Exit" from the menu we should close
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Close(true);
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}
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@endcode
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In other cases you may need some information carried by the @c event argument,
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as in:
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@code
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void MyFrame::OnSize(wxSizeEvent& event)
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{
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wxSize size = event.GetSize();
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... update the frame using the new size ...
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}
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@endcode
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You will find the details about the event table macros and the corresponding
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wxEvent-derived classes in the discussion of each control generating these
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events.
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@section overview_eventhandling_connect Dynamic Event Handling
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As with the event tables, you need to decide in which class do you intend to
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handle the events first and, also as before, this class must still derive from
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wxEvtHandler (usually indirectly via wxWindow), see the declaration of MyFrame
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in the previous section. However the similarities end here and both the syntax
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and the possibilities of this way of handling events in this way are rather
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different.
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Let us start by looking at the syntax: the first obvious difference is that you
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don't need to use neither @c DECLARE_EVENT_TABLE() nor @c BEGIN_EVENT_TABLE and
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associated macros any more. Instead, in any place in your code, but usually in
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the code of the class defining the handlers itself (and definitely not in the
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global scope as with the event tables), you should call its Connect() method
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like this:
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@code
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MyFrame::MyFrame(...)
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{
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Connect(wxID_EXIT, wxEVT_COMMAND_MENU_SELECTED,
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wxCommandEventHandler(MyFrame::OnExit));
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}
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@endcode
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This class should be self-explanatory except for wxCommandEventHandler part:
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this is a macro which ensures that the method is of correct type by using
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static_cast in the same way as event table macros do it inside them.
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Now let us describe the semantic differences:
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<ul>
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<li>
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Event handlers can be connected at any moment, e.g. it's possible to do
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some initialization first and only connect the handlers if and when it
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succeeds. This can avoid the need to test that the object was properly
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initialized in the event handlers themselves: with Connect() they
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simply won't be called at all if it wasn't.
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</li>
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<li>
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As a slight extension of the above, the handlers can also be
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Disconnect()-ed at any time. And maybe later reconnected again. Of
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course, it's also possible to emulate this behaviour with the classic
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static (i.e. connected via event tables) handlers by using an internal
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flag indicating whether the handler is currently enabled and returning
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from it if it isn't, but using dynamically connected handlers requires
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less code and is also usually more clear.
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</li>
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<li>
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Also notice that you must derive a class inherited from, say,
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wxTextCtrl even if you don't want to modify the control behaviour at
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all but just want to handle some of its events. This is especially
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inconvenient when the control is loaded from the XRC. Connecting the
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event handler dynamically bypasses the need for this unwanted
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sub-classing.
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</li>
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<li>
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Last but very, very far from least is the possibility to connect an
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event of some object to a method of another object. This is impossible
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to do with event tables because there is no possibility to specify the
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object to dispatch the event to so it necessarily needs to be sent to
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the same object which generated the event. Not so with Connect() which
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has an optional @c eventSink parameter which can be used to specify the
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object which will handle the event. Of course, in this case the method
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being connected must belong to the class which is the type of the
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@c eventSink object! To give a quick example, people often want to catch
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mouse movement events happening when the mouse is in one of the frame
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children in the frame itself. Doing it in a naive way doesn't work:
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<ul>
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<li>
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A @c EVT_LEAVE_WINDOW(MyFrame::OnMouseLeave) line in the frame
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event table has no effect as mouse move (including entering and
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leaving) events are not propagated upwards to the parent window
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(at least not by default).
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</li>
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<li>
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Putting the same line in a child event table will crash during
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run-time because the MyFrame method will be called on a wrong
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object -- it's easy to convince oneself that the only object
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which can be used here is the pointer to the child, as
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wxWidgets has nothing else. But calling a frame method with the
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child window pointer instead of the pointer to the frame is, of
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course, disastrous.
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</li>
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</ul>
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However writing
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@code
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MyFrame::MyFrame(...)
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{
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m_child->Connect(wxID_ANY, wxEVT_LEAVE_WINDOW,
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wxMouseEventHandler(MyFrame::OnMouseLeave),
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NULL, // unused extra data parameter
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this); // this indicates the object to connect to
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}
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@endcode
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will work exactly as expected. Note that you can get the object which
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generated the event -- and which is not the same as the frame -- via
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wxEvent::GetEventObject() method of @c event argument passed to the
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event handler.
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<li>
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</ul>
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To summarize, using Connect() requires slightly more typing but is much more
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flexible than using static event tables so don't hesitate to use it when you
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need this extra power. On the other hand, event tables are still perfectly fine
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in simple situations where this extra flexibility is not needed.
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@section overview_eventhandling_processing How Events are Processed
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