Fixed wxPGMultiButton (event handling, FinalizePosition() -> Finalize(), no longer using PG specific class macros in its sample), other editors.h interface fixes

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@55915 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Jaakko Salli
2008-09-27 14:03:10 +00:00
parent 7ce66351b7
commit 7a344f1be4
6 changed files with 179 additions and 215 deletions

View File

@@ -8,20 +8,22 @@
// -----------------------------------------------------------------------
/** @class wxPGEditor
/**
@class wxPGEditor
Base class for custom wxPropertyGrid editors.
@remarks
- Names of builtin property editors are: TextCtrl, Choice,
ComboBox, CheckBox, TextCtrlAndButton, and ChoiceAndButton. Additional editors
include SpinCtrl and DatePickerCtrl, but using them requires calling
wxPropertyGrid::RegisterAdditionalEditors() prior use.
- Names of built-in property editors are: TextCtrl, Choice,
ComboBox, CheckBox, TextCtrlAndButton, and ChoiceAndButton. Additional
editors include SpinCtrl and DatePickerCtrl, but using them requires
calling wxPropertyGrid::RegisterAdditionalEditors() prior use.
- Pointer to builtin editor is available as wxPGEditor_EditorName
- Pointer to built-in editor is available as wxPGEditor_EditorName
(eg. wxPGEditor_TextCtrl).
- To add new editor you need to register it first using static function
- Before you start using new editor you just created, you need to register
it using static function
wxPropertyGrid::RegisterEditorClass(), with code like this:
@code
wxPGEditor* editorPointer = wxPropertyGrid::RegisterEditorClass(new MyEditorClass(), "MyEditor");
@@ -47,20 +49,26 @@ public:
/** Destructor. */
virtual ~wxPGEditor();
/** Returns pointer to the name of the editor. For example, wxPG_EDITOR(TextCtrl)
has name "TextCtrl". This method is autogenerated for custom editors.
/**
Returns pointer to the name of the editor. For example,
wxPGEditor_TextCtrl has name "TextCtrl".
*/
virtual wxString GetName() const = 0;
/** Instantiates editor controls.
/**
Instantiates editor controls.
@param propgrid
wxPropertyGrid to which the property belongs (use as parent for control).
wxPropertyGrid to which the property belongs (use as parent for control).
@param property
Property for which this method is called.
Property for which this method is called.
@param pos
Position, inside wxPropertyGrid, to create control(s) to.
Position, inside wxPropertyGrid, to create control(s) to.
@param size
Initial size for control(s).
Initial size for control(s).
@remarks
- Primary control shall use id wxPG_SUBID1, and secondary (button) control
@@ -76,98 +84,113 @@ public:
OnCustomEditorEvent will then forward events, first to
wxPGEditor::OnEvent() and then to wxPGProperty::OnEvent().
*/
virtual wxPGWindowList CreateControls( wxPropertyGrid* propgrid, wxPGProperty* property,
const wxPoint& pos, const wxSize& size ) const = 0;
virtual wxPGWindowList CreateControls( wxPropertyGrid* propgrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& size ) const = 0;
/** Loads value from property to the control. */
virtual void UpdateControl( wxPGProperty* property, wxWindow* ctrl ) const = 0;
/** Draws value for given property.
/**
Draws value for given property.
*/
virtual void DrawValue( wxDC& dc, const wxRect& rect, wxPGProperty* property, const wxString& text ) const;
virtual void DrawValue( wxDC& dc, const wxRect& rect,
wxPGProperty* property, const wxString& text ) const;
/** Handles events. Returns true if value in control was modified
(see wxPGProperty::OnEvent for more information).
/**
Handles events. Returns @true if value in control was modified
(see wxPGProperty::OnEvent() for more information).
*/
virtual bool OnEvent( wxPropertyGrid* propgrid, wxPGProperty* property,
wxWindow* wnd_primary, wxEvent& event ) const = 0;
/** Returns value from control, via parameter 'variant'.
Usually ends up calling property's StringToValue or IntToValue.
Returns true if value was different.
/**
Returns value from control, via parameter 'variant'.
Usually ends up calling property's StringToValue() or IntToValue().
Returns @true if value was different.
*/
virtual bool GetValueFromControl( wxVariant& variant, wxPGProperty* property, wxWindow* ctrl ) const;
virtual bool GetValueFromControl( wxVariant& variant, wxPGProperty* property,
wxWindow* ctrl ) const;
/** Sets value in control to unspecified. */
virtual void SetValueToUnspecified( wxPGProperty* property, wxWindow* ctrl ) const = 0;
virtual void SetValueToUnspecified( wxPGProperty* property,
wxWindow* ctrl ) const = 0;
/** Sets control's value specifically from string. */
virtual void SetControlStringValue( wxPGProperty* property, wxWindow* ctrl, const wxString& txt ) const;
virtual void SetControlStringValue( wxPGProperty* property,
wxWindow* ctrl, const wxString& txt ) const;
/** Sets control's value specifically from int (applies to choice etc.). */
virtual void SetControlIntValue( wxPGProperty* property, wxWindow* ctrl, int value ) const;
virtual void SetControlIntValue( wxPGProperty* property,
wxWindow* ctrl, int value ) const;
/** Inserts item to existing control. Index -1 means appending.
/**
Inserts item to existing control. Index -1 means end of list.
Default implementation does nothing. Returns index of item added.
*/
virtual int InsertItem( wxWindow* ctrl, const wxString& label, int index ) const;
virtual int InsertItem( wxWindow* ctrl, const wxString& label,
int index ) const;
/** Deletes item from existing control.
/**
Deletes item from existing control.
Default implementation does nothing.
*/
virtual void DeleteItem( wxWindow* ctrl, int index ) const;
/** Extra processing when control gains focus. For example, wxTextCtrl
/**
Extra processing when control gains focus. For example, wxTextCtrl
based controls should select all text.
*/
virtual void OnFocus( wxPGProperty* property, wxWindow* wnd ) const;
/** Returns true if control itself can contain the custom image. Default is
to return false.
/**
Returns @true if control itself can contain the custom image. Default
implementation returns @false.
*/
virtual bool CanContainCustomImage() const;
//
// This member is public so scripting language bindings
// wrapper code can access it freely.
void* m_clientData;
};
// -----------------------------------------------------------------------
/** @class wxPGMultiButton
/**
@class wxPGMultiButton
This class can be used to have multiple buttons in a property editor.
You will need to create a new property editor class, override CreateControls,
and have it return wxPGMultiButton instance in wxPGWindowList::SetSecondary().
For instance, here we add three buttons to a textctrl editor:
For instance, here we add three buttons to a TextCtrl editor:
@code
#include <wx/propgrid/editors.h>
class wxMultiButtonTextCtrlEditor : public wxPGTextCtrlEditor
class wxSampleMultiButtonEditor : public wxPGTextCtrlEditor
{
WX_PG_DECLARE_EDITOR_CLASS(wxMultiButtonTextCtrlEditor)
DECLARE_DYNAMIC_CLASS(wxSampleMultiButtonEditor)
public:
wxMultiButtonTextCtrlEditor() {}
virtual ~wxMultiButtonTextCtrlEditor() {}
wxSampleMultiButtonEditor() {}
virtual ~wxSampleMultiButtonEditor() {}
wxPG_DECLARE_CREATECONTROLS
virtual wxString GetName() const { return "SampleMultiButtonEditor"; }
virtual wxPGWindowList CreateControls( wxPropertyGrid* propGrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& sz ) const;
virtual bool OnEvent( wxPropertyGrid* propGrid,
wxPGProperty* property,
wxWindow* ctrl,
wxEvent& event ) const;
};
WX_PG_IMPLEMENT_EDITOR_CLASS(MultiButtonTextCtrlEditor, wxMultiButtonTextCtrlEditor,
wxPGTextCtrlEditor)
IMPLEMENT_DYNAMIC_CLASS(wxSampleMultiButtonEditor, wxPGTextCtrlEditor)
wxPGWindowList wxMultiButtonTextCtrlEditor::CreateControls( wxPropertyGrid* propGrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& sz ) const
wxPGWindowList wxSampleMultiButtonEditor::CreateControls( wxPropertyGrid* propGrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& sz ) const
{
// Create and populate buttons-subwindow
wxPGMultiButton* buttons = new wxPGMultiButton( propGrid, sz );
@@ -180,20 +203,21 @@ public:
// Create the 'primary' editor control (textctrl in this case)
wxPGWindowList wndList = wxPGTextCtrlEditor::CreateControls
( propGrid, property, pos, buttons->GetPrimarySize() );
( propGrid, property, pos,
buttons->GetPrimarySize() );
// Finally, move buttons-subwindow to correct position and make sure
// returned wxPGWindowList contains our custom button list.
buttons->FinalizePosition(pos);
buttons->Finalize(propGrid, pos);
wndList.SetSecondary( buttons );
return wndList;
}
bool wxMultiButtonTextCtrlEditor::OnEvent( wxPropertyGrid* propGrid,
wxPGProperty* property,
wxWindow* ctrl,
wxEvent& event ) const
bool wxSampleMultiButtonEditor::OnEvent( wxPropertyGrid* propGrid,
wxPGProperty* property,
wxWindow* ctrl,
wxEvent& event ) const
{
if ( event.GetEventType() == wxEVT_COMMAND_BUTTON_CLICKED )
{
@@ -206,12 +230,12 @@ public:
}
if ( event.GetId() == buttons->GetButtonId(1) )
{
// Do something when first button is pressed
// Do something when second button is pressed
return true;
}
if ( event.GetId() == buttons->GetButtonId(2) )
{
// Do something when second button is pressed
// Do something when third button is pressed
return true;
}
}
@@ -225,13 +249,14 @@ public:
@code
// Register editor class - needs only to be called once
wxPGRegisterEditorClass( MultiButtonTextCtrlEditor );
wxPGEditor* multiButtonEditor = new wxSampleMultiButtonEditor();
wxPropertyGrid::RegisterEditorClass( multiButtonEditor );
// Insert the property that will have multiple buttons
propGrid->Append( new wxLongStringProperty("MultipleButtons", wxPG_LABEL) );
// Change property to use editor created in the previous code segment
propGrid->SetPropertyEditor( "MultipleButtons", wxPG_EDITOR(MultiButtonTextCtrlEditor) );
propGrid->SetPropertyEditor( "MultipleButtons", multiButtonEditor );
@endcode
@@ -242,35 +267,59 @@ class WXDLLIMPEXP_PROPGRID wxPGMultiButton : public wxWindow
{
public:
/**
Constructor.
*/
wxPGMultiButton( wxPropertyGrid* pg, const wxSize& sz );
/**
Destructor.
*/
virtual ~wxPGMultiButton() { }
wxWindow* GetButton( unsigned int i ) { return (wxWindow*) m_buttons[i]; }
const wxWindow* GetButton( unsigned int i ) const { return (const wxWindow*) m_buttons[i]; }
/** Utility function to be used in event handlers.
/**
Adds new button, with given label.
*/
int GetButtonId( unsigned int i ) const { return GetButton(i)->GetId(); }
/** Returns number of buttons.
*/
int GetCount() const { return m_buttons.Count(); }
void Add( const wxString& label, int id = -2 );
/**
Adds new bitmap button.
*/
void Add( const wxBitmap& bitmap, int id = -2 );
wxSize GetPrimarySize() const
{
return wxSize(m_fullEditorSize.x - m_buttonsWidth, m_fullEditorSize.y);
}
/**
Call this in CreateControls() of your custom editor class
after all buttons have been added.
void FinalizePosition( const wxPoint& pos )
{
Move( pos.x + m_fullEditorSize.x - m_buttonsWidth, pos.y );
}
@param propGrid
wxPropertyGrid given in CreateControls().
@param pos
wxPoint given in CreateControls().
*/
void Finalize( wxPropertyGrid* propGrid, const wxPoint& pos );
/**
Returns pointer to one of the buttons.
*/
wxWindow* GetButton( unsigned int i );
/**
Returns Id of one of the buttons. This is utility function to be
used in event handlers.
*/
int GetButtonId( unsigned int i ) const;
/**
Returns number of buttons.
*/
int GetCount();
/**
Returns size of primary editor control, as appropriately
reduced by number of buttons present.
*/
wxSize GetPrimarySize() const;
};
// -----------------------------------------------------------------------
#endif // _WX_PROPGRID_EDITORS_H_