moving forward

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52048 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Stefan Csomor
2008-02-24 17:36:44 +00:00
parent 58fa97d15f
commit 7fa3c42046
3 changed files with 50 additions and 31 deletions

View File

@@ -69,10 +69,10 @@
one bitmap for each tool, because the toolbar generates all three images (normal, one bitmap for each tool, because the toolbar generates all three images (normal,
depressed and checked) from the single bitmap you give it. depressed and checked) from the single bitmap you give it.
@ref usingtoolbarlibrary @ref overview_usingtoolbarlibrary
@section usingtoolbarlibrary Using the toolbar library @section overview_usingtoolbarlibrary Using the toolbar library
Include @c "wx/toolbar.h", or if using a class directly, one of: Include @c "wx/toolbar.h", or if using a class directly, one of:

View File

@@ -11,12 +11,14 @@
@page overview_treectrl wxTreeCtrl overview @page overview_treectrl wxTreeCtrl overview
Classes: #wxTreeCtrl, #wxImageList Classes: #wxTreeCtrl, #wxImageList
The tree control displays its items in a tree like structure. Each item has its The tree control displays its items in a tree like structure. Each item has its
own (optional) icon and a label. An item may be either collapsed (meaning that own (optional) icon and a label. An item may be either collapsed (meaning that
its children are not visible) or expanded (meaning that its children are its children are not visible) or expanded (meaning that its children are
shown). Each item in the tree is identified by its @e itemId which is of shown). Each item in the tree is identified by its @e itemId which is of
opaque data type @e wxTreeItemId. You can test whether an item is valid opaque data type @e wxTreeItemId. You can test whether an item is valid
by calling wxTreeItemId::IsOk. by calling wxTreeItemId::IsOk.
The items text and image may be retrieved and changed with The items text and image may be retrieved and changed with
#GetItemText/#SetItemText #GetItemText/#SetItemText
and and
@@ -25,6 +27,7 @@
and another one for selected state which is set/retrieved with and another one for selected state which is set/retrieved with
#SetItemSelectedImage/#GetItemSelectedImage #SetItemSelectedImage/#GetItemSelectedImage
functions, but this functionality might be unavailable on some platforms. functions, but this functionality might be unavailable on some platforms.
Tree items have several attributes: an item may be selected or not, visible or Tree items have several attributes: an item may be selected or not, visible or
not, bold or not. It may also be expanded or collapsed. All these attributes not, bold or not. It may also be expanded or collapsed. All these attributes
may be retrieved with the corresponding functions: may be retrieved with the corresponding functions:
@@ -34,6 +37,7 @@
selected, selecting another one (with selected, selecting another one (with
#SelectItem) automatically unselects the #SelectItem) automatically unselects the
previously selected one. previously selected one.
In addition to its icon and label, a user-specific data structure may be associated In addition to its icon and label, a user-specific data structure may be associated
with all tree items. If you wish to do it, you should derive a class from @e wxTreeItemData which is a very simple class having only one function @e GetId() which returns the id of the item this data is associated with. This with all tree items. If you wish to do it, you should derive a class from @e wxTreeItemData which is a very simple class having only one function @e GetId() which returns the id of the item this data is associated with. This
data will be freed by the control itself when the associated item is deleted data will be freed by the control itself when the associated item is deleted
@@ -42,6 +46,7 @@
#SetItemData(@NULL) to prevent the tree from #SetItemData(@NULL) to prevent the tree from
deleting the pointer second time). The associated data may be retrieved with deleting the pointer second time). The associated data may be retrieved with
#GetItemData() function. #GetItemData() function.
Working with trees is relatively straightforward if all the items are added to Working with trees is relatively straightforward if all the items are added to
the tree at the moment of its creation. However, for large trees it may be the tree at the moment of its creation. However, for large trees it may be
very inefficient. To improve the performance you may want to delay adding the very inefficient. To improve the performance you may want to delay adding the
@@ -52,6 +57,7 @@
under the item being expanded should be added, but, of course, only when this under the item being expanded should be added, but, of course, only when this
event is received for the first time for this item - otherwise, the items would event is received for the first time for this item - otherwise, the items would
be added twice if the user expands/collapses/re-expands the branch. be added twice if the user expands/collapses/re-expands the branch.
The tree control provides functions for enumerating its items. There are 3 The tree control provides functions for enumerating its items. There are 3
groups of enumeration functions: for the children of a given item, for the groups of enumeration functions: for the children of a given item, for the
sibling of the given item and for the visible items (those which are currently sibling of the given item and for the visible items (those which are currently
@@ -64,6 +70,7 @@
#GetFirstChild and to #GetFirstChild and to
#GetNextChild should be the same variable (and #GetNextChild should be the same variable (and
that nothing should be done with it by the user code). that nothing should be done with it by the user code).
Among other features of the tree control are: item sorting with Among other features of the tree control are: item sorting with
#SortChildren which uses the user-defined comparison #SortChildren which uses the user-defined comparison
function #OnCompareItems (by default the function #OnCompareItems (by default the
@@ -72,6 +79,7 @@
for implementing drag-and-drop in the tree) with for implementing drag-and-drop in the tree) with
#HitTest and editing of the tree item labels in #HitTest and editing of the tree item labels in
place (see #EditLabel). place (see #EditLabel).
Finally, the tree control has a keyboard interface: the cursor navigation (arrow) keys Finally, the tree control has a keyboard interface: the cursor navigation (arrow) keys
may be used to change the current selection. HOME and END are used to go to may be used to change the current selection. HOME and END are used to go to
the first/last sibling of the current item. '+', '-' and '*' expand, collapse the first/last sibling of the current item. '+', '-' and '*' expand, collapse

View File

@@ -13,15 +13,16 @@
This section briefly describes the state of the Unicode support in wxWidgets. This section briefly describes the state of the Unicode support in wxWidgets.
Read it if you want to know more about how to write programs able to work with Read it if you want to know more about how to write programs able to work with
characters from languages other than English. characters from languages other than English.
@ref whatisunicode_overview
@ref unicodeandansi_overview @li @ref overview_whatisunicode
@ref unicodeinsidewxw_overview @li @ref overview_unicodeandansi
@ref unicodeoutsidewxw_overview @li @ref overview_unicodeinsidewxw
@ref unicodesettings_overview @li @ref overview_unicodeoutsidewxw
@ref topic8_overview @li @ref overview_unicodesettings
@li @ref overview_topic8
@section whatisunicode What is Unicode? @section overview_whatisunicode What is Unicode?
wxWidgets has support for compiling in Unicode mode wxWidgets has support for compiling in Unicode mode
on the platforms which support it. Unicode is a standard for character on the platforms which support it. Unicode is a standard for character
@@ -31,10 +32,12 @@
multilingual plane) and possible 2^32 of them instead of the usual 256 and multilingual plane) and possible 2^32 of them instead of the usual 256 and
is sufficient to encode all of the world languages at once. More details about is sufficient to encode all of the world languages at once. More details about
Unicode may be found at #http://www.unicode.org. Unicode may be found at #http://www.unicode.org.
As this solution is obviously preferable to the previous ones (think of As this solution is obviously preferable to the previous ones (think of
incompatible encodings for the same language, locale chaos and so on), many incompatible encodings for the same language, locale chaos and so on), many
modern operating systems support it. The probably first example is Windows NT modern operating systems support it. The probably first example is Windows NT
which uses only Unicode internally since its very first version. which uses only Unicode internally since its very first version.
Writing internationalized programs is much easier with Unicode and, as the Writing internationalized programs is much easier with Unicode and, as the
support for it improves, it should become more and more so. Moreover, in the support for it improves, it should become more and more so. Moreover, in the
Windows NT/2000 case, even the program which uses only standard ASCII can profit Windows NT/2000 case, even the program which uses only standard ASCII can profit
@@ -42,20 +45,21 @@
need for the system to convert all strings the program uses to/from Unicode need for the system to convert all strings the program uses to/from Unicode
each time a system call is made. each time a system call is made.
@section unicodeandansi Unicode and ANSI modes @section overview_unicodeandansi Unicode and ANSI modes
As not all platforms supported by wxWidgets support Unicode (fully) yet, in As not all platforms supported by wxWidgets support Unicode (fully) yet, in
many cases it is unwise to write a program which can only work in Unicode many cases it is unwise to write a program which can only work in Unicode
environment. A better solution is to write programs in such way that they may environment. A better solution is to write programs in such way that they may
be compiled either in ANSI (traditional) mode or in the Unicode one. be compiled either in ANSI (traditional) mode or in the Unicode one.
This can be achieved quite simply by using the means provided by wxWidgets. This can be achieved quite simply by using the means provided by wxWidgets.
Basically, there are only a few things to watch out for: Basically, there are only a few things to watch out for:
Character type (@c char or @c wchar_t) - Character type (@c char or @c wchar_t)
Literal strings (i.e. @c "Hello, world!" or @c '*') - Literal strings (i.e. @c "Hello, world!" or @c '*')
String functions (@c strlen(), @c strcpy(), ...) - String functions (@c strlen(), @c strcpy(), ...)
Special preprocessor tokens (@c __FILE__, @c __DATE__ - Special preprocessor tokens (@c __FILE__, @c __DATE__
and @c __TIME__) and @c __TIME__)
@@ -63,6 +67,7 @@
program takes 2 bytes instead of usual one, so another type should be used to program takes 2 bytes instead of usual one, so another type should be used to
store the characters (@c char only holds 1 byte usually). This type is store the characters (@c char only holds 1 byte usually). This type is
called @c wchar_t which stands for @e wide-character type. called @c wchar_t which stands for @e wide-character type.
Also, the string and character constants should be encoded using wide Also, the string and character constants should be encoded using wide
characters (@c wchar_t type) which typically take 2 or 4 bytes instead characters (@c wchar_t type) which typically take 2 or 4 bytes instead
of @c char which only takes one. This is achieved by using the standard C of @c char which only takes one. This is achieved by using the standard C
@@ -70,6 +75,7 @@
becomes a @e long constant, i.e. a wide character one. To make things a bit becomes a @e long constant, i.e. a wide character one. To make things a bit
more readable, you are also allowed to prefix the constant with @c 'L' more readable, you are also allowed to prefix the constant with @c 'L'
instead of putting it after it. instead of putting it after it.
Of course, the usual standard C functions don't work with @c wchar_t Of course, the usual standard C functions don't work with @c wchar_t
strings, so another set of functions exists which do the same thing but accept strings, so another set of functions exists which do the same thing but accept
@c wchar_t * instead of @c char *. For example, a function to get the @c wchar_t * instead of @c char *. For example, a function to get the
@@ -77,11 +83,13 @@
@c strlen() - you see that the only difference is that the "str" prefix @c strlen() - you see that the only difference is that the "str" prefix
standing for "string" has been replaced with "wcs" standing for "wide-character standing for "string" has been replaced with "wcs" standing for "wide-character
string"). string").
And finally, the standard preprocessor tokens enumerated above expand to ANSI And finally, the standard preprocessor tokens enumerated above expand to ANSI
strings but it is more likely that Unicode strings are wanted in the Unicode strings but it is more likely that Unicode strings are wanted in the Unicode
build. wxWidgets provides the macros @c __TFILE__, @c __TDATE__ build. wxWidgets provides the macros @c __TFILE__, @c __TDATE__
and @c __TTIME__ which behave exactly as the standard ones except that and @c __TTIME__ which behave exactly as the standard ones except that
they produce ANSI strings in ANSI build and Unicode ones in the Unicode build. they produce ANSI strings in ANSI build and Unicode ones in the Unicode build.
To summarize, here is a brief example of how a program which can be compiled To summarize, here is a brief example of how a program which can be compiled
in both ANSI and Unicode modes could look like: in both ANSI and Unicode modes could look like:
@@ -106,7 +114,7 @@
program would have had!). Luckily, there is another way - see the next program would have had!). Luckily, there is another way - see the next
section. section.
@section unicodeinsidewxw Unicode support in wxWidgets @section overview_unicodeinsidewxw Unicode support in wxWidgets
In wxWidgets, the code fragment from above should be written instead: In wxWidgets, the code fragment from above should be written instead:
@@ -120,33 +128,34 @@
at all. Instead, we define some types and macros which behave differently in at all. Instead, we define some types and macros which behave differently in
the Unicode and ANSI builds and allow us to avoid using conditional the Unicode and ANSI builds and allow us to avoid using conditional
compilation in the program itself. compilation in the program itself.
We have a @c wxChar type which maps either on @c char or @c wchar_t We have a @c wxChar type which maps either on @c char or @c wchar_t
depending on the mode in which program is being compiled. There is no need for depending on the mode in which program is being compiled. There is no need for
a separate type for strings though, because the standard a separate type for strings though, because the standard
#wxString supports Unicode, i.e. it stores either ANSI or #wxString supports Unicode, i.e. it stores either ANSI or
Unicode strings depending on the compile mode. Unicode strings depending on the compile mode.
Finally, there is a special #wxT() macro which should enclose all Finally, there is a special #wxT() macro which should enclose all
literal strings in the program. As it is easy to see comparing the last literal strings in the program. As it is easy to see comparing the last
fragment with the one above, this macro expands to nothing in the (usual) ANSI fragment with the one above, this macro expands to nothing in the (usual) ANSI
mode and prefixes @c 'L' to its argument in the Unicode mode. mode and prefixes @c 'L' to its argument in the Unicode mode.
The important conclusion is that if you use @c wxChar instead of The important conclusion is that if you use @c wxChar instead of
@c char, avoid using C style strings and use @c wxString instead and @c char, avoid using C style strings and use @c wxString instead and
don't forget to enclose all string literals inside #wxT() macro, your don't forget to enclose all string literals inside #wxT() macro, your
program automatically becomes (almost) Unicode compliant! program automatically becomes (almost) Unicode compliant!
Just let us state once again the rules: Just let us state once again the rules:
- Always use @c wxChar instead of @c char
Always use @c wxChar instead of @c char - Always enclose literal string constants in #wxT() macro
Always enclose literal string constants in #wxT() macro
unless they're already converted to the right representation (another standard unless they're already converted to the right representation (another standard
wxWidgets macro #_() does it, for example, so there is no wxWidgets macro #_() does it, for example, so there is no
need for @c wxT() in this case) or you intend to pass the constant directly need for @c wxT() in this case) or you intend to pass the constant directly
to an external function which doesn't accept wide-character strings. to an external function which doesn't accept wide-character strings.
Use @c wxString instead of C style strings. - Use @c wxString instead of C style strings.
@section overview_unicodeoutsidewxw Unicode and the outside world
@section unicodeoutsidewxw Unicode and the outside world
We have seen that it was easy to write Unicode programs using wxWidgets types We have seen that it was easy to write Unicode programs using wxWidgets types
and macros, but it has been also mentioned that it isn't quite enough. and macros, but it has been also mentioned that it isn't quite enough.
@@ -155,6 +164,7 @@
ANSI strings (a notable exception is the entire Win32 API which accepts either ANSI strings (a notable exception is the entire Win32 API which accepts either
Unicode or ANSI strings and which thus makes it unnecessary to ever perform Unicode or ANSI strings and which thus makes it unnecessary to ever perform
any conversions in the program). GTK 2.0 only accepts UTF-8 strings. any conversions in the program). GTK 2.0 only accepts UTF-8 strings.
To get an ANSI string from a wxString, you may use the To get an ANSI string from a wxString, you may use the
mb_str() function which always returns an ANSI mb_str() function which always returns an ANSI
string (independently of the mode - while the usual string (independently of the mode - while the usual
@@ -162,6 +172,7 @@
representation which is either ASCII or Unicode). More rarely used, but still representation which is either ASCII or Unicode). More rarely used, but still
useful, is wc_str() function which always returns useful, is wc_str() function which always returns
the Unicode string. the Unicode string.
Sometimes it is also necessary to go from ANSI strings to wxStrings. Sometimes it is also necessary to go from ANSI strings to wxStrings.
In this case, you can use the converter-constructor, as follows: In this case, you can use the converter-constructor, as follows:
@@ -173,26 +184,26 @@
This code also compiles fine under a non-Unicode build of wxWidgets, This code also compiles fine under a non-Unicode build of wxWidgets,
but in that case the converter is ignored. but in that case the converter is ignored.
For more information about converters and Unicode see
the @ref mbconvclasses_overview.
@section unicodesettings Unicode-related compilation settings For more information about converters and Unicode see
the @ref overview_mbconvclasses.
@section overview_unicodesettings Unicode-related compilation settings
You should define @c wxUSE_UNICODE to 1 to compile your program in You should define @c wxUSE_UNICODE to 1 to compile your program in
Unicode mode. This currently works for wxMSW, wxGTK, wxMac and wxX11. If you Unicode mode. This currently works for wxMSW, wxGTK, wxMac and wxX11. If you
compile your program in ANSI mode you can still define @c wxUSE_WCHAR_T compile your program in ANSI mode you can still define @c wxUSE_WCHAR_T
to get some limited support for @c wchar_t type. to get some limited support for @c wchar_t type.
This will allow your program to perform conversions between Unicode strings and This will allow your program to perform conversions between Unicode strings and
ANSI ones (using @ref mbconvclasses_overview) ANSI ones (using @ref overview_mbconvclasses)
and construct wxString objects from Unicode strings (presumably read and construct wxString objects from Unicode strings (presumably read
from some external file or elsewhere). from some external file or elsewhere).
@section topic8 Traps for the unwary @section overview_topic8 Traps for the unwary
- Casting c_str() to void* is now char*, not wxChar*
- Passing c_str(), mb_str() or wc_str() to variadic functions
Casting c_str() to void* is now char*, not wxChar*
Passing c_str(), mb_str() or wc_str() to variadic functions
doesn't work doesn't work
*/ */