/////////////////////////////////////////////////////////////////////////////// // Name: wx/univ/inphand.h // Purpose: wxInputHandler class maps the keyboard and mouse events to the // actions which then are performed by the control // Author: Vadim Zeitlin // Modified by: // Created: 18.08.00 // RCS-ID: $Id$ // Copyright: (c) 2000 Vadim Zeitlin // Licence: wxWindows license /////////////////////////////////////////////////////////////////////////////// #ifndef _WX_UNIV_INPHAND_H_ #define _WX_UNIV_INPHAND_H_ #ifdef __GNUG__ #pragma interface "inphand.h" #endif #include "wx/control.h" // for wxControlAction(s) class WXDLLEXPORT wxRenderer; class WXDLLEXPORT wxScrollBar; // ---------------------------------------------------------------------------- // wxInputHandler: maps the events to the actions // ---------------------------------------------------------------------------- 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(wxControl *control, const wxKeyEvent& event, bool pressed) = 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(); }; // ============================================================================ // The classes below provide the standard input handling for some controls so // that the code can be reused in different themes. All of these classes chain // to an existing input handler (which must be given to the ctor) and so allow // custom processing of the events which they don't handle themselves. // ============================================================================ // ---------------------------------------------------------------------------- // wxStdInputHandler is just a base class for all other "standard" handlers // ---------------------------------------------------------------------------- class WXDLLEXPORT wxStdInputHandler : public wxInputHandler { public: wxStdInputHandler(wxInputHandler *handler) : m_handler(handler) { } virtual wxControlActions Map(wxControl *control, const wxKeyEvent& event, bool pressed) { return m_handler->Map(control, event, pressed); } virtual wxControlActions Map(wxControl *control, const wxMouseEvent& event) { return m_handler->Map(control, event); } virtual bool OnMouseMove(wxControl *control, const wxMouseEvent& event) { return m_handler->OnMouseMove(control, event); } private: wxInputHandler *m_handler; }; // ---------------------------------------------------------------------------- // wxStdButtonInputHandler: translates SPACE and ENTER keys and the left mouse // click into button press/release actions // ---------------------------------------------------------------------------- class WXDLLEXPORT wxStdButtonInputHandler : public wxStdInputHandler { public: wxStdButtonInputHandler(wxInputHandler *inphand); virtual wxControlActions Map(wxControl *control, const wxKeyEvent& event, bool pressed); virtual wxControlActions Map(wxControl *control, const wxMouseEvent& event); virtual bool OnMouseMove(wxControl *control, const wxMouseEvent& event); private: // the window (button) which has capture or NULL and the flag telling if // the mouse is inside the button which captured it or not wxWindow *m_winCapture; bool m_winHasMouse; }; // ---------------------------------------------------------------------------- // common scrollbar input handler: it manages clicks on the standard scrollbar // elements (line arrows, bar, thumb) // ---------------------------------------------------------------------------- class WXDLLEXPORT wxStdScrollBarInputHandler : public wxStdInputHandler { public: // constructor takes a renderer (used for scrollbar hit testing) and the // base handler to which all unhandled events are forwarded wxStdScrollBarInputHandler(wxRenderer *renderer, wxInputHandler *inphand); virtual wxControlActions Map(wxControl *control, const wxKeyEvent& event, bool pressed); virtual wxControlActions Map(wxControl *control, const wxMouseEvent& event); virtual bool OnMouseMove(wxControl *control, const wxMouseEvent& event); virtual ~wxStdScrollBarInputHandler(); protected: // the methods which must be overridden in the derived class // return TRUE to stop scrolling when the mouse leaves the scrollbar (Win32 // behaviour) or FALSE to continue (GTK+) virtual bool OnMouseLeave() = 0; // return TRUE if the mouse button can be used to activate scrollbar, FALSE // if not (only left mouse button can do it under Windows, any button under // GTK+) virtual bool IsAllowedButton(int button) = 0; // set or clear the specified flag on the scrollbar element corresponding // to m_htLast void SetElementState(wxScrollBar *scrollbar, int flag, bool doIt); // [un]highlight the scrollbar element corresponding to m_htLast void Highlight(wxScrollBar *scrollbar, bool doIt) { SetElementState(scrollbar, wxCONTROL_CURRENT, doIt); } // [un]press the scrollbar element corresponding to m_htLast void Press(wxScrollBar *scrollbar, bool doIt) { SetElementState(scrollbar, wxCONTROL_PRESSED, doIt); } // the window (scrollbar) which has capture or NULL and the flag telling if // the mouse is inside the element which captured it or not wxWindow *m_winCapture; bool m_winHasMouse; int m_btnCapture; // the mouse button which has captured mouse // one of wxHT_SCROLLBAR_XXX value: where has the mouse been last time? wxHitTest m_htLast; // the renderer (we use it only for hit testing) wxRenderer *m_renderer; // the timer for generating scroll events when the mouse stays pressed on // a scrollbar class wxScrollBarTimer *m_timerScroll; }; #endif // _WX_UNIV_INPHAND_H_