git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/branches/wxUNIVERSAL@8190 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
199 lines
6.5 KiB
C++
199 lines
6.5 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: wx/univ/control.h
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// Purpose: universal wxControl: adds handling of mnemonics
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// Author: Vadim Zeitlin
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// Modified by:
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// Created: 14.08.00
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// RCS-ID: $Id$
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// Copyright: (c) 2000 Vadim Zeitlin <vadim@wxwindows.org>
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// Licence: wxWindows license
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_UNIV_CONTROL_H_
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#define _WX_UNIV_CONTROL_H_
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#ifdef __GNUG__
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#pragma interface "control.h"
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#endif
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#include "wx/bitmap.h" // for m_bitmapBg
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class WXDLLEXPORT wxControlRenderer;
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class WXDLLEXPORT wxInputHandler;
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class WXDLLEXPORT wxRenderer;
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// ----------------------------------------------------------------------------
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// constants
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// ----------------------------------------------------------------------------
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// control state flags used in wxRenderer and wxColourScheme
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enum
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{
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wxCONTROL_DISABLED = 0x00000001, // control is disabled
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wxCONTROL_FOCUSED = 0x00000002, // currently has keyboard focus
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wxCONTROL_PRESSED = 0x00000004, // (button) is pressed
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wxCONTROL_ISDEFAULT = 0x00000008, // only applies to the buttons
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wxCONTROL_CURRENT = 0x00000010, // mouse is currently over the control
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wxCONTROL_FLAGS_MASK = 0x0000001f
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};
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// ----------------------------------------------------------------------------
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// wxControlAction: the action is currently just a string which identifies it,
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// later it might become an atom (i.e. an opaque handler to string). As one
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// input event may result in several control actions (e.g. a macro expansion
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// in the text control) we define an array of actions as well.
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// ----------------------------------------------------------------------------
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typedef wxString wxControlAction;
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class WXDLLEXPORT wxControlActions : public wxArrayString
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{
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public:
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wxControlActions() { }
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wxControlActions(const wxControlAction& action)
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{ wxArrayString::Add(action); }
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wxControlActions(const wxChar *action)
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{ wxArrayString::Add(action); }
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wxControlActions& Add(const wxControlActions& other)
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{
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size_t count = other.GetCount();
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for ( size_t n = 0; n < count; n++ )
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{
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wxArrayString::Add(other[n]);
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}
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return *this;
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}
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};
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// the list of actions which apply to all controls (other actions are defined
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// in the controls headers)
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#define wxACTION_NONE _T("") // no action to perform
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#define wxACTION_FOCUS _T("focus") // make control focused
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// ----------------------------------------------------------------------------
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// wxControl: the base class for all GUI controls
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// ----------------------------------------------------------------------------
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class WXDLLEXPORT wxControl : public wxControlBase
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{
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public:
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wxControl() { Init(); }
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wxControl(wxWindow *parent,
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wxWindowID id,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize, long style = 0,
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const wxValidator& validator = wxDefaultValidator,
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const wxString& name = wxControlNameStr)
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{
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Init();
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Create(parent, id, pos, size, style, validator, name);
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}
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bool Create(wxWindow *parent,
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wxWindowID id,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize, long style = 0,
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const wxValidator& validator = wxDefaultValidator,
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const wxString& name = wxControlNameStr);
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// this function will filter out '&' characters and will put the
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// accelerator char (the one immediately after '&') into m_chAccel
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virtual void SetLabel(const wxString &label);
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virtual wxString GetLabel() const;
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// set/query the bg image
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virtual void SetBackground(const wxBitmap& bitmap,
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int alignment = wxALIGN_CENTRE,
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wxStretch stretch = wxSTRETCH_NOT);
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const wxBitmap& GetBackgroundBitmap(int *alignment = NULL,
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wxStretch *stretch = NULL) const;
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// get the state information
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virtual bool IsFocused() const;
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virtual bool IsCurrent() const;
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virtual bool IsPressed() const;
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virtual bool IsDefault() const;
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// return all state flags at once (combination of wxCONTROL_XXX values)
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int GetStateFlags() const;
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// operations
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virtual void SetCurrent(bool doit = TRUE);
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// implementation only from now on
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// return the index of the accel char in the label or -1 if none
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int GetAccelIndex() const { return m_indexAccel; }
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// return the accel char itself or 0 if none
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wxChar GetAccelChar() const
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{
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return m_indexAccel == -1 ? _T('\0') : m_label[m_indexAccel];
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}
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// perform the action which resulted from the translation of the event
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// (the exact event type depends on the action), return TRUE if the
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// control must be updated
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virtual bool PerformAction(const wxControlAction& action,
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const wxEvent& event);
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protected:
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// returns the (low level) renderer to use for drawing the control by
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// querying the current theme
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wxRenderer *GetRenderer() const;
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// create the event translator object for this control: the base class
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// action creates the default one which doesn't do anything
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virtual wxInputHandler *CreateInputHandler() const;
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// draw the control background, return TRUE if done
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virtual bool DoDrawBackground(wxControlRenderer *renderer);
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// draw the controls contents
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virtual void DoDraw(wxControlRenderer *renderer);
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// adjust the size of the control to take into account its borders
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wxSize AdjustSize(const wxSize& size) const;
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// event handlers
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void OnMouse(wxMouseEvent& event);
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void OnKeyDown(wxKeyEvent& event);
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void OnKeyUp(wxKeyEvent& event);
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void OnFocus(wxFocusEvent& event);
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void OnPaint(wxPaintEvent& event);
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void OnErase(wxEraseEvent& event);
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private:
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// common part of all ctors
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void Init();
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// common part of OnMouse/OnKeyDown/Up
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void PerformActions(const wxControlActions& actions, const wxEvent& event);
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// input processor
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wxInputHandler *m_handler;
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// label and accel info
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wxString m_label;
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int m_indexAccel;
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// background bitmap info
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wxBitmap m_bitmapBg;
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int m_alignBgBitmap;
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wxStretch m_stretchBgBitmap;
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// state
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bool m_isCurrent;
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DECLARE_DYNAMIC_CLASS(wxControl)
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DECLARE_EVENT_TABLE()
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};
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#endif // _WX_UNIV_CONTROL_H_
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