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			682 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			682 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/////////////////////////////////////////////////////////////////////////////
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// Name:        eventhandling.h
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// Purpose:     topic overview
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// Author:      wxWidgets team
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// RCS-ID:      $Id$
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// Licence:     wxWindows license
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/////////////////////////////////////////////////////////////////////////////
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/**
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@page overview_eventhandling Event Handling
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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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@li @ref overview_eventhandling_winid
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@li @ref overview_eventhandling_custom
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@li @ref overview_eventhandling_macros
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<hr>
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@section overview_eventhandling_introduction Introduction
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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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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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DECLARE_EVENT_TABLE()
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@endcode
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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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    MyFrame(...) : wxFrame(...) { }
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    ...
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protected:
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    int m_whatever;
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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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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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@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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When an event is received from the windowing system, wxWidgets calls
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wxEvtHandler::ProcessEvent on the first
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event handler object belonging to the window generating the event.
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It may be noted that wxWidgets' event processing system implements something
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very close to virtual methods in normal C++, i.e. it is possible to alter
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the behaviour of a class by overriding its event handling functions. In
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many cases this works even for changing the behaviour of native controls.
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For example it is possible to filter out a number of key events sent by the
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system to a native text control by overriding wxTextCtrl and defining a
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handler for key events using EVT_KEY_DOWN. This would indeed prevent
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any key events from being sent to the native control - which might not be
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what is desired. In this case the event handler function has to call Skip()
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so as to indicate that the search for the event handler should continue.
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To summarize, instead of explicitly calling the base class version as you
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would have done with C++ virtual functions (i.e. @e wxTextCtrl::OnChar()),
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you should instead call wxEvent::Skip.
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In practice, this would look like this if the derived text control only
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accepts 'a' to 'z' and 'A' to 'Z':
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@code
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void MyTextCtrl::OnChar(wxKeyEvent& event)
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{
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    if ( isalpha( event.KeyCode() ) )
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    {
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        // key code is within legal range. we call event.Skip() so the
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        // event can be processed either in the base wxWidgets class
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        // or the native control.
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        event.Skip();
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    }
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    else
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    {
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        // illegal key hit. we don't call event.Skip() so the
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        // event is not processed anywhere else.
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        wxBell();
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    }
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}
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@endcode
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The normal order of event table searching by ProcessEvent is as follows:
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@li If the object is disabled (via a call to wxEvtHandler::SetEvtHandlerEnabled)
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    the function skips to step (6).
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@li If the object is a wxWindow, @b ProcessEvent is recursively called on the window's
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    wxValidator. If this returns @true, the function exits.
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@li @b SearchEventTable is called for this event handler. If this fails, the base
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    class table is tried, and so on until no more tables exist or an appropriate
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    function was found, in which case the function exits.
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@li The search is applied down the entire chain of event handlers (usually the chain has
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    a length of one). If this succeeds, the function exits.
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@li If the object is a wxWindow and the event is set to set to propagate (in the library only
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    wxCommandEvent based events are set to propagate), @b ProcessEvent is recursively applied
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    to the parent window's event handler. If this returns @true, the function exits.
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@li Finally, @b ProcessEvent is called on the wxApp object.
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<b>Pay close attention to Step 5</b>.  People often overlook or get
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confused by this powerful feature of the wxWidgets event processing
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system.  To put it a different way, events set to propagate
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(see wxEvent::ShouldPropagate)
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(most likely derived either directly or indirectly from wxCommandEvent)
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will travel up the containment hierarchy from child to parent until the
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maximal propagation level is reached or an event handler is found that
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doesn't call @c event.Skip().
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Finally, there is another additional complication (which, in fact, simplifies
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life of wxWidgets programmers significantly): when propagating the command
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events upwards to the parent window, the event propagation stops when it
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reaches the parent dialog, if any. This means that you don't risk to get
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unexpected events from the dialog controls (which might be left unprocessed by
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the dialog itself because it doesn't care about them) when a modal dialog is
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popped up. The events do propagate beyond the frames, however. The rationale
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for this choice is that there are only a few frames in a typical application
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and their parent-child relation are well understood by the programmer while it
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may be very difficult, if not impossible, to track down all the dialogs which
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may be popped up in a complex program (remember that some are created
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automatically by wxWidgets). If you need to specify a different behaviour for
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some reason, you can use wxWindow::SetExtraStyle(wxWS_EX_BLOCK_EVENTS)
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explicitly to prevent the events from being propagated beyond the given window
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or unset this flag for the dialogs which have it on by default.
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Typically events that deal with a window as a window (size, motion,
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paint, mouse, keyboard, etc.) are sent only to the window.  Events
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that have a higher level of meaning and/or are generated by the window
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itself, (button click, menu select, tree expand, etc.) are command
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events and are sent up to the parent to see if it is interested in the event.
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Note that your application may wish to override ProcessEvent to redirect processing of
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events. This is done in the document/view framework, for example, to allow event handlers
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to be defined in the document or view. To test for command events (which will probably
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be the only events you wish to redirect), you may use wxEvent::IsCommandEvent for efficiency,
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instead of using the slower run-time type system.
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As mentioned above, only command events are recursively applied to the parents event
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handler in the library itself. As this quite often causes confusion for users,
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here is a list of system events which will NOT get sent to the parent's event handler:
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@li wxEvent: The event base class
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@li wxActivateEvent: A window or application activation event
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@li wxCloseEvent: A close window or end session event
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@li wxEraseEvent: An erase background event
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@li wxFocusEvent: A window focus event
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@li wxKeyEvent: A keypress event
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@li wxIdleEvent: An idle event
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@li wxInitDialogEvent: A dialog initialisation event
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@li wxJoystickEvent: A joystick event
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@li wxMenuEvent: A menu event
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@li wxMouseEvent: A mouse event
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@li wxMoveEvent: A move event
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@li wxPaintEvent: A paint event
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@li wxQueryLayoutInfoEvent: Used to query layout information
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@li wxSetCursorEvent: Used for special cursor processing based on current mouse position
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@li wxSizeEvent: A size event
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@li wxScrollWinEvent: A scroll event sent by a scrolled window (not a scroll bar)
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@li wxSysColourChangedEvent: A system colour change event
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In some cases, it might be desired by the programmer to get a certain number
 | 
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of system events in a parent window, for example all key events sent to, but not
 | 
						|
used by, the native controls in a dialog. In this case, a special event handler
 | 
						|
will have to be written that will override ProcessEvent() in order to pass
 | 
						|
all events (or any selection of them) to the parent window.
 | 
						|
 | 
						|
 | 
						|
@section overview_eventhandling_prog User Generated Events vs Programmatically Generated Events
 | 
						|
 | 
						|
While generically wxEvents can be generated both by user
 | 
						|
actions (e.g. resize of a wxWindow) and by calls to functions
 | 
						|
(e.g. wxWindow::SetSize), wxWidgets controls normally send wxCommandEvent-derived
 | 
						|
events only for the user-generated events. The only @b exceptions to this rule are:
 | 
						|
 | 
						|
@li wxNotebook::AddPage: No event-free alternatives
 | 
						|
@li wxNotebook::AdvanceSelection: No event-free alternatives
 | 
						|
@li wxNotebook::DeletePage: No event-free alternatives
 | 
						|
@li wxNotebook::SetSelection: Use wxNotebook::ChangeSelection instead, as
 | 
						|
    wxNotebook::SetSelection is deprecated
 | 
						|
@li wxTreeCtrl::Delete: No event-free alternatives
 | 
						|
@li wxTreeCtrl::DeleteAllItems: No event-free alternatives
 | 
						|
@li wxTreeCtrl::EditLabel: No event-free alternatives
 | 
						|
@li All wxTextCtrl methods
 | 
						|
 | 
						|
wxTextCtrl::ChangeValue can be used instead of wxTextCtrl::SetValue but the other
 | 
						|
functions, such as wxTextCtrl::Replace or wxTextCtrl::WriteText don't have event-free
 | 
						|
equivalents.
 | 
						|
 | 
						|
 | 
						|
 | 
						|
@section overview_eventhandling_pluggable Pluggable Event Handlers
 | 
						|
 | 
						|
In fact, you don't have to derive a new class from a window class
 | 
						|
if you don't want to. You can derive a new class from wxEvtHandler instead,
 | 
						|
defining the appropriate event table, and then call wxWindow::SetEventHandler
 | 
						|
(or, preferably, wxWindow::PushEventHandler) to make this
 | 
						|
event handler the object that responds to events. This way, you can avoid
 | 
						|
a lot of class derivation, and use instances of the same event handler class (but different
 | 
						|
objects as the same event handler object shouldn't be used more than once) to
 | 
						|
handle events from instances of different widget classes.
 | 
						|
 | 
						|
If you ever have to call a window's event handler
 | 
						|
manually, use the GetEventHandler function to retrieve the window's event handler and use that
 | 
						|
to call the member function. By default, GetEventHandler returns a pointer to the window itself
 | 
						|
unless an application has redirected event handling using SetEventHandler or PushEventHandler.
 | 
						|
 | 
						|
One use of PushEventHandler is to temporarily or permanently change the
 | 
						|
behaviour of the GUI. For example, you might want to invoke a dialog editor
 | 
						|
in your application that changes aspects of dialog boxes. You can
 | 
						|
grab all the input for an existing dialog box, and edit it 'in situ',
 | 
						|
before restoring its behaviour to normal. So even if the application
 | 
						|
has derived new classes to customize behaviour, your utility can indulge
 | 
						|
in a spot of body-snatching. It could be a useful technique for on-line
 | 
						|
tutorials, too, where you take a user through a serious of steps and
 | 
						|
don't want them to diverge from the lesson. Here, you can examine the events
 | 
						|
coming from buttons and windows, and if acceptable, pass them through to
 | 
						|
the original event handler. Use PushEventHandler/PopEventHandler
 | 
						|
to form a chain of event handlers, where each handler processes a different
 | 
						|
range of events independently from the other handlers.
 | 
						|
 | 
						|
 | 
						|
 | 
						|
@section overview_eventhandling_winid Window Identifiers
 | 
						|
 | 
						|
Window identifiers are integers, and are used to
 | 
						|
uniquely determine window identity in the event system (though you can use it
 | 
						|
for other purposes). In fact, identifiers do not need to be unique
 | 
						|
across your entire application just so long as they are unique within a
 | 
						|
particular context you're interested in, such as a frame and its children. You
 | 
						|
may use the @c wxID_OK identifier, for example, on any number of dialogs so
 | 
						|
long as you don't have several within the same dialog.
 | 
						|
 | 
						|
If you pass @c wxID_ANY to a window constructor, an identifier will be
 | 
						|
generated for you automatically by wxWidgets. This is useful when you don't
 | 
						|
care about the exact identifier either because you're not going to process the
 | 
						|
events from the control being created at all or because you process the events
 | 
						|
from all controls in one place (in which case you should specify @c wxID_ANY
 | 
						|
in the event table or wxEvtHandler::Connect call
 | 
						|
as well. The automatically generated identifiers are always negative and so
 | 
						|
will never conflict with the user-specified identifiers which must be always
 | 
						|
positive.
 | 
						|
 | 
						|
See @ref page_stdevtid for the list of standard identifiers availabel.
 | 
						|
You can use wxID_HIGHEST to determine the number above which it is safe to
 | 
						|
define your own identifiers. Or, you can use identifiers below wxID_LOWEST.
 | 
						|
Finally, you can allocate identifiers dynamically using wxNewId() function to.
 | 
						|
If you use wxNewId() consistently in your application, you can be sure that
 | 
						|
the your identifiers don't conflict accidentally.
 | 
						|
 | 
						|
 | 
						|
@section overview_eventhandling_custom Custom Event Summary
 | 
						|
 | 
						|
@subsection overview_eventhandling_custom_general General approach
 | 
						|
 | 
						|
Since version 2.2.x of wxWidgets, each event type is identified by ID which
 | 
						|
is given to the event type @e at runtime which makes it possible to add
 | 
						|
new event types to the library or application without risking ID clashes
 | 
						|
(two different event types mistakingly getting the same event ID). This
 | 
						|
event type ID is stored in a struct of type @b const wxEventType.
 | 
						|
 | 
						|
In order to define a new event type, there are principally two choices.
 | 
						|
One is to define a entirely new event class (typically deriving from
 | 
						|
wxEvent or wxCommandEvent.
 | 
						|
 | 
						|
The other is to use the existing event classes and give them an new event
 | 
						|
type. You'll have to define and declare a new event type using either way,
 | 
						|
and this is done using the following macros:
 | 
						|
 | 
						|
@code
 | 
						|
// in the header of the source file
 | 
						|
BEGIN_DECLARE_EVENT_TYPES()
 | 
						|
DECLARE_EVENT_TYPE(name, value)
 | 
						|
END_DECLARE_EVENT_TYPES()
 | 
						|
 | 
						|
// in the implementation
 | 
						|
DEFINE_EVENT_TYPE(name)
 | 
						|
@endcode
 | 
						|
 | 
						|
You can ignore the @e value parameter of the DECLARE_EVENT_TYPE macro
 | 
						|
since it is used only for backwards compatibility with wxWidgets 2.0.x based
 | 
						|
applications where you have to give the event type ID an explicit value.
 | 
						|
See also the @ref page_samples_event for an example of code
 | 
						|
defining and working with the custom event types.
 | 
						|
 | 
						|
 | 
						|
@subsection overview_eventhandling_custom_existing Using Existing Event Classes
 | 
						|
 | 
						|
If you just want to use a wxCommandEvent with
 | 
						|
a new event type, you can then use one of the generic event table macros
 | 
						|
listed below, without having to define a new macro yourself. This also
 | 
						|
has the advantage that you won't have to define a new wxEvent::Clone()
 | 
						|
method for posting events between threads etc. This could look like this
 | 
						|
in your code:
 | 
						|
 | 
						|
@code
 | 
						|
DECLARE_EVENT_TYPE(wxEVT_MY_EVENT, -1)
 | 
						|
DEFINE_EVENT_TYPE(wxEVT_MY_EVENT)
 | 
						|
 | 
						|
// user code intercepting the event
 | 
						|
 | 
						|
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
 | 
						|
EVT_MENU    (wxID_EXIT, MyFrame::OnExit)
 | 
						|
// ....
 | 
						|
EVT_COMMAND  (ID_MY_WINDOW, wxEVT_MY_EVENT, MyFrame::OnMyEvent)
 | 
						|
END_EVENT_TABLE()
 | 
						|
 | 
						|
void MyFrame::OnMyEvent( wxCommandEvent  )
 | 
						|
{
 | 
						|
    // do something
 | 
						|
    wxString text = event.GetText();
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
// user code sending the event
 | 
						|
 | 
						|
void MyWindow::SendEvent()
 | 
						|
{
 | 
						|
    wxCommandEvent event( wxEVT_MY_EVENT, GetId() );
 | 
						|
    event.SetEventObject( this );
 | 
						|
    // Give it some contents
 | 
						|
    event.SetText( wxT("Hallo") );
 | 
						|
    // Send it
 | 
						|
    GetEventHandler()->ProcessEvent( event );
 | 
						|
}
 | 
						|
@endcode
 | 
						|
 | 
						|
 | 
						|
@subsection overview_eventhandling_custom_generic Generic Event Table Macros
 | 
						|
 | 
						|
@beginTable
 | 
						|
@row2col{EVT_CUSTOM(event\, id\, func),
 | 
						|
        Allows you to add a custom event table
 | 
						|
        entry by specifying the event identifier (such as wxEVT_SIZE),
 | 
						|
        the window identifier, and a member function to call.}
 | 
						|
@row2col{EVT_CUSTOM_RANGE(event\, id1\, id2\, func),
 | 
						|
        The same as EVT_CUSTOM, but responds to a range of window identifiers.}
 | 
						|
@row2col{EVT_COMMAND(id\, event\, func),
 | 
						|
        The same as EVT_CUSTOM, but expects a member function with a
 | 
						|
        wxCommandEvent argument.}
 | 
						|
@row2col{EVT_COMMAND_RANGE(id1\, id2\, event\, func),
 | 
						|
        The same as EVT_CUSTOM_RANGE, but
 | 
						|
        expects a member function with a wxCommandEvent argument.}
 | 
						|
@row2col{EVT_NOTIFY(event\, id\, func),
 | 
						|
        The same as EVT_CUSTOM, but
 | 
						|
        expects a member function with a wxNotifyEvent argument.}
 | 
						|
@row2col{EVT_NOTIFY_RANGE(event\, id1\, id2\, func),
 | 
						|
        The same as EVT_CUSTOM_RANGE, but
 | 
						|
        expects a member function with a wxNotifyEvent argument.}
 | 
						|
@endTable
 | 
						|
 | 
						|
 | 
						|
@subsection overview_eventhandling_custom_ownclass Defining Your Own Event Class
 | 
						|
 | 
						|
Under certain circumstances, it will be required to define your own event
 | 
						|
class e.g. for sending more complex data from one place to another. Apart
 | 
						|
from defining your event class, you will also need to define your own
 | 
						|
event table macro (which is quite long). Watch out to put in enough
 | 
						|
casts to the inherited event function. Here is an example:
 | 
						|
 | 
						|
@code
 | 
						|
// code defining event
 | 
						|
 | 
						|
class wxPlotEvent: public wxNotifyEvent
 | 
						|
{
 | 
						|
public:
 | 
						|
    wxPlotEvent( wxEventType commandType = wxEVT_NULL, int id = 0 );
 | 
						|
 | 
						|
    // accessors
 | 
						|
    wxPlotCurve *GetCurve()
 | 
						|
        { return m_curve; }
 | 
						|
 | 
						|
    // required for sending with wxPostEvent()
 | 
						|
    virtual wxEvent *Clone() const;
 | 
						|
 | 
						|
private:
 | 
						|
    wxPlotCurve   *m_curve;
 | 
						|
};
 | 
						|
 | 
						|
DECLARE_EVENT_TYPE( wxEVT_PLOT_ACTION, -1 )
 | 
						|
 | 
						|
typedef void (wxEvtHandler::*wxPlotEventFunction)(wxPlotEvent&);
 | 
						|
 | 
						|
#define EVT_PLOT(id, fn) \
 | 
						|
    DECLARE_EVENT_TABLE_ENTRY( wxEVT_PLOT_ACTION, id, -1, \
 | 
						|
    (wxObjectEventFunction) (wxEventFunction) (wxCommandEventFunction) (wxNotifyEventFunction) \
 | 
						|
    wxStaticCastEvent( wxPlotEventFunction, &fn ), (wxObject *) NULL ),
 | 
						|
 | 
						|
 | 
						|
// code implementing the event type and the event class
 | 
						|
 | 
						|
DEFINE_EVENT_TYPE( wxEVT_PLOT_ACTION )
 | 
						|
 | 
						|
wxPlotEvent::wxPlotEvent( ...
 | 
						|
 | 
						|
 | 
						|
// user code intercepting the event
 | 
						|
 | 
						|
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
 | 
						|
EVT_PLOT  (ID_MY_WINDOW, MyFrame::OnPlot)
 | 
						|
END_EVENT_TABLE()
 | 
						|
 | 
						|
void MyFrame::OnPlot( wxPlotEvent &event )
 | 
						|
{
 | 
						|
    wxPlotCurve *curve = event.GetCurve();
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
// user code sending the event
 | 
						|
 | 
						|
void MyWindow::SendEvent()
 | 
						|
{
 | 
						|
    wxPlotEvent event( wxEVT_PLOT_ACTION, GetId() );
 | 
						|
    event.SetEventObject( this );
 | 
						|
    event.SetCurve( m_curve );
 | 
						|
    GetEventHandler()->ProcessEvent( event );
 | 
						|
}
 | 
						|
@endcode
 | 
						|
 | 
						|
 | 
						|
@section overview_eventhandling_macros Event Handling Summary
 | 
						|
 | 
						|
For the full list of event classes, please see the
 | 
						|
@ref group_class_events "event classes group page".
 | 
						|
 | 
						|
 | 
						|
@todo for all controls state clearly when calling a member function results in an 
 | 
						|
      event being generated and when it doesn't (possibly updating also the 
 | 
						|
      'Events generated by the user vs programmatically generated events' paragraph 
 | 
						|
      of the 'Event handling overview' with the list of the functions which break 
 | 
						|
      that rule).
 | 
						|
 | 
						|
*/
 | 
						|
 |