279 lines
10 KiB
C
279 lines
10 KiB
C
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/////////////////////////////////////////////////////////////////////////////
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// Name: editors.h
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// Purpose: interface of wxPropertyGrid editors
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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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/** @class wxPGEditor
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Base class for custom wxPropertyGrid editors.
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@remarks
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- Names of builtin property editors are: TextCtrl, Choice,
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ComboBox, CheckBox, TextCtrlAndButton, and ChoiceAndButton. Additional editors
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include SpinCtrl and DatePickerCtrl, but using them requires calling
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wxPropertyGrid::RegisterAdditionalEditors() prior use.
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- Pointer to builtin editor is available as wxPGEditor_EditorName
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(eg. wxPGEditor_TextCtrl).
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- To add new editor you need to register it first using static function
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wxPropertyGrid::RegisterEditorClass(), with code like this:
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@code
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wxPGEditor* editorPointer = wxPropertyGrid::RegisterEditorClass(new MyEditorClass(), "MyEditor");
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@endcode
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After that, wxPropertyGrid will take ownership of the given object, but
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you should still store editorPointer somewhere, so you can pass it to
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wxPGProperty::SetEditor(), or return it from wxPGEditor::DoGetEditorClass().
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@library{wxpropgrid}
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@category{propgrid}
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*/
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class wxPGEditor : public wxObject
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{
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public:
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/** Constructor. */
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wxPGEditor()
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: wxObject()
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{
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m_clientData = NULL;
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}
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/** Destructor. */
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virtual ~wxPGEditor();
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/** Returns pointer to the name of the editor. For example, wxPG_EDITOR(TextCtrl)
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has name "TextCtrl". This method is autogenerated for custom editors.
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*/
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virtual wxString GetName() const = 0;
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/** Instantiates editor controls.
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@param propgrid
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wxPropertyGrid to which the property belongs (use as parent for control).
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@param property
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Property for which this method is called.
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@param pos
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Position, inside wxPropertyGrid, to create control(s) to.
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@param size
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Initial size for control(s).
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@remarks
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- Primary control shall use id wxPG_SUBID1, and secondary (button) control
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shall use wxPG_SUBID2.
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- Implementation shoud use connect all necessary events to the
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wxPropertyGrid::OnCustomEditorEvent. For Example:
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@code
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// Relays wxEVT_COMMAND_TEXT_UPDATED events of primary editor
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// control to the OnEvent.
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// NOTE: This event in particular is actually automatically conveyed, but
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// it is just used as an example.
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propgrid->Connect( wxPG_SUBID1, wxEVT_COMMAND_TEXT_UPDATED,
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wxCommandEventHandler(wxPropertyGrid::OnCustomEditorEvent) );
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@endcode
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OnCustomEditorEvent will then forward events, first to wxPGEditor::OnEvent and then to wxPGProperty::OnEvent.
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*/
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virtual wxPGWindowList CreateControls( wxPropertyGrid* propgrid, wxPGProperty* property,
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const wxPoint& pos, const wxSize& size ) const = 0;
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/** Loads value from property to the control. */
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virtual void UpdateControl( wxPGProperty* property, wxWindow* ctrl ) const = 0;
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/** Draws value for given property.
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*/
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virtual void DrawValue( wxDC& dc, const wxRect& rect, wxPGProperty* property, const wxString& text ) const;
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/** Handles events. Returns true if value in control was modified
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(see wxPGProperty::OnEvent for more information).
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*/
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virtual bool OnEvent( wxPropertyGrid* propgrid, wxPGProperty* property,
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wxWindow* wnd_primary, wxEvent& event ) const = 0;
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/** Returns value from control, via parameter 'variant'.
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Usually ends up calling property's StringToValue or IntToValue.
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Returns true if value was different.
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*/
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virtual bool GetValueFromControl( wxVariant& variant, wxPGProperty* property, wxWindow* ctrl ) const;
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/** Sets value in control to unspecified. */
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virtual void SetValueToUnspecified( wxPGProperty* property, wxWindow* ctrl ) const = 0;
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/** Sets control's value specifically from string. */
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virtual void SetControlStringValue( wxPGProperty* property, wxWindow* ctrl, const wxString& txt ) const;
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/** Sets control's value specifically from int (applies to choice etc.). */
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virtual void SetControlIntValue( wxPGProperty* property, wxWindow* ctrl, int value ) const;
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/** Inserts item to existing control. Index -1 means appending.
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Default implementation does nothing. Returns index of item added.
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*/
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virtual int InsertItem( wxWindow* ctrl, const wxString& label, int index ) const;
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/** Deletes item from existing control.
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Default implementation does nothing.
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*/
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virtual void DeleteItem( wxWindow* ctrl, int index ) const;
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/** Extra processing when control gains focus. For example, wxTextCtrl
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based controls should select all text.
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*/
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virtual void OnFocus( wxPGProperty* property, wxWindow* wnd ) const;
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/** Returns true if control itself can contain the custom image. Default is
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to return false.
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*/
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virtual bool CanContainCustomImage() const;
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//
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// This member is public so scripting language bindings
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// wrapper code can access it freely.
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void* m_clientData;
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};
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// -----------------------------------------------------------------------
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/** @class wxPGMultiButton
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This class can be used to have multiple buttons in a property editor.
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You will need to create a new property editor class, override CreateControls,
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and have it return wxPGMultiButton instance in wxPGWindowList::SetSecondary().
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For instance, here we add three buttons to a textctrl editor:
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@code
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#include <wx/propgrid/editors.h>
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class wxMultiButtonTextCtrlEditor : public wxPGTextCtrlEditor
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{
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WX_PG_DECLARE_EDITOR_CLASS(wxMultiButtonTextCtrlEditor)
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public:
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wxMultiButtonTextCtrlEditor() {}
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virtual ~wxMultiButtonTextCtrlEditor() {}
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wxPG_DECLARE_CREATECONTROLS
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virtual bool OnEvent( wxPropertyGrid* propGrid,
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wxPGProperty* property,
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wxWindow* ctrl,
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wxEvent& event ) const;
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};
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WX_PG_IMPLEMENT_EDITOR_CLASS(MultiButtonTextCtrlEditor, wxMultiButtonTextCtrlEditor,
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wxPGTextCtrlEditor)
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wxPGWindowList wxMultiButtonTextCtrlEditor::CreateControls( wxPropertyGrid* propGrid,
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wxPGProperty* property,
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const wxPoint& pos,
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const wxSize& sz ) const
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{
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// Create and populate buttons-subwindow
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wxPGMultiButton* buttons = new wxPGMultiButton( propGrid, sz );
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// Add two regular buttons
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buttons->Add( "..." );
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buttons->Add( "A" );
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// Add a bitmap button
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buttons->Add( wxArtProvider::GetBitmap(wxART_FOLDER) );
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// Create the 'primary' editor control (textctrl in this case)
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wxPGWindowList wndList = wxPGTextCtrlEditor::CreateControls
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( propGrid, property, pos, buttons->GetPrimarySize() );
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// Finally, move buttons-subwindow to correct position and make sure
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// returned wxPGWindowList contains our custom button list.
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buttons->FinalizePosition(pos);
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wndList.SetSecondary( buttons );
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return wndList;
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}
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bool wxMultiButtonTextCtrlEditor::OnEvent( wxPropertyGrid* propGrid,
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wxPGProperty* property,
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wxWindow* ctrl,
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wxEvent& event ) const
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{
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if ( event.GetEventType() == wxEVT_COMMAND_BUTTON_CLICKED )
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{
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wxPGMultiButton* buttons = (wxPGMultiButton*) propGrid->GetEditorControlSecondary();
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if ( event.GetId() == buttons->GetButtonId(0) )
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{
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// Do something when first button is pressed
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return true;
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}
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if ( event.GetId() == buttons->GetButtonId(1) )
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{
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// Do something when first button is pressed
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return true;
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}
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if ( event.GetId() == buttons->GetButtonId(2) )
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{
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// Do something when second button is pressed
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return true;
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}
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}
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return wxPGTextCtrlEditor::OnEvent(propGrid, property, ctrl, event);
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}
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@endcode
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Further to use this editor, code like this can be used:
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@code
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// Register editor class - needs only to be called once
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wxPGRegisterEditorClass( MultiButtonTextCtrlEditor );
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// Insert the property that will have multiple buttons
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propGrid->Append( new wxLongStringProperty("MultipleButtons", wxPG_LABEL) );
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// Change property to use editor created in the previous code segment
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propGrid->SetPropertyEditor( "MultipleButtons", wxPG_EDITOR(MultiButtonTextCtrlEditor) );
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@endcode
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@library{wxpropgrid}
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@category{propgrid}
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*/
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class WXDLLIMPEXP_PROPGRID wxPGMultiButton : public wxWindow
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{
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public:
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wxPGMultiButton( wxPropertyGrid* pg, const wxSize& sz );
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virtual ~wxPGMultiButton() { }
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wxWindow* GetButton( unsigned int i ) { return (wxWindow*) m_buttons[i]; }
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const wxWindow* GetButton( unsigned int i ) const { return (const wxWindow*) m_buttons[i]; }
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/** Utility function to be used in event handlers.
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*/
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int GetButtonId( unsigned int i ) const { return GetButton(i)->GetId(); }
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/** Returns number of buttons.
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*/
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int GetCount() const { return m_buttons.Count(); }
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void Add( const wxString& label, int id = -2 );
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void Add( const wxBitmap& bitmap, int id = -2 );
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wxSize GetPrimarySize() const
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{
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return wxSize(m_fullEditorSize.x - m_buttonsWidth, m_fullEditorSize.y);
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}
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void FinalizePosition( const wxPoint& pos )
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{
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Move( pos.x + m_fullEditorSize.x - m_buttonsWidth, pos.y );
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}
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};
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// -----------------------------------------------------------------------
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#endif // _WX_PROPGRID_EDITORS_H_
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