2009-05-01 18:52:33 -04:00
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///////////////////////////////////////////////////////////////////////////////
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// Name: wx/mousemanager.h
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// Purpose: documentation of wxMouseEventsManager class
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// Author: Vadim Zeitlin
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// Created: 2009-04-20
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// RCS-ID: $Id$
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// Copyright: (c) 2009 Vadim Zeitlin <vadim@wxwidgets.org>
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// Licence: wxWindows licence
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///////////////////////////////////////////////////////////////////////////////
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/**
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@class wxMouseEventsManager
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Helper for handling mouse input events in windows containing multiple
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items.
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This class handles mouse events and synthesizes high-level notifications
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such as clicks and drag events from low level mouse button presses and
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mouse movement events. It is useful because handling the mouse events is
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less obvious than might seem at a first glance: for example, clicks on an
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object should only be generated if the mouse was both pressed and released
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over it and not just released (so it requires storing the previous state)
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and dragging shouldn't start before the mouse moves away far enough.
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This class encapsulates all these dull details for controls containing
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multiple items which can be identified by a positive integer index and you
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just need to implement its pure virtual functions to use it.
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Notice that this class supposes that all items can be identified by an
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integer "index" but it doesn't need to be an ordinal index of the item
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(although this is the most common case) -- it can be any value which can
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be used to uniquely identify an item.
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@library{core}
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@category{events}
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*/
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class wxMouseEventsManager : public wxEvtHandler
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{
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public:
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2009-05-31 10:43:01 -04:00
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/**
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Default constructor.
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You must call Create() to finish initializing the mouse events manager.
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If possible, avoid the use of this constructor in favour of the other
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one which fully initializes the mouse events manager immediately.
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*/
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wxMouseEventsManager();
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2009-05-01 18:52:33 -04:00
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/**
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Constructor creates the manager for the window.
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A mouse event manager is always associated with a window and must be
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destroyed by the window when it is destroyed (it doesn't need to be
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allocated on the heap however).
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*/
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wxMouseEventsManager(wxWindow *win);
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2009-05-31 10:43:01 -04:00
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/**
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Finishes initialization of the object created using default
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constructor.
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Currently always returns @true.
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*/
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bool Create(wxWindow *win);
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2009-05-01 18:52:33 -04:00
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protected:
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/**
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Must be overridden to return the item at the given position.
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@param pos
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The position to test, in physical coordinates.
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@return
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The index of the item at the given position or wxNOT_FOUND if there
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is no item there.
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*/
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virtual int MouseHitTest(const wxPoint& pos) = 0;
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/**
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Must be overridden to react to mouse clicks.
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This method is called when the user clicked (i.e. pressed and released
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mouse over the @e same item) and should normally generate a
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notification about this click and return true if it was handled or
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false otherwise, determining whether the original mouse event is
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skipped or not.
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@param item
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The item which was clicked.
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@return
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@true if the mouse event was processed and @false otherwise.
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*/
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virtual bool MouseClicked(int item) = 0;
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/**
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Must be overridden to allow or deny dragging of the item.
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This method is called when the user attempts to start dragging the
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given item.
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@param item
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The item which is going to be dragged.
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@param pos
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The position from where it is being dragged.
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@return
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@true to allow the item to be dragged (in which case
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MouseDragging() and MouseDragEnd() will be called later, unless
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MouseDragCancelled() is called instead) or @false to forbid it.
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*/
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virtual bool MouseDragBegin(int item, const wxPoint& pos) = 0;
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/**
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Must be overridden to provide feed back while an item is being dragged.
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This method is called while the item is being dragged and should
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normally update the feedback shown on screen (usually this is done
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using wxOverlay).
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Notice that this method will never be called for the items for which
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MouseDragBegin() returns @false. Consequently, if MouseDragBegin()
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always returns @false you can do nothing in this method.
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@param item
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The item being dragged.
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@param pos
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The current position of the item.
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@see MouseDragEnd()
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*/
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virtual void MouseDragging(int item, const wxPoint& pos) = 0;
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/**
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Must be overridden to handle item drop.
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This method is called when the mouse is released after dragging the
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item. Normally the item should be positioned at the new location.
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@param item
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The item which was dragged and now dropped.
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@param pos
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The position at which the item was dropped.
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@see MouseDragBegin(), MouseDragging()
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*/
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virtual void MouseDragEnd(int item, const wxPoint& pos) = 0;
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/**
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Must be overridden to handle cancellation of mouse dragging.
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This method is called when mouse capture is lost while dragging the
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item and normally should remove the visual feedback drawn by
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MouseDragging() as well as reset any internal variables set in
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MouseDragBegin().
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@see wxMouseCaptureLostEvent
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*/
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virtual void MouseDragCancelled(int item) = 0;
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/**
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May be overridden to update the state of an item when it is pressed.
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This method is called when the item is becomes pressed and can be used
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to change its appearance when this happens. It is mostly useful for
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button-like items and doesn't need to be overridden if the items
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shouldn't change their appearance when pressed.
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@param item
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The item being pressed.
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*/
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virtual void MouseClickBegin(int item);
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/**
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Must be overridden to reset the item appearance changed by
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MouseClickBegin().
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This method is called if the mouse capture was lost while the item was
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pressed and must be overridden to restore the default item appearance
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if it was changed in MouseClickBegin().
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@see MouseDragCancelled(), wxMouseCaptureLostEvent
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*/
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virtual void MouseClickCancelled(int item);
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};
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