wxWidgets/interface/wx/propgrid/editors.h

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/////////////////////////////////////////////////////////////////////////////
// Name: editors.h
// Purpose: interface of wxPropertyGrid editors
// Author: wxWidgets team
// RCS-ID: $Id$
// Licence: wxWindows license
/////////////////////////////////////////////////////////////////////////////
/**
@class wxPGEditor
Base class for custom wxPropertyGrid editors.
@remarks
- Names of built-in property editors are: TextCtrl, Choice,
ComboBox, CheckBox, TextCtrlAndButton, and ChoiceAndButton. Additional
editors include SpinCtrl and DatePickerCtrl, but using them requires
calling wxPropertyGrid::RegisterAdditionalEditors() prior use.
- Pointer to built-in editor is available as wxPGEditor_EditorName
(eg. wxPGEditor_TextCtrl).
- Before you start using new editor you just created, you need to register
it using static function
wxPropertyGrid::RegisterEditorClass(), with code like this:
@code
wxPGEditor* editorPointer = wxPropertyGrid::RegisterEditorClass(new MyEditorClass(), "MyEditor");
@endcode
After that, wxPropertyGrid will take ownership of the given object, but
you should still store editorPointer somewhere, so you can pass it to
wxPGProperty::SetEditor(), or return it from wxPGEditor::DoGetEditorClass().
@library{wxpropgrid}
@category{propgrid}
*/
class wxPGEditor : public wxObject
{
public:
/** Constructor. */
wxPGEditor();
/** Destructor. */
virtual ~wxPGEditor();
/**
Returns pointer to the name of the editor. For example,
wxPGEditor_TextCtrl has name "TextCtrl". If you dont' need to access
your custom editor by string name, then you do not need to implement
this function.
*/
virtual wxString GetName() const;
/**
Instantiates editor controls.
@param propgrid
wxPropertyGrid to which the property belongs (use as parent for control).
@param property
Property for which this method is called.
@param pos
Position, inside wxPropertyGrid, to create control(s) to.
@param size
Initial size for control(s).
@remarks
- Primary control shall use id wxPG_SUBID1, and secondary (button) control
shall use wxPG_SUBID2.
- Implementation shoud connect all necessary events to the
wxPropertyGrid::OnCustomEditorEvent(). For example:
@code
control->Connect(control->GetId(), wxEVT_COMMAND_TEXT_UPDATED,
wxEventHandler(wxPropertyGrid::OnCustomEditorEvent),
NULL, propgrid);
@endcode
OnCustomEditorEvent will then forward events, first to
wxPGEditor::OnEvent() and then to wxPGProperty::OnEvent().
@see wxPropertyGrid::OnCustomEditorEvent(), wxEvtHandler::Connect()
*/
virtual wxPGWindowList CreateControls( wxPropertyGrid* propgrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& size ) const = 0;
/** Loads value from property to the control. */
virtual void UpdateControl( wxPGProperty* property, wxWindow* ctrl ) const = 0;
/**
Draws value for given property.
*/
virtual void DrawValue( wxDC& dc, const wxRect& rect,
wxPGProperty* property, const wxString& text ) const;
/**
Handles events. Returns @true if value in control was modified
(see wxPGProperty::OnEvent() for more information).
@remarks wxPropertyGrid will automatically unfocus the editor when
wxEVT_COMMAND_TEXT_ENTER is received and when it results in
property value being modified. This happens regardless of
editor type (ie. behavior is same for any wxTextCtrl and
wxComboBox based editor).
*/
virtual bool OnEvent( wxPropertyGrid* propgrid, wxPGProperty* property,
wxWindow* wnd_primary, wxEvent& event ) const = 0;
/**
Returns value from control, via parameter 'variant'.
Usually ends up calling property's StringToValue() or IntToValue().
Returns @true if value was different.
*/
virtual bool GetValueFromControl( wxVariant& variant, wxPGProperty* property,
wxWindow* ctrl ) const;
/** Sets value in control to unspecified. */
virtual void SetValueToUnspecified( wxPGProperty* property,
wxWindow* ctrl ) const = 0;
/** Sets control's value specifically from string. */
virtual void SetControlStringValue( wxPGProperty* property,
wxWindow* ctrl, const wxString& txt ) const;
/** Sets control's value specifically from int (applies to choice etc.). */
virtual void SetControlIntValue( wxPGProperty* property,
wxWindow* ctrl, int value ) const;
/**
Inserts item to existing control. Index -1 means end of list.
Default implementation does nothing. Returns index of item added.
*/
virtual int InsertItem( wxWindow* ctrl, const wxString& label, int index ) const;
/**
Deletes item from existing control.
Default implementation does nothing.
*/
virtual void DeleteItem( wxWindow* ctrl, int index ) const;
/**
Extra processing when control gains focus.
For example, wxTextCtrl based controls should select all text.
*/
virtual void OnFocus( wxPGProperty* property, wxWindow* wnd ) const;
/**
Returns @true if control itself can contain the custom image.
Default implementation returns @false.
*/
virtual bool CanContainCustomImage() const;
};
/**
@class wxPGMultiButton
This class can be used to have multiple buttons in a property editor.
You will need to create a new property editor class, override CreateControls,
and have it return wxPGMultiButton instance in wxPGWindowList::SetSecondary().
For instance, here we add three buttons to a TextCtrl editor:
@code
#include <wx/propgrid/editors.h>
class wxSampleMultiButtonEditor : public wxPGTextCtrlEditor
{
DECLARE_DYNAMIC_CLASS(wxSampleMultiButtonEditor)
public:
wxSampleMultiButtonEditor() {}
virtual ~wxSampleMultiButtonEditor() {}
virtual wxString GetName() const { return "SampleMultiButtonEditor"; }
virtual wxPGWindowList CreateControls( wxPropertyGrid* propGrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& sz ) const;
virtual bool OnEvent( wxPropertyGrid* propGrid,
wxPGProperty* property,
wxWindow* ctrl,
wxEvent& event ) const;
};
IMPLEMENT_DYNAMIC_CLASS(wxSampleMultiButtonEditor, wxPGTextCtrlEditor)
wxPGWindowList wxSampleMultiButtonEditor::CreateControls( wxPropertyGrid* propGrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& sz ) const
{
// Create and populate buttons-subwindow
wxPGMultiButton* buttons = new wxPGMultiButton( propGrid, sz );
// Add two regular buttons
buttons->Add( "..." );
buttons->Add( "A" );
// Add a bitmap button
buttons->Add( wxArtProvider::GetBitmap(wxART_FOLDER) );
// Create the 'primary' editor control (textctrl in this case)
wxPGWindowList wndList = wxPGTextCtrlEditor::CreateControls
( propGrid, property, pos,
buttons->GetPrimarySize() );
// Finally, move buttons-subwindow to correct position and make sure
// returned wxPGWindowList contains our custom button list.
buttons->Finalize(propGrid, pos);
wndList.SetSecondary( buttons );
return wndList;
}
bool wxSampleMultiButtonEditor::OnEvent( wxPropertyGrid* propGrid,
wxPGProperty* property,
wxWindow* ctrl,
wxEvent& event ) const
{
if ( event.GetEventType() == wxEVT_COMMAND_BUTTON_CLICKED )
{
wxPGMultiButton* buttons = (wxPGMultiButton*) propGrid->GetEditorControlSecondary();
if ( event.GetId() == buttons->GetButtonId(0) )
{
// Do something when first button is pressed
return true;
}
if ( event.GetId() == buttons->GetButtonId(1) )
{
// Do something when second button is pressed
return true;
}
if ( event.GetId() == buttons->GetButtonId(2) )
{
// Do something when third button is pressed
return true;
}
}
return wxPGTextCtrlEditor::OnEvent(propGrid, property, ctrl, event);
}
@endcode
Further to use this editor, code like this can be used:
@code
// Register editor class - needs only to be called once
wxPGEditor* multiButtonEditor = new wxSampleMultiButtonEditor();
wxPropertyGrid::RegisterEditorClass( multiButtonEditor );
// Insert the property that will have multiple buttons
propGrid->Append( new wxLongStringProperty("MultipleButtons", wxPG_LABEL) );
// Change property to use editor created in the previous code segment
propGrid->SetPropertyEditor( "MultipleButtons", multiButtonEditor );
@endcode
@library{wxpropgrid}
@category{propgrid}
*/
class WXDLLIMPEXP_PROPGRID wxPGMultiButton : public wxWindow
{
public:
/**
Constructor.
*/
wxPGMultiButton( wxPropertyGrid* pg, const wxSize& sz );
/**
Destructor.
*/
virtual ~wxPGMultiButton() { }
/**
Adds new button, with given label.
*/
void Add( const wxString& label, int id = -2 );
/**
Adds new bitmap button.
*/
void Add( const wxBitmap& bitmap, int id = -2 );
/**
Call this in CreateControls() of your custom editor class
after all buttons have been added.
@param propGrid
wxPropertyGrid given in CreateControls().
@param pos
wxPoint given in CreateControls().
*/
void Finalize( wxPropertyGrid* propGrid, const wxPoint& pos );
/**
Returns pointer to one of the buttons.
*/
wxWindow* GetButton( unsigned int i );
/**
Returns Id of one of the buttons.
This is utility function to be used in event handlers.
*/
int GetButtonId( unsigned int i ) const;
/**
Returns number of buttons.
*/
unsigned int GetCount();
/**
Returns size of primary editor control, as appropriately
reduced by number of buttons present.
*/
wxSize GetPrimarySize() const;
};