wxWidgets/include/wx/univ/inphand.h

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///////////////////////////////////////////////////////////////////////////////
// Name: wx/univ/inphand.h
// Purpose: wxInputHandler class maps the keyboard and mouse events to the
// actions which then are performed by the control
// Author: Vadim Zeitlin
// Modified by:
// Created: 18.08.00
// RCS-ID: $Id$
// Copyright: (c) 2000 Vadim Zeitlin <zeitlin@dptmaths.ens-cachan.fr>
// Licence: wxWindows license
///////////////////////////////////////////////////////////////////////////////
#ifndef _WX_UNIV_INPHAND_H_
#define _WX_UNIV_INPHAND_H_
#ifdef __GNUG__
#pragma interface "inphand.h"
#endif
#include "wx/control.h" // for wxControlAction(s)
// ----------------------------------------------------------------------------
// types of the standard input handlers which can be passed to
// wxTheme::GetInputHandler()
// ----------------------------------------------------------------------------
#define wxINP_HANDLER_DEFAULT _T("")
#define wxINP_HANDLER_BUTTON _T("button")
#define wxINP_HANDLER_CHECKBOX _T("checkbox")
#define wxINP_HANDLER_CHECKLISTBOX _T("checklistbox")
#define wxINP_HANDLER_COMBOBOX _T("combobox")
#define wxINP_HANDLER_LISTBOX _T("listbox")
#define wxINP_HANDLER_NOTEBOOK _T("notebook")
#define wxINP_HANDLER_RADIOBTN _T("radiobtn")
#define wxINP_HANDLER_SCROLLBAR _T("scrollbar")
#define wxINP_HANDLER_SLIDER _T("slider")
#define wxINP_HANDLER_SPINBTN _T("spinbtn")
#define wxINP_HANDLER_TEXTCTRL _T("textctrl")
// ----------------------------------------------------------------------------
// wxInputHandler: maps the events to the actions
// ----------------------------------------------------------------------------
class WXDLLEXPORT wxInputHandler
{
public:
// map a keyboard event to one or more actions (pressed == TRUE if the key
// was pressed, FALSE if released), returns TRUE if something was done
virtual bool HandleKey(wxControl *control,
const wxKeyEvent& event,
bool pressed) = 0;
// map a mouse (click) event to one or more actions
virtual bool HandleMouse(wxControl *control,
const wxMouseEvent& event) = 0;
// handle mouse movement (or enter/leave) event: it is separated from
// HandleMouse() for convenience as many controls don't care about mouse
// movements at all
virtual bool HandleMouseMove(wxControl *control,
const wxMouseEvent& event);
// do something with focus set/kill event: this is different from
// HandleMouseMove() as the mouse maybe over the control without it having
// focus
//
// return TRUE to refresh the control, FALSE otherwise
virtual bool HandleFocus(wxControl *control, const wxFocusEvent& event);
// react to the app getting/losing activation
//
// return TRUE to refresh the control, FALSE otherwise
virtual bool HandleActivation(wxControl *control, bool activated);
// virtual dtor for any base class
virtual ~wxInputHandler();
};
// ----------------------------------------------------------------------------
// wxStdInputHandler is just a base class for all other "standard" handlers
// and also provides the way to chain input handlers together
// ----------------------------------------------------------------------------
class WXDLLEXPORT wxStdInputHandler : public wxInputHandler
{
public:
wxStdInputHandler(wxInputHandler *handler) : m_handler(handler) { }
virtual bool HandleKey(wxControl *control,
const wxKeyEvent& event,
bool pressed)
{
return m_handler ? m_handler->HandleKey(control, event, pressed)
: FALSE;
}
virtual bool HandleMouse(wxControl *control,
const wxMouseEvent& event)
{
return m_handler ? m_handler->HandleMouse(control, event) : FALSE;
}
virtual bool HandleMouseMove(wxControl *control, const wxMouseEvent& event)
{
return m_handler ? m_handler->HandleMouseMove(control, event) : FALSE;
}
virtual bool HandleFocus(wxControl *control, const wxFocusEvent& event)
{
return m_handler ? m_handler->HandleFocus(control, event) : FALSE;
}
private:
wxInputHandler *m_handler;
};
#endif // _WX_UNIV_INPHAND_H_