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/////////////////////////////////////////////////////////////////////////////
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// Name: gauge.h
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// Purpose: interface of wxGauge
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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 wxGauge
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A gauge is a horizontal or vertical bar which shows a quantity (often
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time).
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wxGauge supports two working modes: determinate and indeterminate progress.
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The first is the usual working mode (see SetValue() and SetRange()) while
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the second can be used when the program is doing some processing but you
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don't know how much progress is being done. In this case, you can
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periodically call the Pulse() function to make the progress bar switch to
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indeterminate mode (graphically it's usually a set of blocks which move or
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bounce in the bar control).
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wxGauge supports dynamic switch between these two work modes.
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There are no user commands for the gauge.
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@beginStyleTable
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@style{wxGA_HORIZONTAL}
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Creates a horizontal gauge.
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@style{wxGA_VERTICAL}
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Creates a vertical gauge.
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@style{wxGA_SMOOTH}
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Creates smooth progress bar with one pixel wide update step (not
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supported by all platforms).
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@endStyleTable
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@library{wxcore}
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@category{ctrl}
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<!-- @appearance{gauge.png} -->
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@see wxSlider, wxScrollBar
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*/
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class wxGauge : public wxControl
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{
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public:
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/**
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Default constructor.
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*/
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wxGauge();
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/**
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Constructor, creating and showing a gauge.
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@param parent
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Window parent.
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@param id
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Window identifier.
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@param range
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Integer range (maximum value) of the gauge. It is ignored when the
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gauge is used in indeterminate mode.
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@param pos
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Window position.
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@param size
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Window size.
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@param style
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Gauge style.
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@param name
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Window name.
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@see Create()
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*/
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wxGauge(wxWindow* parent, wxWindowID id, int range,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = wxGA_HORIZONTAL,
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const wxValidator& validator = wxDefaultValidator,
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const wxString& name = "gauge");
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/**
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Destructor, destroying the gauge.
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*/
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~wxGauge();
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/**
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Creates the gauge for two-step construction. See wxGauge() for further
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details.
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*/
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bool Create(wxWindow* parent, wxWindowID id, int range,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = wxGA_HORIZONTAL,
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const wxValidator& validator = wxDefaultValidator,
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const wxString& name = "gauge");
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/**
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Returns the width of the 3D bezel face.
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@remarks This method is not implemented (returns 0) for most platforms.
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@see SetBezelFace()
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*/
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int GetBezelFace() const;
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/**
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Returns the maximum position of the gauge.
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@see SetRange()
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*/
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int GetRange() const;
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/**
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Returns the 3D shadow margin width.
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@remarks This method is not implemented (returns 0) for most platforms.
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@see SetShadowWidth()
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*/
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int GetShadowWidth() const;
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/**
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Returns the current position of the gauge.
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@see SetValue()
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*/
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int GetValue() const;
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/**
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Returns @true if the gauge is vertical (has @c wxGA_VERTICAL style) and
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@false otherwise.
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*/
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bool IsVertical() const;
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/**
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Switch the gauge to indeterminate mode (if required) and makes the
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gauge move a bit to indicate the user that some progress has been made.
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@note After calling this function the value returned by GetValue() is
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undefined and thus you need to explicitely call SetValue() if you
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want to restore the determinate mode.
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*/
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void Pulse();
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/**
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Sets the 3D bezel face width.
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@remarks This method is not implemented (doesn't do anything) for most
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platforms.
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@see GetBezelFace()
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*/
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void SetBezelFace(int width);
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/**
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Sets the range (maximum value) of the gauge. This function makes the
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gauge switch to determinate mode, if it's not already.
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@see GetRange()
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*/
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void SetRange(int range);
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/**
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Sets the 3D shadow width.
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@remarks This method is not implemented (doesn't do anything) for most
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platforms.
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*/
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void SetShadowWidth(int width);
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/**
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Sets the position of the gauge. The @a pos must be between 0 and the
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gauge range as returned by GetRange(), inclusive.
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This function makes the gauge switch to determinate mode, if it was in
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indeterminate mode before.
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@param pos
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Position for the gauge level.
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@see GetValue()
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*/
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void SetValue(int pos);
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};
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