2001-06-26 16:59:19 -04:00
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///////////////////////////////////////////////////////////////////////////////
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// Name: wx/univ/scrarrow.h
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// Purpose: wxScrollArrows class
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// Author: Vadim Zeitlin
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// Modified by:
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// Created: 22.01.01
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// RCS-ID: $Id$
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2001-07-02 15:42:27 -04:00
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// Copyright: (c) 2001 SciTech Software, Inc. (www.scitechsoft.com)
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2001-06-26 16:59:19 -04:00
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// Licence: wxWindows licence
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_UNIV_SCRARROW_H_
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#define _WX_UNIV_SCRARROW_H_
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#ifdef __GNUG__
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2001-07-04 14:07:15 -04:00
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#pragma interface "univscrarrow.h"
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2001-06-26 16:59:19 -04:00
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#endif
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// ----------------------------------------------------------------------------
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// wxScrollArrows is not a control but just a class containing the common
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// functionality of scroll arrows, whether part of scrollbars, spin ctrls or
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// anything else.
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//
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// To customize its behaviour, wxScrollArrows doesn't use any virtual methods
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// but instead a callback pointer to a wxControlWithArrows object which is used
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// for all control-dependent stuff. Thus, to use wxScrollArrows, you just need
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// to derive from the wxControlWithArrows interface and implement its methods.
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// ----------------------------------------------------------------------------
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class WXDLLEXPORT wxControlWithArrows;
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class WXDLLEXPORT wxDC;
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class WXDLLEXPORT wxMouseEvent;
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class WXDLLEXPORT wxRect;
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class WXDLLEXPORT wxRenderer;
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// ----------------------------------------------------------------------------
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// wxScrollArrows: an abstraction of scrollbar arrow
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// ----------------------------------------------------------------------------
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class WXDLLEXPORT wxScrollArrows
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{
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public:
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enum Arrow
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{
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Arrow_None = -1,
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Arrow_First, // left or top
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Arrow_Second, // right or bottom
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Arrow_Max
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};
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// ctor requires a back pointer to wxControlWithArrows
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wxScrollArrows(wxControlWithArrows *control);
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// draws the arrow on the given DC in the given rectangle, uses
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// wxControlWithArrows::GetArrowState() to get its current state
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void DrawArrow(Arrow arrow, wxDC& dc, const wxRect& rect,
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bool scrollbarLike = FALSE) const;
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// process a mouse move, enter or leave event, possibly calling
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// wxControlWithArrows::SetArrowState() if wxControlWithArrows::HitTest()
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// says that the mosue has left/entered an arrow
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bool HandleMouseMove(const wxMouseEvent& event) const;
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// process a mouse click event
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bool HandleMouse(const wxMouseEvent& event) const;
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// dtor
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~wxScrollArrows();
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private:
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// set or clear the wxCONTROL_CURRENT flag for the arrow
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void UpdateCurrentFlag(Arrow arrow, Arrow arrowCur) const;
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// the main control
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wxControlWithArrows *m_control;
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// the data for the mouse capture
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struct wxScrollArrowCaptureData *m_captureData;
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};
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// ----------------------------------------------------------------------------
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// wxControlWithArrows: interface implemented by controls using wxScrollArrows
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// ----------------------------------------------------------------------------
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class WXDLLEXPORT wxControlWithArrows
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{
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public:
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// get the renderer to use for drawing the arrows
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virtual wxRenderer *GetRenderer() const = 0;
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// get the controls window (used for mouse capturing)
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virtual wxWindow *GetWindow() = 0;
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// get the orientation of the arrows (vertical or horizontal)
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virtual bool IsVertical() const = 0;
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// get the state of this arrow as combination of wxCONTROL_XXX flags
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virtual int GetArrowState(wxScrollArrows::Arrow arrow) const = 0;
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// set or clear the specified flag in the arrow state: this function is
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// responsible for refreshing the control
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virtual void SetArrowFlag(wxScrollArrows::Arrow arrow,
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int flag, bool set = TRUE) = 0;
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// hit testing: return on which arrow the point is (or Arrow_None)
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virtual wxScrollArrows::Arrow HitTest(const wxPoint& pt) const = 0;
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// called when the arrow is pressed, return TRUE to continue scrolling and
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// FALSE to stop it
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virtual bool OnArrow(wxScrollArrows::Arrow arrow) = 0;
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};
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#endif // _WX_UNIV_SCRARROW_H_
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