149 lines
5.7 KiB
C
149 lines
5.7 KiB
C
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///////////////////////////////////////////////////////////////////////////////
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// Name: wx/mousemanager.h
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// Purpose: wxMouseEventsManager class declaration
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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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#ifndef _WX_MOUSEMANAGER_H_
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#define _WX_MOUSEMANAGER_H_
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#include "wx/event.h"
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// ----------------------------------------------------------------------------
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// wxMouseEventsManager
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// ----------------------------------------------------------------------------
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/*
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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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*/
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class WXDLLIMPEXP_CORE wxMouseEventsManager : public wxEvtHandler
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{
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public:
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// a mouse event manager is always associated with a window and must be
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// deleted by the window when it is destroyed
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wxMouseEventsManager(wxWindow *win);
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virtual ~wxMouseEventsManager();
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protected:
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// called to find the item at the given position: return wxNOT_FOUND (-1)
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// if there is no item here
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virtual int MouseHitTest(const wxPoint& pos) = 0;
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// called when the user clicked (i.e. pressed and released mouse over the
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// same item), should normally generate a notification about this click and
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// return true if it was handled or false otherwise, determining whether
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// the original mouse event is skipped or not
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virtual bool MouseClicked(int item) = 0;
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// called to start dragging the given item, should generate the appropriate
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// BEGIN_DRAG event and return false if dragging this item was forbidden
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virtual bool MouseDragBegin(int item, const wxPoint& pos) = 0;
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// called while the item is being dragged, should normally update the
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// feedback on screen (usually using wxOverlay)
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virtual void MouseDragging(int item, const wxPoint& pos) = 0;
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// called when the mouse is released after dragging the item
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virtual void MouseDragEnd(int item, const wxPoint& pos) = 0;
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// called when mouse capture is lost while dragging the item, should remove
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// the visual feedback drawn by MouseDragging()
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virtual void MouseDragCancelled(int item) = 0;
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// you don't need to override those but you will want to do if it your
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// control renders pressed items differently
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// called when the item is becomes pressed, can be used to change its
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// appearance
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virtual void MouseClickBegin(int WXUNUSED(item)) { }
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// called if the mouse capture was lost while the item was pressed, can be
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// used to restore the default item appearance if it was changed in
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// MouseClickBegin()
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virtual void MouseClickCancelled(int WXUNUSED(item)) { }
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private:
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/*
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Here is a small diagram explaining the switches between different
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states:
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/---------->NORMAL<--------------- Drag end
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/ / / | event
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/ / | | ^
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/ / | | |
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Click / N | | mouse | mouse up
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event / | | down |
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| / | | DRAGGING
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| / | | ^
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Y|/ N \ v |Y
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+-------------+ +--------+ N +-----------+
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|On same item?| |On item?| -----------|Begin drag?|
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+-------------+ +--------+ / +-----------+
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^ | / ^
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\ mouse | / mouse moved |
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\ up v v far enough /
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\--------PRESSED-------------------/
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There are also transitions from PRESSED and DRAGGING to NORMAL in case
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the mouse capture is lost or Escape key is pressed which are not shown.
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*/
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enum State
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{
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State_Normal, // initial, default state
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State_Pressed, // mouse was pressed over an item
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State_Dragging // the item is being dragged
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};
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// various event handlers
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void OnCaptureLost(wxMouseCaptureLostEvent& event);
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void OnLeftDown(wxMouseEvent& event);
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void OnLeftUp(wxMouseEvent& event);
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void OnMove(wxMouseEvent& event);
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// the associated window, never NULL
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wxWindow * const m_win;
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// the current state
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State m_state;
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// the details of the operation currently in progress, only valid if
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// m_state is not normal
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// the item being pressed or dragged (always valid, i.e. != wxNOT_FOUND if
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// m_state != State_Normal)
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int m_item;
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// the position of the last mouse event of interest: either mouse press in
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// State_Pressed or last movement event in State_Dragging
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wxPoint m_posLast;
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DECLARE_EVENT_TABLE()
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wxDECLARE_NO_COPY_CLASS(wxMouseEventsManager);
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};
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#endif // _WX_MOUSEMANAGER_H_
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