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/////////////////////////////////////////////////////////////////////////////
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// Name: dragimag.h
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// Purpose: interface of wxDragImage
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// Author: wxWidgets team
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2010-07-13 09:29:13 -04:00
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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/**
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@class wxDragImage
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This class is used when you wish to drag an object on the screen, and a
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simple cursor is not enough.
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On Windows, the Win32 API is used to achieve smooth dragging. On other
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platforms, wxGenericDragImage is used. Applications may also prefer to use
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wxGenericDragImage on Windows, too.
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To use this class, when you wish to start dragging an image, create a
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wxDragImage object and store it somewhere you can access it as the drag
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progresses. Call BeginDrag() to start, and EndDrag() to stop the drag. To
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move the image, initially call Show() and then Move(). If you wish to
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update the screen contents during the drag (for example, highlight an item
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as in the dragimag sample), first call Hide(), update the screen, call
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Move(), and then call Show().
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You can drag within one window, or you can use full-screen dragging either
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across the whole screen, or just restricted to one area of the screen to
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save resources. If you want the user to drag between two windows, then you
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will need to use full-screen dragging.
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If you wish to draw the image yourself, use wxGenericDragImage and override
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DoDrawImage() and GetImageRect().
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@library{wxcore}
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@category{dnd}
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@see @ref page_samples_dragimag
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*/
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class wxDragImage : public wxObject
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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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wxDragImage();
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/**
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Constructs a drag image from a bitmap and optional cursor.
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@param image
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Bitmap to be used as the drag image. The bitmap can have a mask.
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@param cursor
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Optional cursor to combine with the image.
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*/
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wxDragImage(const wxBitmap& image, const wxCursor& cursor = wxNullCursor);
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/**
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Constructs a drag image from an icon and optional cursor.
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@param image
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Icon to be used as the drag image.
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@param cursor
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Optional cursor to combine with the image.
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*/
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wxDragImage(const wxIcon& image, const wxCursor& cursor = wxNullCursor);
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/**
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Constructs a drag image from a text string and optional cursor.
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@param text
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Text used to construct a drag image.
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@param cursor
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Optional cursor to combine with the image.
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*/
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wxDragImage(const wxString& text, const wxCursor& cursor = wxNullCursor);
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/**
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Constructs a drag image from the text in the given tree control item,
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and optional cursor.
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@param treeCtrl
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Tree control for constructing a tree drag image.
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@param id
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Tree control item id.
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*/
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wxDragImage(const wxTreeCtrl& treeCtrl, wxTreeItemId& id);
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/**
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Constructs a drag image from the text in the given list control item,
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and optional cursor.
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@param listCtrl
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List control for constructing a list drag image.
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@param id
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List control item id.
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*/
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wxDragImage(const wxListCtrl& listCtrl, long id);
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/**
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Start dragging the image, in a window or full screen.
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You need to then call Show() and Move() to show the image on the
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screen. Call EndDrag() when the drag has finished.
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Note that this call automatically calls CaptureMouse().
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@param hotspot
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The location of the drag position relative to the upper-left corner
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of the image.
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@param window
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The window that captures the mouse, and within which the dragging
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is limited unless fullScreen is @true.
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@param fullScreen
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If @true, specifies that the drag will be visible over the full
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screen, or over as much of the screen as is specified by rect. Note
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that the mouse will still be captured in window.
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@param rect
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If non-@NULL, specifies the rectangle (in screen coordinates) that
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bounds the dragging operation. Specifying this can make the
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operation more efficient by cutting down on the area under
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consideration, and it can also make a visual difference since the
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drag is clipped to this area.
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*/
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bool BeginDrag(const wxPoint& hotspot, wxWindow* window,
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bool fullScreen = false, wxRect* rect = NULL);
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/**
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Start dragging the image, using the first window to capture the mouse
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and the second to specify the bounding area. This form is equivalent to
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using the first form, but more convenient than working out the bounding
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rectangle explicitly.
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You need to then call Show() and Move() to show the image on the
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screen. Call EndDrag() when the drag has finished.
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Note that this call automatically calls CaptureMouse().
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@param hotspot
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The location of the drag position relative to the upper-left corner
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of the image.
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@param window
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The window that captures the mouse, and within which the dragging
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is limited.
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@param boundingWindow
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Specifies the area within which the drag occurs.
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*/
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bool BeginDrag(const wxPoint& hotspot, wxWindow* window,
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wxWindow* boundingWindow);
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/**
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Draws the image on the device context with top-left corner at the given
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position.
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This function is only available with wxGenericDragImage, to allow
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applications to draw their own image instead of using an actual bitmap.
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If you override this function, you must also override GetImageRect().
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*/
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virtual bool DoDrawImage(wxDC& dc, const wxPoint& pos) const;
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/**
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Call this when the drag has finished.
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@note This function automatically releases mouse capture.
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*/
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bool EndDrag();
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/**
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Returns the rectangle enclosing the image, assuming that the image is
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drawn with its top-left corner at the given point.
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This function is available in wxGenericDragImage only, and may be
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overridden (together with DoDrawImage()) to provide a virtual drawing
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capability.
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*/
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virtual wxRect GetImageRect(const wxPoint& pos) const;
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/**
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Hides the image. You may wish to call this before updating the window
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contents (perhaps highlighting an item). Then call Move() and Show().
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*/
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bool Hide();
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/**
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Call this to move the image to a new position. The image will only be
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shown if Show() has been called previously (for example at the start of
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the drag).
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@param pt
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The position in client coordinates (relative to the window
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specified in BeginDrag()).
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You can move the image either when the image is hidden or shown, but in
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general dragging will be smoother if you move the image when it is
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shown.
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*/
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bool Move(const wxPoint& pt);
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/**
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Shows the image. Call this at least once when dragging.
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*/
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bool Show();
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/**
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Override this if you wish to draw the window contents to the backing
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bitmap yourself. This can be desirable if you wish to avoid flicker by
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not having to redraw the updated window itself just before dragging,
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which can cause a flicker just as the drag starts. Instead, paint the
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drag image's backing bitmap to show the appropriate graphic @e minus
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the objects to be dragged, and leave the window itself to be updated by
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the drag image. This can provide eerily smooth, flicker-free drag
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behaviour.
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The default implementation copies the window contents to the backing
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bitmap. A new implementation will normally copy information from
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another source, such as from its own backing bitmap if it has one, or
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directly from internal data structures.
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This function is available in wxGenericDragImage only.
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*/
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virtual bool UpdateBackingFromWindow(wxDC& windowDC, wxMemoryDC& destDC,
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const wxRect& sourceRect,
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const wxRect& destRect) const;
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};
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