///////////////////////////////////////////////////////////////////////////// // Name: wx/univ/control.h // Purpose: universal wxControl: adds handling of mnemonics // Author: Vadim Zeitlin // Modified by: // Created: 14.08.00 // RCS-ID: $Id$ // Copyright: (c) 2000 SciTech Software, Inc. (www.scitechsoft.com) // Licence: wxWindows license ///////////////////////////////////////////////////////////////////////////// #ifndef _WX_UNIV_CONTROL_H_ #define _WX_UNIV_CONTROL_H_ #ifdef __GNUG__ #pragma interface "control.h" #endif class WXDLLEXPORT wxControlRenderer; class WXDLLEXPORT wxInputHandler; class WXDLLEXPORT wxRenderer; // we must include it as most/all control classes derive their handlers from // it #include "wx/univ/inphand.h" // ---------------------------------------------------------------------------- // wxControlAction: the action is currently just a string which identifies it, // later it might become an atom (i.e. an opaque handler to string). // ---------------------------------------------------------------------------- typedef wxString wxControlAction; // the list of actions which apply to all controls (other actions are defined // in the controls headers) #define wxACTION_NONE _T("") // no action to perform // ---------------------------------------------------------------------------- // wxControl: the base class for all GUI controls // ---------------------------------------------------------------------------- class WXDLLEXPORT wxControl : public wxControlBase { public: wxControl() { Init(); } wxControl(wxWindow *parent, wxWindowID id, const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize, long style = 0, const wxValidator& validator = wxDefaultValidator, const wxString& name = wxControlNameStr) { Init(); Create(parent, id, pos, size, style, validator, name); } bool Create(wxWindow *parent, wxWindowID id, const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize, long style = 0, const wxValidator& validator = wxDefaultValidator, const wxString& name = wxControlNameStr); // this function will filter out '&' characters and will put the // accelerator char (the one immediately after '&') into m_chAccel virtual void SetLabel(const wxString &label); virtual wxString GetLabel() const; // wxUniversal-specific methods // return the accel index in the string or -1 if none and puts the modified // string intosecond parameter if non NULL static int FindAccelIndex(const wxString& label, wxString *labelOnly = NULL); // return the index of the accel char in the label or -1 if none int GetAccelIndex() const { return m_indexAccel; } // return the accel char itself or 0 if none wxChar GetAccelChar() const { return m_indexAccel == -1 ? _T('\0') : m_label[m_indexAccel]; } // get the input handler of this control wxInputHandler *GetInputHandler() const { return m_handler; } // perform a control-dependent action: an action may have an optional // numeric and another (also optional) string argument whose interpretation // depends on the action // // NB: we might use ellipsis in PerformAction() declaration but this // wouldn't be more efficient than always passing 2 unused parameters // but would be more difficult. Another solution would be to have // several overloaded versions but this will expose the problem of // virtual function hiding we don't have here. virtual bool PerformAction(const wxControlAction& action, long numArg = -1l, const wxString& strArg = wxEmptyString); protected: // event handlers void OnMouse(wxMouseEvent& event); void OnKeyDown(wxKeyEvent& event); void OnKeyUp(wxKeyEvent& event); void OnFocus(wxFocusEvent& event); void OnActivate(wxActivateEvent& event); // common part of all ctors void Init(); // create input handler by name void CreateInputHandler(const wxString& inphandler); // input processor (never deleted, the theme deletes it itself) wxInputHandler *m_handler; private: // label and accel info wxString m_label; int m_indexAccel; DECLARE_DYNAMIC_CLASS(wxControl) DECLARE_EVENT_TABLE() }; #endif // _WX_UNIV_CONTROL_H_