/////////////////////////////////////////////////////////////////////////////// // Name: wx/univ/inphand.h // Purpose: wxInputHandler class maps the keyboard and mouse events to the // actions which then are performed by the control // Author: Vadim Zeitlin // Modified by: // Created: 18.08.00 // RCS-ID: $Id$ // Copyright: (c) 2000 SciTech Software, Inc. (www.scitechsoft.com) // Licence: wxWindows license /////////////////////////////////////////////////////////////////////////////// #ifndef _WX_UNIV_INPHAND_H_ #define _WX_UNIV_INPHAND_H_ #ifdef __GNUG__ #pragma interface "inphand.h" #endif #include "wx/control.h" // for wxControlAction(s) // ---------------------------------------------------------------------------- // types of the standard input handlers which can be passed to // wxTheme::GetInputHandler() // ---------------------------------------------------------------------------- #define wxINP_HANDLER_DEFAULT _T("") #define wxINP_HANDLER_BUTTON _T("button") #define wxINP_HANDLER_CHECKBOX _T("checkbox") #define wxINP_HANDLER_CHECKLISTBOX _T("checklistbox") #define wxINP_HANDLER_COMBOBOX _T("combobox") #define wxINP_HANDLER_LISTBOX _T("listbox") #define wxINP_HANDLER_NOTEBOOK _T("notebook") #define wxINP_HANDLER_RADIOBTN _T("radiobtn") #define wxINP_HANDLER_SCROLLBAR _T("scrollbar") #define wxINP_HANDLER_SLIDER _T("slider") #define wxINP_HANDLER_SPINBTN _T("spinbtn") #define wxINP_HANDLER_TEXTCTRL _T("textctrl") // ---------------------------------------------------------------------------- // wxInputHandler: maps the events to the actions // ---------------------------------------------------------------------------- class WXDLLEXPORT wxInputHandler { public: // map a keyboard event to one or more actions (pressed == TRUE if the key // was pressed, FALSE if released), returns TRUE if something was done virtual bool HandleKey(wxControl *control, const wxKeyEvent& event, bool pressed) = 0; // map a mouse (click) event to one or more actions virtual bool HandleMouse(wxControl *control, const wxMouseEvent& event) = 0; // handle mouse movement (or enter/leave) event: it is separated from // HandleMouse() for convenience as many controls don't care about mouse // movements at all virtual bool HandleMouseMove(wxControl *control, const wxMouseEvent& event); // do something with focus set/kill event: this is different from // HandleMouseMove() as the mouse maybe over the control without it having // focus // // return TRUE to refresh the control, FALSE otherwise virtual bool HandleFocus(wxControl *control, const wxFocusEvent& event); // react to the app getting/losing activation // // return TRUE to refresh the control, FALSE otherwise virtual bool HandleActivation(wxControl *control, bool activated); // virtual dtor for any base class virtual ~wxInputHandler(); }; // ---------------------------------------------------------------------------- // wxStdInputHandler is just a base class for all other "standard" handlers // and also provides the way to chain input handlers together // ---------------------------------------------------------------------------- class WXDLLEXPORT wxStdInputHandler : public wxInputHandler { public: wxStdInputHandler(wxInputHandler *handler) : m_handler(handler) { } virtual bool HandleKey(wxControl *control, const wxKeyEvent& event, bool pressed) { return m_handler ? m_handler->HandleKey(control, event, pressed) : FALSE; } virtual bool HandleMouse(wxControl *control, const wxMouseEvent& event) { return m_handler ? m_handler->HandleMouse(control, event) : FALSE; } virtual bool HandleMouseMove(wxControl *control, const wxMouseEvent& event) { return m_handler ? m_handler->HandleMouseMove(control, event) : FALSE; } virtual bool HandleFocus(wxControl *control, const wxFocusEvent& event) { return m_handler ? m_handler->HandleFocus(control, event) : FALSE; } private: wxInputHandler *m_handler; }; #endif // _WX_UNIV_INPHAND_H_