/////////////////////////////////////////////////////////////////////////////// // Name: window.h // Purpose: wxWindowBase class - the interface of wxWindow // Author: Vadim Zeitlin // Modified by: // Created: 01/02/97 // RCS-ID: $Id$ // Copyright: (c) wxWindows team // Licence: wxWindows licence /////////////////////////////////////////////////////////////////////////////// #ifndef _WX_WINDOW_H_BASE_ #define _WX_WINDOW_H_BASE_ #ifdef __GNUG__ #pragma interface "windowbase.h" #endif // ---------------------------------------------------------------------------- // headers which we must include here // ---------------------------------------------------------------------------- #include "wx/event.h" // the base class #include "wx/list.h" // defines wxWindowList #include "wx/cursor.h" // we have member variables of these classes #include "wx/font.h" // so we can't do without them #include "wx/colour.h" #include "wx/region.h" #include "wx/utils.h" #include "wx/validate.h" // for wxDefaultValidator (always include it) #if wxUSE_ACCEL #include "wx/accel.h" #endif // wxUSE_ACCEL // when building wxUniv/Foo we don't want the code for native menu use to be // compiled in - it should only be used when building real wxFoo #ifdef __WXUNIVERSAL__ #define wxUSE_MENUS_NATIVE 0 #else // __WXMSW__ #define wxUSE_MENUS_NATIVE wxUSE_MENUS #endif // __WXUNIVERSAL__/__WXMSW__ // ---------------------------------------------------------------------------- // forward declarations // ---------------------------------------------------------------------------- class WXDLLEXPORT wxCaret; class WXDLLEXPORT wxClientData; class WXDLLEXPORT wxControl; class WXDLLEXPORT wxCursor; class WXDLLEXPORT wxDC; class WXDLLEXPORT wxDropTarget; class WXDLLEXPORT wxItemResource; class WXDLLEXPORT wxLayoutConstraints; class WXDLLEXPORT wxResourceTable; class WXDLLEXPORT wxSizer; class WXDLLEXPORT wxToolTip; class WXDLLEXPORT wxWindowBase; class WXDLLEXPORT wxWindow; // ---------------------------------------------------------------------------- // (pseudo)template list classes // ---------------------------------------------------------------------------- WX_DECLARE_LIST_3(wxWindow, wxWindowBase, wxWindowList, wxWindowListNode, class WXDLLEXPORT); // ---------------------------------------------------------------------------- // global variables // ---------------------------------------------------------------------------- WXDLLEXPORT_DATA(extern wxWindowList) wxTopLevelWindows; // ---------------------------------------------------------------------------- // helper classes used by [SG]etClientObject/Data // // TODO move into a separate header? // ---------------------------------------------------------------------------- // what kind of client data do we have? enum wxClientDataType { wxClientData_None, // we don't know yet because we don't have it at all wxClientData_Object, // our client data is typed and we own it wxClientData_Void // client data is untyped and we don't own it }; class wxClientData { public: wxClientData() { } virtual ~wxClientData() { } }; class wxStringClientData : public wxClientData { public: wxStringClientData() { } wxStringClientData( const wxString &data ) : m_data(data) { } void SetData( const wxString &data ) { m_data = data; } const wxString& GetData() const { return m_data; } private: wxString m_data; }; // ---------------------------------------------------------------------------- // wxWindowBase is the base class for all GUI controls/widgets, this is the public // interface of this class. // // Event handler: windows have themselves as their event handlers by default, // but their event handlers could be set to another object entirely. This // separation can reduce the amount of derivation required, and allow // alteration of a window's functionality (e.g. by a resource editor that // temporarily switches event handlers). // ---------------------------------------------------------------------------- class WXDLLEXPORT wxWindowBase : public wxEvtHandler { public: // creating the window // ------------------- // default ctor wxWindowBase() { InitBase(); } // pseudo ctor (can't be virtual, called from ctor) bool CreateBase(wxWindowBase *parent, wxWindowID id, const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize, long style = 0, const wxValidator& validator = wxDefaultValidator, const wxString& name = wxPanelNameStr); virtual ~wxWindowBase(); #if wxUSE_WX_RESOURCES // these functions are implemented in resource.cpp and resourc2.cpp virtual bool LoadFromResource(wxWindow *parent, const wxString& resourceName, const wxResourceTable *table = (const wxResourceTable *) NULL); virtual wxControl *CreateItem(const wxItemResource* childResource, const wxItemResource* parentResource, const wxResourceTable *table = (const wxResourceTable *) NULL); #endif // wxUSE_WX_RESOURCES // deleting the window // ------------------- // ask the window to close itself, return TRUE if the event handler // honoured our request bool Close( bool force = FALSE ); // the following functions delete the C++ objects (the window itself // or its children) as well as the GUI windows and normally should // never be used directly // delete window unconditionally (dangerous!), returns TRUE if ok virtual bool Destroy(); // delete all children of this window, returns TRUE if ok bool DestroyChildren(); // is the window being deleted? bool IsBeingDeleted() const { return m_isBeingDeleted; } // window attributes // ----------------- // NB: in future versions of wxWindows Set/GetTitle() will only work // with the top level windows (such as dialogs and frames) and // Set/GetLabel() only with the other ones (i.e. all controls). // the title (or label, see below) of the window: the text which the // window shows virtual void SetTitle( const wxString& WXUNUSED(title) ) {} virtual wxString GetTitle() const { return wxEmptyString; } // label is just the same as the title (but for, e.g., buttons it // makes more sense to speak about labels) virtual void SetLabel(const wxString& label) { SetTitle(label); } virtual wxString GetLabel() const { return GetTitle(); } // the window name is used for ressource setting in X, it is not the // same as the window title/label virtual void SetName( const wxString &name ) { m_windowName = name; } virtual wxString GetName() const { return m_windowName; } // window id uniquely identifies the window among its siblings unless // it is -1 which means "don't care" void SetId( wxWindowID id ) { m_windowId = id; } wxWindowID GetId() const { return m_windowId; } // generate a control id for the controls which were not given one by // user static int NewControlId() { return --ms_lastControlId; } // get the id of the control following the one with the given // (autogenerated) id static int NextControlId(int id) { return id - 1; } // get the id of the control preceding the one with the given // (autogenerated) id static int PrevControlId(int id) { return id + 1; } // moving/resizing // --------------- // set the window size and/or position void SetSize( int x, int y, int width, int height, int sizeFlags = wxSIZE_AUTO ) { DoSetSize(x, y, width, height, sizeFlags); } void SetSize( int width, int height ) { DoSetSize( -1, -1, width, height, wxSIZE_USE_EXISTING ); } void SetSize( const wxSize& size ) { SetSize( size.x, size.y); } void SetSize(const wxRect& rect, int sizeFlags = wxSIZE_AUTO) { DoSetSize(rect.x, rect.y, rect.width, rect.height, sizeFlags); } void Move(int x, int y, int flags = wxSIZE_USE_EXISTING) { DoSetSize(x, y, -1, -1, flags); } void Move(const wxPoint& pt, int flags = wxSIZE_USE_EXISTING) { Move(pt.x, pt.y, flags); } // Z-order virtual void Raise() = 0; virtual void Lower() = 0; // client size is the size of area available for subwindows void SetClientSize( int width, int height ) { DoSetClientSize(width, height); } void SetClientSize( const wxSize& size ) { DoSetClientSize(size.x, size.y); } void SetClientSize(const wxRect& rect) { SetClientSize( rect.width, rect.height ); } // get the window position and/or size (pointers may be NULL) void GetPosition( int *x, int *y ) const { DoGetPosition(x, y); } wxPoint GetPosition() const { int w, h; DoGetPosition(&w, &h); return wxPoint(w, h); } void GetSize( int *w, int *h ) const { DoGetSize(w, h); } wxSize GetSize() const { int w, h; DoGetSize(& w, & h); return wxSize(w, h); } wxRect GetRect() const { int x, y, w, h; GetPosition(& x, & y); GetSize(& w, & h); return wxRect(x, y, w, h); } void GetClientSize( int *w, int *h ) const { DoGetClientSize(w, h); } wxSize GetClientSize() const { int w, h; DoGetClientSize(& w, & h); return wxSize(w, h); } // get the origin of the client area of the window relative to the // window top left corner (the client area may be shifted because of // the borders, scrollbars, other decorations...) virtual wxPoint GetClientAreaOrigin() const; // get the client rectangle in window (i.e. client) coordinates wxRect GetClientRect() const { return wxRect(GetClientAreaOrigin(), GetClientSize()); } // get the size best suited for the window (in fact, minimal // acceptable size using which it will still look "nice") wxSize GetBestSize() const { return DoGetBestSize(); } void GetBestSize(int *w, int *h) const { wxSize s = DoGetBestSize(); if ( w ) *w = s.x; if ( h ) *h = s.y; } // the generic centre function - centers the window on parent by // default or on screen if it doesn't have parent or // wxCENTER_ON_SCREEN flag is given void Centre( int direction = wxBOTH ); void Center( int direction = wxBOTH ) { Centre(direction); } // centre on screen (only works for top level windows) void CentreOnScreen(int dir = wxBOTH) { Centre(dir | wxCENTER_ON_SCREEN); } void CenterOnScreen(int dir = wxBOTH) { CentreOnScreen(dir); } // centre with respect to the the parent window void CentreOnParent(int dir = wxBOTH) { Centre(dir | wxCENTER_FRAME); } void CenterOnParent(int dir = wxBOTH) { CentreOnParent(dir); } // set window size to wrap around its children virtual void Fit(); // set min/max size of the window virtual void SetSizeHints( int minW, int minH, int maxW = -1, int maxH = -1, int incW = -1, int incH = -1 ); int GetMinWidth() const { return m_minWidth; } int GetMinHeight() const { return m_minHeight; } int GetMaxWidth() const { return m_maxWidth; } int GetMaxHeight() const { return m_maxHeight; } // window state // ------------ // returns TRUE if window was shown/hidden, FALSE if the nothing was // done (window was already shown/hidden) virtual bool Show( bool show = TRUE ); bool Hide() { return Show(FALSE); } // returns TRUE if window was enabled/disabled, FALSE if nothing done virtual bool Enable( bool enable = TRUE ); bool Disable() { return Enable(FALSE); } bool IsShown() const { return m_isShown; } bool IsEnabled() const { return m_isEnabled; } // get/set window style (setting style won't update the window and so // is only useful for internal usage) virtual void SetWindowStyleFlag( long style ) { m_windowStyle = style; } virtual long GetWindowStyleFlag() const { return m_windowStyle; } // just some (somewhat shorter) synonims void SetWindowStyle( long style ) { SetWindowStyleFlag(style); } long GetWindowStyle() const { return GetWindowStyleFlag(); } bool HasFlag(int flag) const { return (m_windowStyle & flag) != 0; } virtual bool IsRetained() const { return HasFlag(wxRETAINED); } // extra style: the less often used style bits which can't be set with // SetWindowStyleFlag() void SetExtraStyle(long exStyle) { m_exStyle = exStyle; } long GetExtraStyle() const { return m_exStyle; } // make the window modal (all other windows unresponsive) virtual void MakeModal(bool modal = TRUE); virtual void SetThemeEnabled(bool enableTheme) { m_themeEnabled = enableTheme; } virtual bool GetThemeEnabled() const { return m_themeEnabled; } // focus and keyboard handling // --------------------------- // set focus to this window virtual void SetFocus() = 0; // return the window which currently has the focus or NULL static wxWindow *FindFocus() /* = 0: implement in derived classes */; // can this window have focus? virtual bool AcceptsFocus() const { return IsShown() && IsEnabled(); } // can this window be given focus by keyboard navigation? if not, the // only way to give it focus (provided it accepts it at all) is to // click it virtual bool AcceptsFocusFromKeyboard() const { return AcceptsFocus(); } // NB: these methods really don't belong here but with the current // class hierarchy there is no other place for them :-( // get the default child of this parent, i.e. the one which is // activated by pressing virtual wxWindow *GetDefaultItem() const { return NULL; } // set this child as default, return the old default virtual wxWindow *SetDefaultItem(wxWindow * WXUNUSED(child)) { return NULL; } // parent/children relations // ------------------------- // get the list of children const wxWindowList& GetChildren() const { return m_children; } wxWindowList& GetChildren() { return m_children; } // get the parent or the parent of the parent wxWindow *GetParent() const { return m_parent; } inline wxWindow *GetGrandParent() const; // is this window a top level one? virtual bool IsTopLevel() const; // it doesn't really change parent, use ReParent() instead void SetParent( wxWindowBase *parent ) { m_parent = (wxWindow *)parent; } // change the real parent of this window, return TRUE if the parent // was changed, FALSE otherwise (error or newParent == oldParent) virtual bool Reparent( wxWindowBase *newParent ); // find window among the descendants of this one either by id or by // name (return NULL if not found) wxWindow *FindWindow( long id ); wxWindow *FindWindow( const wxString& name ); // implementation mostly virtual void AddChild( wxWindowBase *child ); virtual void RemoveChild( wxWindowBase *child ); // event handler stuff // ------------------- // get the current event handler wxEvtHandler *GetEventHandler() const { return m_eventHandler; } // replace the event handler (allows to completely subclass the // window) void SetEventHandler( wxEvtHandler *handler ) { m_eventHandler = handler; } // push/pop event handler: allows to chain a custom event handler to // alreasy existing ones void PushEventHandler( wxEvtHandler *handler ); wxEvtHandler *PopEventHandler( bool deleteHandler = FALSE ); // validators // ---------- #if wxUSE_VALIDATORS // a window may have an associated validator which is used to control // user input virtual void SetValidator( const wxValidator &validator ); virtual wxValidator *GetValidator() { return m_windowValidator; } #endif // wxUSE_VALIDATORS // client data // ----------- // each window may have associated client data: either a pointer to // wxClientData object in which case it is managed by the window (i.e. // it will delete the data when it's destroyed) or an untyped pointer // which won't be deleted by the window - but not both of them void SetClientObject( wxClientData *data ) { DoSetClientObject(data); } wxClientData *GetClientObject() const { return DoGetClientObject(); } void SetClientData( void *data ) { DoSetClientData(data); } void *GetClientData() const { return DoGetClientData(); } // dialog oriented functions // ------------------------- // validate the correctness of input, return TRUE if ok virtual bool Validate(); // transfer data between internal and GUI representations virtual bool TransferDataToWindow(); virtual bool TransferDataFromWindow(); virtual void InitDialog(); #if wxUSE_ACCEL // accelerators // ------------ virtual void SetAcceleratorTable( const wxAcceleratorTable& accel ) { m_acceleratorTable = accel; } wxAcceleratorTable *GetAcceleratorTable() { return &m_acceleratorTable; } #endif // wxUSE_ACCEL // dialog units translations // ------------------------- wxPoint ConvertPixelsToDialog( const wxPoint& pt ); wxPoint ConvertDialogToPixels( const wxPoint& pt ); wxSize ConvertPixelsToDialog( const wxSize& sz ) { wxPoint pt(ConvertPixelsToDialog(wxPoint(sz.x, sz.y))); return wxSize(pt.x, pt.y); } wxSize ConvertDialogToPixels( const wxSize& sz ) { wxPoint pt(ConvertDialogToPixels(wxPoint(sz.x, sz.y))); return wxSize(pt.x, pt.y); } // mouse functions // --------------- // move the mouse to the specified position virtual void WarpPointer(int x, int y) = 0; // start or end mouse capture virtual void CaptureMouse() = 0; virtual void ReleaseMouse() = 0; // get the window which currently captures the mouse or NULL static wxWindow *GetCapture(); // does this window have the capture? virtual bool HasCapture() const { return (wxWindow *)this == GetCapture(); } // painting the window // ------------------- // mark the specified rectangle (or the whole window) as "dirty" so it // will be repainted virtual void Refresh( bool eraseBackground = TRUE, const wxRect *rect = (const wxRect *) NULL ) = 0; // a less awkward wrapper for Refresh void RefreshRect(const wxRect& rect) { Refresh(TRUE, &rect); } // repaint all invalid areas of the window immediately virtual void Update() { } // clear the window entirely virtual void Clear() = 0; // freeze the window: don't redraw it until it is thawed virtual void Freeze() { } // thaw the window: redraw it after it had been frozen virtual void Thaw() { } // adjust DC for drawing on this window virtual void PrepareDC( wxDC & WXUNUSED(dc) ) { } // the update region of the window contains the areas which must be // repainted by the program const wxRegion& GetUpdateRegion() const { return m_updateRegion; } wxRegion& GetUpdateRegion() { return m_updateRegion; } // get the update rectangleregion bounding box in client coords wxRect GetUpdateClientRect() const; // these functions verify whether the given point/rectangle belongs to // (or at least intersects with) the update region bool IsExposed( int x, int y ) const; bool IsExposed( int x, int y, int w, int h ) const; bool IsExposed( const wxPoint& pt ) const { return IsExposed(pt.x, pt.y); } bool IsExposed( const wxRect& rect ) const { return IsExposed(rect.x, rect.y, rect.width, rect.height); } // colours, fonts and cursors // -------------------------- // set/retrieve the window colours (system defaults are used by // default): Set functions return TRUE if colour was changed virtual bool SetBackgroundColour( const wxColour &colour ); virtual bool SetForegroundColour( const wxColour &colour ); wxColour GetBackgroundColour() const { return m_backgroundColour; } wxColour GetForegroundColour() const { return m_foregroundColour; } // set/retrieve the cursor for this window (SetCursor() returns TRUE // if the cursor was really changed) virtual bool SetCursor( const wxCursor &cursor ); const wxCursor& GetCursor() const { return m_cursor; } wxCursor& GetCursor() { return m_cursor; } // set/retrieve the font for the window (SetFont() returns TRUE if the // font really changed) virtual bool SetFont( const wxFont &font ) = 0; const wxFont& GetFont() const { return m_font; } wxFont& GetFont() { return m_font; } #if wxUSE_CARET // associate a caret with the window void SetCaret(wxCaret *caret); // get the current caret (may be NULL) wxCaret *GetCaret() const { return m_caret; } #endif // wxUSE_CARET // get the (average) character size for the current font virtual int GetCharHeight() const = 0; virtual int GetCharWidth() const = 0; // get the width/height/... of the text using current or specified // font virtual void GetTextExtent(const wxString& string, int *x, int *y, int *descent = (int *) NULL, int *externalLeading = (int *) NULL, const wxFont *theFont = (const wxFont *) NULL) const = 0; // client <-> screen coords // ------------------------ // translate to/from screen/client coordinates (pointers may be NULL) void ClientToScreen( int *x, int *y ) const { DoClientToScreen(x, y); } void ScreenToClient( int *x, int *y ) const { DoScreenToClient(x, y); } // wxPoint interface to do the same thing wxPoint ClientToScreen(const wxPoint& pt) const { int x = pt.x, y = pt.y; DoClientToScreen(&x, &y); return wxPoint(x, y); } wxPoint ScreenToClient(const wxPoint& pt) const { int x = pt.x, y = pt.y; DoScreenToClient(&x, &y); return wxPoint(x, y); } // test where the given (in client coords) point lies wxHitTest HitTest(wxCoord x, wxCoord y) const { return DoHitTest(x, y); } wxHitTest HitTest(const wxPoint& pt) const { return DoHitTest(pt.x, pt.y); } // misc // ---- // get the window border style: uses the current style and falls back to // the default style for this class otherwise (see GetDefaultBorder()) wxBorder GetBorder() const; void UpdateWindowUI(); #if wxUSE_MENUS bool PopupMenu( wxMenu *menu, const wxPoint& pos ) { return DoPopupMenu(menu, pos.x, pos.y); } bool PopupMenu( wxMenu *menu, int x, int y ) { return DoPopupMenu(menu, x, y); } #endif // wxUSE_MENUS // scrollbars // ---------- // does the window have the scrollbar for this orientation? bool HasScrollbar(int orient) const { return (m_windowStyle & (orient == wxHORIZONTAL ? wxHSCROLL : wxVSCROLL)) != 0; } // configure the window scrollbars virtual void SetScrollbar( int orient, int pos, int thumbvisible, int range, bool refresh = TRUE ) = 0; virtual void SetScrollPos( int orient, int pos, bool refresh = TRUE ) = 0; virtual int GetScrollPos( int orient ) const = 0; virtual int GetScrollThumb( int orient ) const = 0; virtual int GetScrollRange( int orient ) const = 0; // scroll window to the specified position virtual void ScrollWindow( int dx, int dy, const wxRect* rect = (wxRect *) NULL ) = 0; // scrolls window by line/page: note that not all controls support this // // return TRUE if the position changed, FALSE otherwise virtual bool ScrollLines(int WXUNUSED(lines)) { return FALSE; } virtual bool ScrollPages(int WXUNUSED(pages)) { return FALSE; } // convenient wrappers for ScrollLines/Pages bool LineUp() { return ScrollLines(-1); } bool LineDown() { return ScrollLines(1); } bool PageUp() { return ScrollPages(-1); } bool PageDown() { return ScrollPages(1); } // context-sensitive help // ---------------------- // these are the convenience functions wrapping wxHelpProvider methods #if wxUSE_HELP // associate this help text with this window void SetHelpText(const wxString& text); // associate this help text with all windows with the same id as this // one void SetHelpTextForId(const wxString& text); // get the help string associated with this window (may be empty) wxString GetHelpText() const; #endif // wxUSE_HELP // tooltips // -------- #if wxUSE_TOOLTIPS // the easiest way to set a tooltip for a window is to use this method void SetToolTip( const wxString &tip ); // attach a tooltip to the window void SetToolTip( wxToolTip *tip ) { DoSetToolTip(tip); } // get the associated tooltip or NULL if none wxToolTip* GetToolTip() const { return m_tooltip; } #endif // wxUSE_TOOLTIPS // drag and drop // ------------- #if wxUSE_DRAG_AND_DROP // set/retrieve the drop target associated with this window (may be // NULL; it's owned by the window and will be deleted by it) virtual void SetDropTarget( wxDropTarget *dropTarget ) = 0; virtual wxDropTarget *GetDropTarget() const { return m_dropTarget; } #endif // wxUSE_DRAG_AND_DROP // constraints and sizers // ---------------------- #if wxUSE_CONSTRAINTS // set the constraints for this window or retrieve them (may be NULL) void SetConstraints( wxLayoutConstraints *constraints ); wxLayoutConstraints *GetConstraints() const { return m_constraints; } // when using constraints, it makes sense to update children positions // automatically whenever the window is resized - this is done if // autoLayout is on void SetAutoLayout( bool autoLayout ) { m_autoLayout = autoLayout; } bool GetAutoLayout() const { return m_autoLayout; } // do layout the window and its children virtual bool Layout(); // implementation only void UnsetConstraints(wxLayoutConstraints *c); wxWindowList *GetConstraintsInvolvedIn() const { return m_constraintsInvolvedIn; } void AddConstraintReference(wxWindowBase *otherWin); void RemoveConstraintReference(wxWindowBase *otherWin); void DeleteRelatedConstraints(); void ResetConstraints(); // these methods may be overriden for special layout algorithms virtual void SetConstraintSizes(bool recurse = TRUE); virtual bool LayoutPhase1(int *noChanges); virtual bool LayoutPhase2(int *noChanges); virtual bool DoPhase(int phase); // these methods are virtual but normally won't be overridden virtual void SetSizeConstraint(int x, int y, int w, int h); virtual void MoveConstraint(int x, int y); virtual void GetSizeConstraint(int *w, int *h) const ; virtual void GetClientSizeConstraint(int *w, int *h) const ; virtual void GetPositionConstraint(int *x, int *y) const ; // sizers // TODO: what are they and how do they work?? void SetSizer( wxSizer *sizer ); wxSizer *GetSizer() const { return m_windowSizer; } #endif // wxUSE_CONSTRAINTS // backward compatibility // ---------------------- #if WXWIN_COMPATIBILITY bool Enabled() const { return IsEnabled(); } void SetButtonFont(const wxFont& font) { SetFont(font); } void SetLabelFont(const wxFont& font) { SetFont(font); } wxFont& GetLabelFont() { return GetFont(); }; wxFont& GetButtonFont() { return GetFont(); }; #endif // WXWIN_COMPATIBILITY // implementation // -------------- // event handlers void OnSysColourChanged( wxSysColourChangedEvent& event ); void OnInitDialog( wxInitDialogEvent &event ); void OnMiddleClick( wxMouseEvent& event ); #if wxUSE_HELP void OnHelp(wxHelpEvent& event); #endif // wxUSE_HELP // get the haqndle of the window for the underlying window system: this // is only used for wxWin itself or for user code which wants to call // platform-specific APIs virtual WXWidget GetHandle() const = 0; protected: // the window id - a number which uniquely identifies a window among // its siblings unless it is -1 wxWindowID m_windowId; // the parent window of this window (or NULL) and the list of the children // of this window wxWindow *m_parent; wxWindowList m_children; // the minimal allowed size for the window (no minimal size if variable(s) // contain(s) -1) int m_minWidth, m_minHeight, m_maxWidth, m_maxHeight; // event handler for this window: usually is just 'this' but may be // changed with SetEventHandler() wxEvtHandler *m_eventHandler; #if wxUSE_VALIDATORS // associated validator or NULL if none wxValidator *m_windowValidator; #endif // wxUSE_VALIDATORS #if wxUSE_DRAG_AND_DROP wxDropTarget *m_dropTarget; #endif // wxUSE_DRAG_AND_DROP // visual window attributes wxCursor m_cursor; wxFont m_font; wxColour m_backgroundColour, m_foregroundColour; #if wxUSE_CARET wxCaret *m_caret; #endif // wxUSE_CARET // the region which should be repainted in response to paint event wxRegion m_updateRegion; #if wxUSE_ACCEL // the accelerator table for the window which translates key strokes into // command events wxAcceleratorTable m_acceleratorTable; #endif // wxUSE_ACCEL // user data associated with the window: either an object which will be // deleted by the window when it's deleted or some raw pointer which we do // nothing with - only one type of data can be used with the given window // (i.e. you cannot set the void data and then associate the window with // wxClientData or vice versa) union { wxClientData *m_clientObject; void *m_clientData; }; // the tooltip for this window (may be NULL) #if wxUSE_TOOLTIPS wxToolTip *m_tooltip; #endif // wxUSE_TOOLTIPS // constraints and sizers #if wxUSE_CONSTRAINTS // the constraints for this window or NULL wxLayoutConstraints *m_constraints; // constraints this window is involved in wxWindowList *m_constraintsInvolvedIn; // top level and the parent sizers // TODO what's this and how does it work?) wxSizer *m_windowSizer; wxWindowBase *m_sizerParent; // Layout() window automatically when its size changes? bool m_autoLayout:1; #endif // wxUSE_CONSTRAINTS // window state bool m_isShown:1; bool m_isEnabled:1; bool m_isBeingDeleted:1; // window attributes long m_windowStyle, m_exStyle; wxString m_windowName; bool m_themeEnabled; protected: // common part of all ctors: it is not virtual because it is called from // ctor void InitBase(); // override this to change the default (i.e. used when no style is // specified) border for the window class virtual wxBorder GetDefaultBorder() const; // get the default size for the new window if no explicit size given // FIXME why 20 and not 30, 10 or ...? static int WidthDefault(int w) { return w == -1 ? 20 : w; } static int HeightDefault(int h) { return h == -1 ? 20 : h; } // set the best size for the control if the default size was given: // replaces the fields of size == -1 with the best values for them and // calls SetSize() if needed void SetBestSize(const wxSize& size) { if ( size.x == -1 || size.y == -1 ) { wxSize sizeBest = DoGetBestSize(); if ( size.x != -1 ) sizeBest.x = size.x; if ( size.y != -1 ) sizeBest.y = size.y; SetSize(sizeBest); } } // more pure virtual functions // --------------------------- // NB: we must have DoSomething() function when Something() is an overloaded // method: indeed, we can't just have "virtual Something()" in case when // the function is overloaded because then we'd have to make virtual all // the variants (otherwise only the virtual function may be called on a // pointer to derived class according to C++ rules) which is, in // general, absolutely not needed. So instead we implement all // overloaded Something()s in terms of DoSomething() which will be the // only one to be virtual. // coordinates translation virtual void DoClientToScreen( int *x, int *y ) const = 0; virtual void DoScreenToClient( int *x, int *y ) const = 0; virtual wxHitTest DoHitTest(wxCoord x, wxCoord y) const; // retrieve the position/size of the window virtual void DoGetPosition( int *x, int *y ) const = 0; virtual void DoGetSize( int *width, int *height ) const = 0; virtual void DoGetClientSize( int *width, int *height ) const = 0; // get the size which best suits the window: for a control, it would be // the minimal size which doesn't truncate the control, for a panel - the // same size as it would have after a call to Fit() virtual wxSize DoGetBestSize() const; // this is the virtual function to be overriden in any derived class which // wants to change how SetSize() or Move() works - it is called by all // versions of these functions in the base class virtual void DoSetSize(int x, int y, int width, int height, int sizeFlags = wxSIZE_AUTO) = 0; // same as DoSetSize() for the client size virtual void DoSetClientSize(int width, int height) = 0; // move the window to the specified location and resize it: this is called // from both DoSetSize() and DoSetClientSize() and would usually just // reposition this window except for composite controls which will want to // arrange themselves inside the given rectangle virtual void DoMoveWindow(int x, int y, int width, int height) = 0; #if wxUSE_TOOLTIPS virtual void DoSetToolTip( wxToolTip *tip ); #endif // wxUSE_TOOLTIPS #if wxUSE_MENUS virtual bool DoPopupMenu( wxMenu *menu, int x, int y ) = 0; #endif // wxUSE_MENUS // client data accessors virtual void DoSetClientObject( wxClientData *data ); virtual wxClientData *DoGetClientObject() const; virtual void DoSetClientData( void *data ); virtual void *DoGetClientData() const; // what kind of data do we have? wxClientDataType m_clientDataType; private: // contains the last id generated by NewControlId static int ms_lastControlId; DECLARE_ABSTRACT_CLASS(wxWindowBase) DECLARE_NO_COPY_CLASS(wxWindowBase) DECLARE_EVENT_TABLE() }; // ---------------------------------------------------------------------------- // now include the declaration of wxWindow class // ---------------------------------------------------------------------------- // include the declaration of the platform-specific class #if defined(__WXMSW__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowMSW #else // !wxUniv #define wxWindowMSW wxWindow #define sm_classwxWindowMSW sm_classwxWindow #endif // wxUniv/!wxUniv #include "wx/msw/window.h" #elif defined(__WXMOTIF__) #include "wx/motif/window.h" #elif defined(__WXGTK__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowGTK #else // !wxUniv #define wxWindowGTK wxWindow #define sm_classwxWindowGTK sm_classwxWindow #endif // wxUniv #include "wx/gtk/window.h" #elif defined(__WXMGL__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowMGL #else // !wxUniv #define wxWindowMGL wxWindow #define sm_classwxWindowMGL sm_classwxWindow #endif // wxUniv #include "wx/mgl/window.h" #elif defined(__WXMAC__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowMac #else // !wxUniv #define wxWindowMac wxWindow #define sm_classwxWindowMac sm_classwxWindow #endif // wxUniv #include "wx/mac/window.h" #elif defined(__WXPM__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowOS2 #else // !wxUniv #define wxWindowOS2 wxWindow #define sm_classwxWindowOS2 sm_classwxWindow #endif // wxUniv/!wxUniv #include "wx/os2/window.h" #endif // for wxUniversal, we now derive the real wxWindow from wxWindow, // for the native ports we already have defined it above #if defined(__WXUNIVERSAL__) #ifndef wxWindowNative #error "wxWindowNative must be defined above!" #endif #include "wx/univ/window.h" #endif // wxUniv // ---------------------------------------------------------------------------- // inline functions which couldn't be declared in the class body because of // forward dependencies // ---------------------------------------------------------------------------- inline wxWindow *wxWindowBase::GetGrandParent() const { return m_parent ? m_parent->GetParent() : (wxWindow *)NULL; } // ---------------------------------------------------------------------------- // global functions // ---------------------------------------------------------------------------- // Find the wxWindow at the current mouse position, also returning the mouse // position. WXDLLEXPORT extern wxWindow* wxFindWindowAtPointer(wxPoint& pt); // Get the current mouse position. WXDLLEXPORT extern wxPoint wxGetMousePosition(); // get the currently active window of this application or NULL WXDLLEXPORT extern wxWindow *wxGetActiveWindow(); // deprecated (doesn't start with 'wx' prefix), use wxWindow::NewControlId() inline int NewControlId() { return wxWindowBase::NewControlId(); } #endif // _WX_WINDOW_H_BASE_