///////////////////////////////////////////////////////////////////////////// // Name: editors.h // Purpose: interface of wxPropertyGrid editors // Author: wxWidgets team // RCS-ID: $Id$ // Licence: wxWindows license ///////////////////////////////////////////////////////////////////////////// /** @class wxPGEditor Base class for custom wxPropertyGrid editors. @remarks - Names of built-in property editors are: TextCtrl, Choice, ComboBox, CheckBox, TextCtrlAndButton, and ChoiceAndButton. Additional editors include SpinCtrl and DatePickerCtrl, but using them requires calling wxPropertyGrid::RegisterAdditionalEditors() prior use. - Pointer to built-in editor is available as wxPGEditor_EditorName (eg. wxPGEditor_TextCtrl). - Before you start using new editor you just created, you need to register it using static function wxPropertyGrid::RegisterEditorClass(), with code like this: @code wxPGEditor* editorPointer = wxPropertyGrid::RegisterEditorClass(new MyEditorClass(), "MyEditor"); @endcode After that, wxPropertyGrid will take ownership of the given object, but you should still store editorPointer somewhere, so you can pass it to wxPGProperty::SetEditor(), or return it from wxPGEditor::DoGetEditorClass(). @library{wxpropgrid} @category{propgrid} */ class wxPGEditor : public wxObject { public: /** Constructor. */ wxPGEditor(); /** Destructor. */ virtual ~wxPGEditor(); /** Returns pointer to the name of the editor. For example, wxPGEditor_TextCtrl has name "TextCtrl". If you dont' need to access your custom editor by string name, then you do not need to implement this function. */ virtual wxString GetName() const; /** Instantiates editor controls. @param propgrid wxPropertyGrid to which the property belongs (use as parent for control). @param property Property for which this method is called. @param pos Position, inside wxPropertyGrid, to create control(s) to. @param size Initial size for control(s). @remarks - Primary control shall use id wxPG_SUBID1, and secondary (button) control shall use wxPG_SUBID2. - Implementation shoud connect all necessary events to the wxPropertyGrid::OnCustomEditorEvent(). For example: @code control->Connect(control->GetId(), wxEVT_COMMAND_TEXT_UPDATED, wxEventHandler(wxPropertyGrid::OnCustomEditorEvent), NULL, propgrid); @endcode OnCustomEditorEvent will then forward events, first to wxPGEditor::OnEvent() and then to wxPGProperty::OnEvent(). @see wxPropertyGrid::OnCustomEditorEvent(), wxEvtHandler::Connect() */ virtual wxPGWindowList CreateControls( wxPropertyGrid* propgrid, wxPGProperty* property, const wxPoint& pos, const wxSize& size ) const = 0; /** Loads value from property to the control. */ virtual void UpdateControl( wxPGProperty* property, wxWindow* ctrl ) const = 0; /** Draws value for given property. */ virtual void DrawValue( wxDC& dc, const wxRect& rect, wxPGProperty* property, const wxString& text ) const; /** Handles events. Returns @true if value in control was modified (see wxPGProperty::OnEvent() for more information). @remarks wxPropertyGrid will automatically unfocus the editor when wxEVT_COMMAND_TEXT_ENTER is received and when it results in property value being modified. This happens regardless of editor type (ie. behavior is same for any wxTextCtrl and wxComboBox based editor). */ virtual bool OnEvent( wxPropertyGrid* propgrid, wxPGProperty* property, wxWindow* wnd_primary, wxEvent& event ) const = 0; /** Returns value from control, via parameter 'variant'. Usually ends up calling property's StringToValue() or IntToValue(). Returns @true if value was different. */ virtual bool GetValueFromControl( wxVariant& variant, wxPGProperty* property, wxWindow* ctrl ) const; /** Sets value in control to unspecified. */ virtual void SetValueToUnspecified( wxPGProperty* property, wxWindow* ctrl ) const = 0; /** Sets control's value specifically from string. */ virtual void SetControlStringValue( wxPGProperty* property, wxWindow* ctrl, const wxString& txt ) const; /** Sets control's value specifically from int (applies to choice etc.). */ virtual void SetControlIntValue( wxPGProperty* property, wxWindow* ctrl, int value ) const; /** Inserts item to existing control. Index -1 means end of list. Default implementation does nothing. Returns index of item added. */ virtual int InsertItem( wxWindow* ctrl, const wxString& label, int index ) const; /** Deletes item from existing control. Default implementation does nothing. */ virtual void DeleteItem( wxWindow* ctrl, int index ) const; /** Extra processing when control gains focus. For example, wxTextCtrl based controls should select all text. */ virtual void OnFocus( wxPGProperty* property, wxWindow* wnd ) const; /** Returns @true if control itself can contain the custom image. Default implementation returns @false. */ virtual bool CanContainCustomImage() const; }; /** @class wxPGMultiButton This class can be used to have multiple buttons in a property editor. You will need to create a new property editor class, override CreateControls, and have it return wxPGMultiButton instance in wxPGWindowList::SetSecondary(). For instance, here we add three buttons to a TextCtrl editor: @code #include class wxSampleMultiButtonEditor : public wxPGTextCtrlEditor { DECLARE_DYNAMIC_CLASS(wxSampleMultiButtonEditor) public: wxSampleMultiButtonEditor() {} virtual ~wxSampleMultiButtonEditor() {} virtual wxString GetName() const { return "SampleMultiButtonEditor"; } virtual wxPGWindowList CreateControls( wxPropertyGrid* propGrid, wxPGProperty* property, const wxPoint& pos, const wxSize& sz ) const; virtual bool OnEvent( wxPropertyGrid* propGrid, wxPGProperty* property, wxWindow* ctrl, wxEvent& event ) const; }; IMPLEMENT_DYNAMIC_CLASS(wxSampleMultiButtonEditor, wxPGTextCtrlEditor) wxPGWindowList wxSampleMultiButtonEditor::CreateControls( wxPropertyGrid* propGrid, wxPGProperty* property, const wxPoint& pos, const wxSize& sz ) const { // Create and populate buttons-subwindow wxPGMultiButton* buttons = new wxPGMultiButton( propGrid, sz ); // Add two regular buttons buttons->Add( "..." ); buttons->Add( "A" ); // Add a bitmap button buttons->Add( wxArtProvider::GetBitmap(wxART_FOLDER) ); // Create the 'primary' editor control (textctrl in this case) wxPGWindowList wndList = wxPGTextCtrlEditor::CreateControls ( propGrid, property, pos, buttons->GetPrimarySize() ); // Finally, move buttons-subwindow to correct position and make sure // returned wxPGWindowList contains our custom button list. buttons->Finalize(propGrid, pos); wndList.SetSecondary( buttons ); return wndList; } bool wxSampleMultiButtonEditor::OnEvent( wxPropertyGrid* propGrid, wxPGProperty* property, wxWindow* ctrl, wxEvent& event ) const { if ( event.GetEventType() == wxEVT_COMMAND_BUTTON_CLICKED ) { wxPGMultiButton* buttons = (wxPGMultiButton*) propGrid->GetEditorControlSecondary(); if ( event.GetId() == buttons->GetButtonId(0) ) { // Do something when first button is pressed return true; } if ( event.GetId() == buttons->GetButtonId(1) ) { // Do something when second button is pressed return true; } if ( event.GetId() == buttons->GetButtonId(2) ) { // Do something when third button is pressed return true; } } return wxPGTextCtrlEditor::OnEvent(propGrid, property, ctrl, event); } @endcode Further to use this editor, code like this can be used: @code // Register editor class - needs only to be called once wxPGEditor* multiButtonEditor = new wxSampleMultiButtonEditor(); wxPropertyGrid::RegisterEditorClass( multiButtonEditor ); // Insert the property that will have multiple buttons propGrid->Append( new wxLongStringProperty("MultipleButtons", wxPG_LABEL) ); // Change property to use editor created in the previous code segment propGrid->SetPropertyEditor( "MultipleButtons", multiButtonEditor ); @endcode @library{wxpropgrid} @category{propgrid} */ class WXDLLIMPEXP_PROPGRID wxPGMultiButton : public wxWindow { public: /** Constructor. */ wxPGMultiButton( wxPropertyGrid* pg, const wxSize& sz ); /** Destructor. */ virtual ~wxPGMultiButton() { } /** Adds new button, with given label. */ void Add( const wxString& label, int id = -2 ); /** Adds new bitmap button. */ void Add( const wxBitmap& bitmap, int id = -2 ); /** Call this in CreateControls() of your custom editor class after all buttons have been added. @param propGrid wxPropertyGrid given in CreateControls(). @param pos wxPoint given in CreateControls(). */ void Finalize( wxPropertyGrid* propGrid, const wxPoint& pos ); /** Returns pointer to one of the buttons. */ wxWindow* GetButton( unsigned int i ); /** Returns Id of one of the buttons. This is utility function to be used in event handlers. */ int GetButtonId( unsigned int i ) const; /** Returns number of buttons. */ unsigned int GetCount(); /** Returns size of primary editor control, as appropriately reduced by number of buttons present. */ wxSize GetPrimarySize() const; };