///////////////////////////////////////////////////////////////////////////// // Name: eventhandling.h // Purpose: topic overview // Author: wxWidgets team // RCS-ID: $Id$ // Licence: wxWindows license ///////////////////////////////////////////////////////////////////////////// /** @page overview_eventhandling Event Handling Classes: wxEvtHandler, wxWindow, wxEvent @li @ref overview_eventhandling_introduction @li @ref overview_eventhandling_eventtables @li @ref overview_eventhandling_connect @li @ref overview_eventhandling_processing @li @ref overview_eventhandling_prog @li @ref overview_eventhandling_pluggable @li @ref overview_eventhandling_winid @li @ref overview_eventhandling_custom @li @ref overview_eventhandling_macros
@section overview_eventhandling_introduction Introduction There are two principal ways to handle events in wxWidgets. One of them uses event table macros and allows you to define the connection between events and their handlers only statically, i.e. during program compilation. The other one uses wxEvtHandler::Connect() call and can be used to connect, and disconnect, the handlers dynamically, i.e. during run-time depending on some conditions. It also allows directly connecting the events of one object to a handler method in another object while the static event tables can only handle events in the object where they are defined so using Connect() is more flexible than using the event tables. On the other hand, event tables are more succinct and centralize all event handlers connection in one place. You can either choose a single approach which you find preferable or freely combine both methods in your program in different classes or even in one and the same class, although this is probably sufficiently confusing to be a bad idea. But before you make this choice, let us discuss these two ways in some more details: in the next section we provide a short introduction to handling the events using the event tables, please see @ref overview_eventhandling_connect for the discussion of Connect(). @section overview_eventhandling_eventtables Event Handling with Event Tables To use an event table you must first decide in which class you wish to handle the events. The only requirement imposed by wxWidgets is that this class must derive from wxEvtHandler and so, considering that wxWindow derives from it, any classes representing windows can handle events. Simple events such as menu commands are usually processed at the level of a top-level window containing the menu, so let's suppose that you need to handle some events in @c MyFrame class deriving from wxFrame. First thing to do is to define one or more event handlers. They are just simple (non-virtual) methods of the class which take as a parameter a reference to an object of wxEvent-derived class and have no return value (any return information is passed via the argument, which is why it is non-const). You also need to insert a macro @code DECLARE_EVENT_TABLE() @endcode somewhere in the class declaration. It doesn't matter where does it occur but it's customary to put it at the end of it because the macro changes the access type internally and so it's safest if there is nothing that follows it. So the full class declaration might look like this: @code class MyFrame : public wxFrame { public: MyFrame(...) : wxFrame(...) { } ... protected: int m_whatever; private: // notice that as the event handlers normally are not called from outside // the class, they normally be private, in particular they don't need at // all to be public void OnExit(wxCommandEvent& event); void OnButton1(wxCommandEvent& event); void OnSize(wxSizeEvent& event); // it's common to call the event handlers OnSomething() but there is no // obligation to it, this one is an event handler too: void DoTest(wxCommandEvent& event); DECLARE_EVENT_TABLE() }; @endcode Next the event table must be defined and, as any definition, it must be placed in an implementation file to tell. The event table tells wxWidgets how to map events to member functions and in our example it could look like this: @code BEGIN_EVENT_TABLE(MyFrame, wxFrame) EVT_MENU(wxID_EXIT, MyFrame::OnExit) EVT_MENU(DO_TEST, MyFrame::DoTest) EVT_SIZE(MyFrame::OnSize) EVT_BUTTON(BUTTON1, MyFrame::OnButton1) END_EVENT_TABLE() @endcode Notice that you must mention a method you want to use for the event handling in the event table definition, just defining it in MyFrame class is @e not enough. Let us now look at the details of this definition: the first line means that we are defining the event table for MyFrame class and that its base class is wxFrame, so events not processed by MyFrame will, by default, be handled to wxFrame. The next four lines define connections of individual events to their handlers: the first two of them map menu commands from the items with the identifiers specified as the first macro parameter to two different member functions. In the next one, @c EVT_SIZE means that any changes in the size of the frame will result in calling OnSize() method. Note that this macro doesn't need a window identifier, since normally you are only interested in the current window's size events. The EVT_BUTTON macro demonstrates that the originating event does not have to come from the window class implementing the event table -- if the event source is a button within a panel within a frame, this will still work, because event tables are searched up through the hierarchy of windows for the command events (but only command events, so you can't catch mouse move events in a child control in the parent window in the same way because wxMouseEvent doesn't derive from wxCommandEvent, see below for how you can do it). In this case, the button's event table will be searched, then the parent panel's, then the frame's. Finally, you need to implement the event handlers. As mentioned before, all event handlers take a wxEvent-derived argument whose exact class differs according to the type of event and the class of the originating window. For size events, wxSizeEvent is used. For menu commands and most control commands (such as button presses), wxCommandEvent is used. And when controls get more complicated, more specific wxCommandEvent-derived event classes providing additional control-specific information can be used, such as wxTreeEvent for events from wxTreeCtrl windows. In the simplest possible case an event handler may not use the @c event parameter at all, e.g. @code void MyFrame::OnExit(wxCommandEvent&) { // when the user selects "Exit" from the menu we should close Close(true); } @endcode In other cases you may need some information carried by the @c event argument, as in: @code void MyFrame::OnSize(wxSizeEvent& event) { wxSize size = event.GetSize(); ... update the frame using the new size ... } @endcode You will find the details about the event table macros and the corresponding wxEvent-derived classes in the discussion of each control generating these events. @section overview_eventhandling_connect Dynamic Event Handling As with the event tables, you need to decide in which class do you intend to handle the events first and, also as before, this class must still derive from wxEvtHandler (usually indirectly via wxWindow), see the declaration of MyFrame in the previous section. However the similarities end here and both the syntax and the possibilities of this way of handling events in this way are rather different. Let us start by looking at the syntax: the first obvious difference is that you don't need to use neither @c DECLARE_EVENT_TABLE() nor @c BEGIN_EVENT_TABLE and associated macros any more. Instead, in any place in your code, but usually in the code of the class defining the handlers itself (and definitely not in the global scope as with the event tables), you should call its Connect() method like this: @code MyFrame::MyFrame(...) { Connect(wxID_EXIT, wxEVT_COMMAND_MENU_SELECTED, wxCommandEventHandler(MyFrame::OnExit)); } @endcode This class should be self-explanatory except for wxCommandEventHandler part: this is a macro which ensures that the method is of correct type by using static_cast in the same way as event table macros do it inside them. Now let us describe the semantic differences: To summarize, using Connect() requires slightly more typing but is much more flexible than using static event tables so don't hesitate to use it when you need this extra power. On the other hand, event tables are still perfectly fine in simple situations where this extra flexibility is not needed. @section overview_eventhandling_processing How Events are Processed When an event is received from the windowing system, wxWidgets calls wxEvtHandler::ProcessEvent on the first event handler object belonging to the window generating the event. It may be noted that wxWidgets' event processing system implements something very close to virtual methods in normal C++, i.e. it is possible to alter the behaviour of a class by overriding its event handling functions. In many cases this works even for changing the behaviour of native controls. For example it is possible to filter out a number of key events sent by the system to a native text control by overriding wxTextCtrl and defining a handler for key events using EVT_KEY_DOWN. This would indeed prevent any key events from being sent to the native control - which might not be what is desired. In this case the event handler function has to call Skip() so as to indicate that the search for the event handler should continue. To summarize, instead of explicitly calling the base class version as you would have done with C++ virtual functions (i.e. @e wxTextCtrl::OnChar()), you should instead call wxEvent::Skip. In practice, this would look like this if the derived text control only accepts 'a' to 'z' and 'A' to 'Z': @code void MyTextCtrl::OnChar(wxKeyEvent& event) { if ( isalpha( event.KeyCode() ) ) { // key code is within legal range. we call event.Skip() so the // event can be processed either in the base wxWidgets class // or the native control. event.Skip(); } else { // illegal key hit. we don't call event.Skip() so the // event is not processed anywhere else. wxBell(); } } @endcode The normal order of event table searching by ProcessEvent is as follows:
  1. If the object is disabled (via a call to wxEvtHandler::SetEvtHandlerEnabled) the function skips to step (6).
  2. If the object is a wxWindow, @b ProcessEvent is recursively called on the window's wxValidator. If this returns @true, the function exits.
  3. @b SearchEventTable is called for this event handler. If this fails, the base class table is tried, and so on until no more tables exist or an appropriate function was found, in which case the function exits.
  4. The search is applied down the entire chain of event handlers (usually the chain has a length of one). If this succeeds, the function exits.
  5. If the object is a wxWindow and the event is set to set to propagate (in the library only wxCommandEvent based events are set to propagate), @b ProcessEvent is recursively applied to the parent window's event handler. If this returns @true, the function exits.
  6. Finally, @b ProcessEvent is called on the wxApp object.
Pay close attention to Step 5. People often overlook or get confused by this powerful feature of the wxWidgets event processing system. To put it a different way, events set to propagate (see wxEvent::ShouldPropagate) (most likely derived either directly or indirectly from wxCommandEvent) will travel up the containment hierarchy from child to parent until the maximal propagation level is reached or an event handler is found that doesn't call @c event.Skip(). Finally, there is another additional complication (which, in fact, simplifies life of wxWidgets programmers significantly): when propagating the command events upwards to the parent window, the event propagation stops when it reaches the parent dialog, if any. This means that you don't risk to get unexpected events from the dialog controls (which might be left unprocessed by the dialog itself because it doesn't care about them) when a modal dialog is popped up. The events do propagate beyond the frames, however. The rationale for this choice is that there are only a few frames in a typical application and their parent-child relation are well understood by the programmer while it may be very difficult, if not impossible, to track down all the dialogs which may be popped up in a complex program (remember that some are created automatically by wxWidgets). If you need to specify a different behaviour for some reason, you can use wxWindow::SetExtraStyle(wxWS_EX_BLOCK_EVENTS) explicitly to prevent the events from being propagated beyond the given window or unset this flag for the dialogs which have it on by default. Typically events that deal with a window as a window (size, motion, paint, mouse, keyboard, etc.) are sent only to the window. Events that have a higher level of meaning and/or are generated by the window itself, (button click, menu select, tree expand, etc.) are command events and are sent up to the parent to see if it is interested in the event. Note that your application may wish to override ProcessEvent to redirect processing of events. This is done in the document/view framework, for example, to allow event handlers to be defined in the document or view. To test for command events (which will probably be the only events you wish to redirect), you may use wxEvent::IsCommandEvent for efficiency, instead of using the slower run-time type system. As mentioned above, only command events are recursively applied to the parents event handler in the library itself. As this quite often causes confusion for users, here is a list of system events which will NOT get sent to the parent's event handler: @li wxEvent: The event base class @li wxActivateEvent: A window or application activation event @li wxCloseEvent: A close window or end session event @li wxEraseEvent: An erase background event @li wxFocusEvent: A window focus event @li wxKeyEvent: A keypress event @li wxIdleEvent: An idle event @li wxInitDialogEvent: A dialog initialisation event @li wxJoystickEvent: A joystick event @li wxMenuEvent: A menu event @li wxMouseEvent: A mouse event @li wxMoveEvent: A move event @li wxPaintEvent: A paint event @li wxQueryLayoutInfoEvent: Used to query layout information @li wxSetCursorEvent: Used for special cursor processing based on current mouse position @li wxSizeEvent: A size event @li wxScrollWinEvent: A scroll event sent by a scrolled window (not a scroll bar) @li wxSysColourChangedEvent: A system colour change event In some cases, it might be desired by the programmer to get a certain number of system events in a parent window, for example all key events sent to, but not used by, the native controls in a dialog. In this case, a special event handler will have to be written that will override ProcessEvent() in order to pass all events (or any selection of them) to the parent window. @section overview_eventhandling_prog User Generated Events vs Programmatically Generated Events While generically wxEvents can be generated both by user actions (e.g. resize of a wxWindow) and by calls to functions (e.g. wxWindow::SetSize), wxWidgets controls normally send wxCommandEvent-derived events only for the user-generated events. The only @b exceptions to this rule are: @li wxNotebook::AddPage: No event-free alternatives @li wxNotebook::AdvanceSelection: No event-free alternatives @li wxNotebook::DeletePage: No event-free alternatives @li wxNotebook::SetSelection: Use wxNotebook::ChangeSelection instead, as wxNotebook::SetSelection is deprecated @li wxTreeCtrl::Delete: No event-free alternatives @li wxTreeCtrl::DeleteAllItems: No event-free alternatives @li wxTreeCtrl::EditLabel: No event-free alternatives @li All wxTextCtrl methods wxTextCtrl::ChangeValue can be used instead of wxTextCtrl::SetValue but the other functions, such as wxTextCtrl::Replace or wxTextCtrl::WriteText don't have event-free equivalents. @section overview_eventhandling_pluggable Pluggable Event Handlers In fact, you don't have to derive a new class from a window class if you don't want to. You can derive a new class from wxEvtHandler instead, defining the appropriate event table, and then call wxWindow::SetEventHandler (or, preferably, wxWindow::PushEventHandler) to make this event handler the object that responds to events. This way, you can avoid a lot of class derivation, and use instances of the same event handler class (but different objects as the same event handler object shouldn't be used more than once) to handle events from instances of different widget classes. If you ever have to call a window's event handler manually, use the GetEventHandler function to retrieve the window's event handler and use that to call the member function. By default, GetEventHandler returns a pointer to the window itself unless an application has redirected event handling using SetEventHandler or PushEventHandler. One use of PushEventHandler is to temporarily or permanently change the behaviour of the GUI. For example, you might want to invoke a dialog editor in your application that changes aspects of dialog boxes. You can grab all the input for an existing dialog box, and edit it 'in situ', before restoring its behaviour to normal. So even if the application has derived new classes to customize behaviour, your utility can indulge in a spot of body-snatching. It could be a useful technique for on-line tutorials, too, where you take a user through a serious of steps and don't want them to diverge from the lesson. Here, you can examine the events coming from buttons and windows, and if acceptable, pass them through to the original event handler. Use PushEventHandler/PopEventHandler to form a chain of event handlers, where each handler processes a different range of events independently from the other handlers. @section overview_eventhandling_winid Window Identifiers Window identifiers are integers, and are used to uniquely determine window identity in the event system (though you can use it for other purposes). In fact, identifiers do not need to be unique across your entire application just so long as they are unique within a particular context you're interested in, such as a frame and its children. You may use the @c wxID_OK identifier, for example, on any number of dialogs so long as you don't have several within the same dialog. If you pass @c wxID_ANY to a window constructor, an identifier will be generated for you automatically by wxWidgets. This is useful when you don't care about the exact identifier either because you're not going to process the events from the control being created at all or because you process the events from all controls in one place (in which case you should specify @c wxID_ANY in the event table or wxEvtHandler::Connect call as well. The automatically generated identifiers are always negative and so will never conflict with the user-specified identifiers which must be always positive. See @ref page_stdevtid for the list of standard identifiers available. You can use wxID_HIGHEST to determine the number above which it is safe to define your own identifiers. Or, you can use identifiers below wxID_LOWEST. Finally, you can allocate identifiers dynamically using wxNewId() function to. If you use wxNewId() consistently in your application, you can be sure that the your identifiers don't conflict accidentally. @section overview_eventhandling_custom Custom Event Summary @subsection overview_eventhandling_custom_general General approach Since version 2.2.x of wxWidgets, each event type is identified by ID which is given to the event type @e at runtime which makes it possible to add new event types to the library or application without risking ID clashes (two different event types mistakingly getting the same event ID). This event type ID is stored in a struct of type @b const wxEventType. In order to define a new event type, there are principally two choices. One is to define a entirely new event class (typically deriving from wxEvent or wxCommandEvent. The other is to use the existing event classes and give them an new event type. You'll have to define and declare a new event type using either way, and this is done using the following macros: @code // in the header of the source file BEGIN_DECLARE_EVENT_TYPES() DECLARE_EVENT_TYPE(name, value) END_DECLARE_EVENT_TYPES() // in the implementation DEFINE_EVENT_TYPE(name) @endcode You can ignore the @e value parameter of the DECLARE_EVENT_TYPE macro since it is used only for backwards compatibility with wxWidgets 2.0.x based applications where you have to give the event type ID an explicit value. See also the @ref page_samples_event for an example of code defining and working with the custom event types. @subsection overview_eventhandling_custom_existing Using Existing Event Classes If you just want to use a wxCommandEvent with a new event type, you can then use one of the generic event table macros listed below, without having to define a new macro yourself. This also has the advantage that you won't have to define a new wxEvent::Clone() method for posting events between threads etc. This could look like this in your code: @code DECLARE_EVENT_TYPE(wxEVT_MY_EVENT, -1) DEFINE_EVENT_TYPE(wxEVT_MY_EVENT) // user code intercepting the event BEGIN_EVENT_TABLE(MyFrame, wxFrame) EVT_MENU (wxID_EXIT, MyFrame::OnExit) // .... EVT_COMMAND (ID_MY_WINDOW, wxEVT_MY_EVENT, MyFrame::OnMyEvent) END_EVENT_TABLE() void MyFrame::OnMyEvent( wxCommandEvent ) { // do something wxString text = event.GetText(); } // user code sending the event void MyWindow::SendEvent() { wxCommandEvent event( wxEVT_MY_EVENT, GetId() ); event.SetEventObject( this ); // Give it some contents event.SetText( wxT("Hallo") ); // Send it GetEventHandler()->ProcessEvent( event ); } @endcode @subsection overview_eventhandling_custom_generic Generic Event Table Macros @beginTable @row2col{EVT_CUSTOM(event\, id\, func), Allows you to add a custom event table entry by specifying the event identifier (such as wxEVT_SIZE), the window identifier, and a member function to call.} @row2col{EVT_CUSTOM_RANGE(event\, id1\, id2\, func), The same as EVT_CUSTOM, but responds to a range of window identifiers.} @row2col{EVT_COMMAND(id\, event\, func), The same as EVT_CUSTOM, but expects a member function with a wxCommandEvent argument.} @row2col{EVT_COMMAND_RANGE(id1\, id2\, event\, func), The same as EVT_CUSTOM_RANGE, but expects a member function with a wxCommandEvent argument.} @row2col{EVT_NOTIFY(event\, id\, func), The same as EVT_CUSTOM, but expects a member function with a wxNotifyEvent argument.} @row2col{EVT_NOTIFY_RANGE(event\, id1\, id2\, func), The same as EVT_CUSTOM_RANGE, but expects a member function with a wxNotifyEvent argument.} @endTable @subsection overview_eventhandling_custom_ownclass Defining Your Own Event Class Under certain circumstances, it will be required to define your own event class e.g. for sending more complex data from one place to another. Apart from defining your event class, you will also need to define your own event table macro (which is quite long). Watch out to put in enough casts to the inherited event function. Here is an example: @code // code defining event class wxPlotEvent: public wxNotifyEvent { public: wxPlotEvent( wxEventType commandType = wxEVT_NULL, int id = 0 ); // accessors wxPlotCurve *GetCurve() { return m_curve; } // required for sending with wxPostEvent() virtual wxEvent *Clone() const; private: wxPlotCurve *m_curve; }; DECLARE_EVENT_TYPE( wxEVT_PLOT_ACTION, -1 ) typedef void (wxEvtHandler::*wxPlotEventFunction)(wxPlotEvent&); #define EVT_PLOT(id, fn) \ DECLARE_EVENT_TABLE_ENTRY( wxEVT_PLOT_ACTION, id, -1, \ (wxObjectEventFunction) (wxEventFunction) (wxCommandEventFunction) (wxNotifyEventFunction) \ wxStaticCastEvent( wxPlotEventFunction, &fn ), (wxObject *) NULL ), // code implementing the event type and the event class DEFINE_EVENT_TYPE( wxEVT_PLOT_ACTION ) wxPlotEvent::wxPlotEvent( ... // user code intercepting the event BEGIN_EVENT_TABLE(MyFrame, wxFrame) EVT_PLOT (ID_MY_WINDOW, MyFrame::OnPlot) END_EVENT_TABLE() void MyFrame::OnPlot( wxPlotEvent &event ) { wxPlotCurve *curve = event.GetCurve(); } // user code sending the event void MyWindow::SendEvent() { wxPlotEvent event( wxEVT_PLOT_ACTION, GetId() ); event.SetEventObject( this ); event.SetCurve( m_curve ); GetEventHandler()->ProcessEvent( event ); } @endcode @section overview_eventhandling_macros Event Handling Summary For the full list of event classes, please see the @ref group_class_events "event classes group page". @todo for all controls state clearly when calling a member function results in an event being generated and when it doesn't (possibly updating also the 'Events generated by the user vs programmatically generated events' paragraph of the 'Event handling overview' with the list of the functions which break that rule). */