/////////////////////////////////////////////////////////////////////////////// // 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 // Copyright: (c) 2000 SciTech Software, Inc. (www.scitechsoft.com) // Licence: wxWindows licence /////////////////////////////////////////////////////////////////////////////// #ifndef _WX_UNIV_INPHAND_H_ #define _WX_UNIV_INPHAND_H_ #include "wx/univ/inpcons.h" // for wxControlAction(s) // ---------------------------------------------------------------------------- // types of the standard input handlers which can be passed to // wxTheme::GetInputHandler() // ---------------------------------------------------------------------------- #define wxINP_HANDLER_DEFAULT wxT("") #define wxINP_HANDLER_BUTTON wxT("button") #define wxINP_HANDLER_CHECKBOX wxT("checkbox") #define wxINP_HANDLER_CHECKLISTBOX wxT("checklistbox") #define wxINP_HANDLER_COMBOBOX wxT("combobox") #define wxINP_HANDLER_LISTBOX wxT("listbox") #define wxINP_HANDLER_NOTEBOOK wxT("notebook") #define wxINP_HANDLER_RADIOBTN wxT("radiobtn") #define wxINP_HANDLER_SCROLLBAR wxT("scrollbar") #define wxINP_HANDLER_SLIDER wxT("slider") #define wxINP_HANDLER_SPINBTN wxT("spinbtn") #define wxINP_HANDLER_STATUSBAR wxT("statusbar") #define wxINP_HANDLER_TEXTCTRL wxT("textctrl") #define wxINP_HANDLER_TOOLBAR wxT("toolbar") #define wxINP_HANDLER_TOPLEVEL wxT("toplevel") // ---------------------------------------------------------------------------- // wxInputHandler: maps the events to the actions // ---------------------------------------------------------------------------- class WXDLLIMPEXP_CORE wxInputHandler : public wxObject { 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(wxInputConsumer *consumer, const wxKeyEvent& event, bool pressed) = 0; // map a mouse (click) event to one or more actions virtual bool HandleMouse(wxInputConsumer *consumer, 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(wxInputConsumer *consumer, 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(wxInputConsumer *consumer, const wxFocusEvent& event); // react to the app getting/losing activation // // return true to refresh the control, false otherwise virtual bool HandleActivation(wxInputConsumer *consumer, 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 WXDLLIMPEXP_CORE wxStdInputHandler : public wxInputHandler { public: wxStdInputHandler(wxInputHandler *handler) : m_handler(handler) { } virtual bool HandleKey(wxInputConsumer *consumer, const wxKeyEvent& event, bool pressed) { return m_handler ? m_handler->HandleKey(consumer, event, pressed) : false; } virtual bool HandleMouse(wxInputConsumer *consumer, const wxMouseEvent& event) { return m_handler ? m_handler->HandleMouse(consumer, event) : false; } virtual bool HandleMouseMove(wxInputConsumer *consumer, const wxMouseEvent& event) { return m_handler ? m_handler->HandleMouseMove(consumer, event) : false; } virtual bool HandleFocus(wxInputConsumer *consumer, const wxFocusEvent& event) { return m_handler ? m_handler->HandleFocus(consumer, event) : false; } private: wxInputHandler *m_handler; }; #endif // _WX_UNIV_INPHAND_H_