5ba67c67e4
Cocoa has been the default toolkit in wxWidgets for a long time. There is really no good reason to use Carbon in 2016 and this removes a lot of unused and unmaintained code.
138 lines
4.6 KiB
C++
138 lines
4.6 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: customwidgets.h
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// Purpose: topic overview
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// Author: wxWidgets team
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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/**
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@page overview_customwidgets Creating a Custom Widget
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@tableofcontents
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Typically combining the existing @ref group_class_ctrl controls in wxDialogs
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and wxFrames is sufficient to fullfill any GUI design. Using the wxWidgets
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standard controls makes your GUI looks native on all ports and is obviously
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easier and faster.
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However there are situations where you need to show some particular kind of
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data which is not suited to any existing control. In these cases rather than
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hacking an existing control for something it has not been conceived for, it's
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better to write a new widget.
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@section overview_customwidgets_how Writing a Custom Widget
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There are at least two very different ways to implement a new widget.
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The first is to build it upon wxWidgets existing classes, thus deriving it from
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wxControl or wxWindow. In this way you'll get a @b generic widget. This method
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has the advantage that writing a single implementation works on all ports; the
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disadvantage is that it the widget will look the same on all platforms, and
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thus it may not integrate well with the native look and feel.
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The second method is to build it directly upon the native toolkits of the
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platforms you want to support (e.g. GTK+, Cocoa and GDI). In this way you'll
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get a @b native widget. This method in fact has the advantage of a native look
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and feel but requires different implementations and thus more work.
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In both cases you'll want to better explore some hot topics like:
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- @ref overview_windowsizing
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- @ref overview_events_custom to implement your custom widget's events.
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You will probably need also to gain some familiarity with the wxWidgets
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sources, since you'll need to interface with some undocumented wxWidgets
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internal mechanisms.
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@subsection overview_customwidgets_how_generic Writing a Generic Widget
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Generic widgets are typically derived from wxControl or wxWindow.
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They are easy to write. The typical "template" is as follows:
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@code
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enum MySpecialWidgetStyles
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{
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SWS_LOOK_CRAZY = 1,
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SWS_LOOK_SERIOUS = 2,
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SWS_SHOW_BUTTON = 4,
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SWS_DEFAULT_STYLE = (SWS_SHOW_BUTTON|SWS_LOOK_SERIOUS)
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};
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class MySpecialWidget : public wxControl
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{
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public:
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MySpecialWidget() { Init(); }
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MySpecialWidget(wxWindow *parent,
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wxWindowID winid,
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const wxString& label,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = SWS_DEFAULT_STYLE,
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const wxValidator& val = wxDefaultValidator,
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const wxString& name = "MySpecialWidget")
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{
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Init();
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Create(parent, winid, label, pos, size, style, val, name);
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}
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bool Create(wxWindow *parent,
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wxWindowID winid,
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const wxString& label,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = SWS_DEFAULT_STYLE,
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const wxValidator& val = wxDefaultValidator,
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const wxString& name = wxCollapsiblePaneNameStr);
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// accessors...
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protected:
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void Init() {
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// init widget's internals...
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}
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virtual wxSize DoGetBestSize() const {
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// we need to calculate and return the best size of the widget...
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}
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void OnPaint(wxPaintEvent&) {
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// draw the widget on a wxDC...
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}
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private:
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wxDECLARE_DYNAMIC_CLASS(MySpecialWidget);
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wxDECLARE_EVENT_TABLE();
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};
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@endcode
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@subsection overview_customwidgets_how_native Writing a Native Widget
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Writing a native widget is typically more difficult as it requires you to know
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the APIs of the platforms you want to support. See @ref page_port_nativedocs
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for links to the documentation manuals of the various toolkits.
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The organization used by wxWidgets consists in:
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- declaring the common interface of the control in a generic header, using
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the 'Base' postfix; e.g. MySpecialWidgetBase.
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See for example the wxWidgets' @c "wx/button.h" file.
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- declaring the real widget class inheriting from the Base version in
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platform-specific headers; see for example the wxWidgets' @c "wx/gtk/button.h" file.
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- separating the different implementations in different source files, putting
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all common stuff in a separate source.
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See for example the wxWidgets' @c "src/common/btncmn.cpp", @c "src/gtk/button.cpp"
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and @c "src/msw/button.cpp" files.
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*/
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