wxWidgets/include/wx/window.h
2005-11-03 20:58:02 +00:00

1547 lines
56 KiB
C++

///////////////////////////////////////////////////////////////////////////////
// Name: wx/window.h
// Purpose: wxWindowBase class - the interface of wxWindow
// Author: Vadim Zeitlin
// Modified by: Ron Lee
// Created: 01/02/97
// RCS-ID: $Id$
// Copyright: (c) Vadim Zeitlin
// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
#ifndef _WX_WINDOW_H_BASE_
#define _WX_WINDOW_H_BASE_
// ----------------------------------------------------------------------------
// 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_PALETTE
#include "wx/palette.h"
#endif // wxUSE_PALETTE
#if wxUSE_ACCEL
#include "wx/accel.h"
#endif // wxUSE_ACCEL
#if wxUSE_ACCESSIBILITY
#include "wx/access.h"
#endif
// 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 // !__WXUNIVERSAL__
#define wxUSE_MENUS_NATIVE wxUSE_MENUS
#endif // __WXUNIVERSAL__/!__WXUNIVERSAL__
// ----------------------------------------------------------------------------
// forward declarations
// ----------------------------------------------------------------------------
class WXDLLEXPORT wxCaret;
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;
#if wxUSE_ACCESSIBILITY
class WXDLLEXPORT wxAccessible;
#endif
// ----------------------------------------------------------------------------
// helper stuff used by wxWindow
// ----------------------------------------------------------------------------
// struct containing all the visual attributes of a control
struct WXDLLEXPORT wxVisualAttributes
{
// the font used for control label/text inside it
wxFont font;
// the foreground colour
wxColour colFg;
// the background colour, may be wxNullColour if the controls background
// colour is not solid
wxColour colBg;
};
// different window variants, on platforms like eg mac uses different
// rendering sizes
enum wxWindowVariant
{
wxWINDOW_VARIANT_NORMAL, // Normal size
wxWINDOW_VARIANT_SMALL, // Smaller size (about 25 % smaller than normal)
wxWINDOW_VARIANT_MINI, // Mini size (about 33 % smaller than normal)
wxWINDOW_VARIANT_LARGE, // Large size (about 25 % larger than normal)
wxWINDOW_VARIANT_MAX
};
#if wxUSE_SYSTEM_OPTIONS
#define wxWINDOW_DEFAULT_VARIANT wxT("window-default-variant")
#endif
// ----------------------------------------------------------------------------
// (pseudo)template list classes
// ----------------------------------------------------------------------------
WX_DECLARE_LIST_3(wxWindow, wxWindowBase, wxWindowList, wxWindowListNode, class WXDLLEXPORT);
// ----------------------------------------------------------------------------
// global variables
// ----------------------------------------------------------------------------
extern WXDLLEXPORT_DATA(wxWindowList) wxTopLevelWindows;
// ----------------------------------------------------------------------------
// 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, initializes everything which can be initialized before
// Create()
wxWindowBase() ;
// pseudo ctor (can't be virtual, called from ctor)
bool CreateBase(wxWindowBase *parent,
wxWindowID winid,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = 0,
const wxValidator& validator = wxDefaultValidator,
const wxString& name = wxPanelNameStr);
virtual ~wxWindowBase();
// 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
// -----------------
#if !defined(__WXMSW__) && \
!defined(__WXMOTIF__)
// FIXME: This is work in progress about moving SetTitle/GetTitle from wxWindow
// to wxTopLevelWindow so initially enabled in wxMSW only to observe results
// and continue on other platforms
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(); }
#else
// 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) = 0;
virtual wxString GetLabel() const = 0;
#endif
// 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; }
// sets the window variant, calls internally DoSetVariant if variant has changed
void SetWindowVariant( wxWindowVariant variant ) ;
wxWindowVariant GetWindowVariant() const { return m_windowVariant ; }
// window id uniquely identifies the window among its siblings unless
// it is wxID_ANY which means "don't care"
void SetId( wxWindowID winid ) { m_windowId = winid; }
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 winid) { return winid - 1; }
// get the id of the control preceding the one with the given
// (autogenerated) id
static int PrevControlId(int winid) { return winid + 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( wxDefaultCoord, wxDefaultCoord, 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, wxDefaultCoord, wxDefaultCoord, 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 SetPosition( const wxPoint& pt ) { Move( pt ) ; }
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" in
// most situations)
wxSize GetBestSize() const
{
if (m_bestSizeCache.IsFullySpecified())
return m_bestSizeCache;
return DoGetBestSize();
}
void GetBestSize(int *w, int *h) const
{
wxSize s = GetBestSize();
if ( w )
*w = s.x;
if ( h )
*h = s.y;
}
// reset the cached best size value so it will be recalculated the
// next time it is needed.
void InvalidateBestSize();
void CacheBestSize(const wxSize& size) const
{ wxConstCast(this, wxWindowBase)->m_bestSizeCache = size; }
// There are times (and windows) where 'Best' size and 'Min' size
// are vastly out of sync. This should be remedied somehow, but in
// the meantime, this method will return the larger of BestSize
// (the window's smallest legible size), and any user specified
// MinSize hint.
wxSize GetAdjustedBestSize() const
{
wxSize s( GetBestSize() );
return wxSize( wxMax( s.x, GetMinWidth() ), wxMax( s.y, GetMinHeight() ) );
}
// This function will merge the window's best size into the window's
// minimum size, giving priority to the min size components, and
// returns the results.
wxSize GetBestFittingSize() const;
// A 'Smart' SetSize that will fill in default size values with 'best'
// size. Sets the minsize to what was passed in.
void SetBestFittingSize(const wxSize& size=wxDefaultSize);
// 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 virtual size to satisfy children
virtual void FitInside();
// set min/max size of the window
virtual void SetSizeHints( int minW, int minH,
int maxW = wxDefaultCoord, int maxH = wxDefaultCoord,
int incW = wxDefaultCoord, int incH = wxDefaultCoord )
{
DoSetSizeHints(minW, minH, maxW, maxH, incW, incH);
}
void SetSizeHints( const wxSize& minSize,
const wxSize& maxSize=wxDefaultSize,
const wxSize& incSize=wxDefaultSize)
{
DoSetSizeHints(minSize.x, minSize.y,
maxSize.x, maxSize.y,
incSize.x, incSize.y);
}
virtual void DoSetSizeHints(int minW, int minH,
int maxW = wxDefaultCoord, int maxH = wxDefaultCoord,
int incW = wxDefaultCoord, int incH = wxDefaultCoord );
virtual void SetVirtualSizeHints( int minW, int minH,
int maxW = wxDefaultCoord, int maxH = wxDefaultCoord );
void SetVirtualSizeHints( const wxSize& minSize,
const wxSize& maxSize=wxDefaultSize)
{
SetVirtualSizeHints(minSize.x, minSize.y, maxSize.x, maxSize.y);
}
virtual int GetMinWidth() const { return m_minWidth; }
virtual int GetMinHeight() const { return m_minHeight; }
int GetMaxWidth() const { return m_maxWidth; }
int GetMaxHeight() const { return m_maxHeight; }
// Override this method to control the values given to Sizers etc.
virtual wxSize GetMaxSize() const { return wxSize( m_maxWidth, m_maxHeight ); }
virtual wxSize GetMinSize() const { return wxSize( m_minWidth, m_minHeight ); }
void SetMinSize(const wxSize& minSize) { SetSizeHints(minSize); }
void SetMaxSize(const wxSize& maxSize) { SetSizeHints(GetMinSize(), maxSize); }
// Methods for accessing the virtual size of a window. For most
// windows this is just the client area of the window, but for
// some like scrolled windows it is more or less independent of
// the screen window size. You may override the DoXXXVirtual
// methods below for classes where that is is the case.
void SetVirtualSize( const wxSize &size ) { DoSetVirtualSize( size.x, size.y ); }
void SetVirtualSize( int x, int y ) { DoSetVirtualSize( x, y ); }
wxSize GetVirtualSize() const { return DoGetVirtualSize(); }
void GetVirtualSize( int *x, int *y ) const
{
wxSize s( DoGetVirtualSize() );
if( x )
*x = s.GetWidth();
if( y )
*y = s.GetHeight();
}
// Override these methods for windows that have a virtual size
// independent of their client size. eg. the virtual area of a
// wxScrolledWindow.
virtual void DoSetVirtualSize( int x, int y );
virtual wxSize DoGetVirtualSize() const;
// Return the largest of ClientSize and BestSize (as determined
// by a sizer, interior children, or other means)
virtual wxSize GetBestVirtualSize() const
{
wxSize client( GetClientSize() );
wxSize best( GetBestSize() );
return wxSize( wxMax( client.x, best.x ), wxMax( client.y, best.y ) );
}
// 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); }
virtual bool IsShown() const { return m_isShown; }
virtual 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()
virtual 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);
// (primitive) theming support
// ---------------------------
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;
// set focus to this window as the result of a keyboard action
virtual void SetFocusFromKbd() { SetFocus(); }
// return the window which currently has the focus or NULL
static wxWindow *FindFocus();
static wxWindow *DoFindFocus() /* = 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 <Enter>
virtual wxWindow *GetDefaultItem() const { return NULL; }
// set this child as default, return the old default
virtual wxWindow *SetDefaultItem(wxWindow * WXUNUSED(child))
{ return NULL; }
// set this child as temporary default
virtual void SetTmpDefaultItem(wxWindow * WXUNUSED(win)) { }
// navigates in the specified direction by sending a wxNavigationKeyEvent
virtual bool Navigate(int flags = wxNavigationKeyEvent::IsForward);
// move this window just before/after the specified one in tab order
// (the other window must be our sibling!)
void MoveBeforeInTabOrder(wxWindow *win)
{ DoMoveInTabOrder(win, MoveBefore); }
void MoveAfterInTabOrder(wxWindow *win)
{ DoMoveInTabOrder(win, MoveAfter); }
// parent/children relations
// -------------------------
// get the list of children
const wxWindowList& GetChildren() const { return m_children; }
wxWindowList& GetChildren() { return m_children; }
// needed just for extended runtime
const wxWindowList& GetWindowChildren() const { return GetChildren() ; }
// 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 );
// implementation mostly
virtual void AddChild( wxWindowBase *child );
virtual void RemoveChild( wxWindowBase *child );
// looking for windows
// -------------------
// find window among the descendants of this one either by id or by
// name (return NULL if not found)
wxWindow *FindWindow(long winid) const;
wxWindow *FindWindow(const wxString& name) const;
// Find a window among any window (all return NULL if not found)
static wxWindow *FindWindowById( long winid, const wxWindow *parent = NULL );
static wxWindow *FindWindowByName( const wxString& name,
const wxWindow *parent = NULL );
static wxWindow *FindWindowByLabel( const wxString& label,
const wxWindow *parent = NULL );
// 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 );
// find the given handler in the event handler chain and remove (but
// not delete) it from the event handler chain, return true if it was
// found and false otherwise (this also results in an assert failure so
// this function should only be called when the handler is supposed to
// be there)
bool RemoveEventHandler(wxEvtHandler *handler);
// 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
// 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
#if wxUSE_HOTKEY
// hot keys (system wide accelerators)
// -----------------------------------
virtual bool RegisterHotKey(int hotkeyId, int modifiers, int keycode);
virtual bool UnregisterHotKey(int hotkeyId);
#endif // wxUSE_HOTKEY
// 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, these functions maintain the stack of
// windows having captured the mouse and after calling ReleaseMouse()
// the mouse is not released but returns to the window which had had
// captured it previously (if any)
void CaptureMouse();
void ReleaseMouse();
// 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, bool eraseBackground = true)
{
Refresh(eraseBackground, &rect);
}
// repaint all invalid areas of the window immediately
virtual void Update() { }
// clear the window background
virtual void ClearBackground();
// 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
// --------------------------
// get the default attributes for the controls of this class: we
// provide a virtual function which can be used to query the default
// attributes of an existing control and a static function which can
// be used even when no existing object of the given class is
// available, but which won't return any styles specific to this
// particular control, of course (e.g. "Ok" button might have
// different -- bold for example -- font)
virtual wxVisualAttributes GetDefaultAttributes() const
{
return GetClassDefaultAttributes(GetWindowVariant());
}
static wxVisualAttributes
GetClassDefaultAttributes(wxWindowVariant variant = wxWINDOW_VARIANT_NORMAL);
// set/retrieve the window colours (system defaults are used by
// default): SetXXX() functions return true if colour was changed,
// SetDefaultXXX() reset the "m_inheritXXX" flag after setting the
// value to prevent it from being inherited by our children
virtual bool SetBackgroundColour(const wxColour& colour);
void SetOwnBackgroundColour(const wxColour& colour)
{
if ( SetBackgroundColour(colour) )
m_inheritBgCol = false;
}
wxColour GetBackgroundColour() const;
bool InheritsBackgroundColour() const
{
return m_inheritBgCol;
}
bool UseBgCol() const
{
return m_hasBgCol;
}
virtual bool SetForegroundColour(const wxColour& colour);
void SetOwnForegroundColour(const wxColour& colour)
{
if ( SetForegroundColour(colour) )
m_inheritFgCol = false;
}
wxColour GetForegroundColour() const;
// Set/get the background style.
// Pass one of wxBG_STYLE_SYSTEM, wxBG_STYLE_COLOUR, wxBG_STYLE_CUSTOM
virtual bool SetBackgroundStyle(wxBackgroundStyle style) { m_backgroundStyle = style; return true; }
virtual wxBackgroundStyle GetBackgroundStyle() const { return m_backgroundStyle; }
// returns true if the control has "transparent" areas such as a
// wxStaticText and wxCheckBox and the background should be adapted
// from a parent window
virtual bool HasTransparentBackground() { return false; }
// set/retrieve the font for the window (SetFont() returns true if the
// font really changed)
virtual bool SetFont(const wxFont& font) = 0;
void SetOwnFont(const wxFont& font)
{
if ( SetFont(font) )
m_inheritFont = false;
}
wxFont GetFont() const;
// 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; }
#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 from the given flags: this is different from
// simply doing flags & wxBORDER_MASK because it uses GetDefaultBorder() to
// translate wxBORDER_DEFAULT to something reasonable
wxBorder GetBorder(long flags) const;
// get border for the flags of this window
wxBorder GetBorder() const { return GetBorder(GetWindowStyleFlag()); }
// send wxUpdateUIEvents to this window, and children if recurse is true
virtual void UpdateWindowUI(long flags = wxUPDATE_UI_NONE);
// do the window-specific processing after processing the update event
virtual void DoUpdateWindowUI(wxUpdateUIEvent& event) ;
#if wxUSE_MENUS
bool PopupMenu(wxMenu *menu, const wxPoint& pos = wxDefaultPosition)
{ 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;
#else
// silently ignore SetHelpText() calls
void SetHelpText(const wxString& WXUNUSED(text)) { }
void SetHelpTextForId(const wxString& WXUNUSED(text)) { }
#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; }
wxString GetToolTipText() const ;
#else
// make it much easier to compile apps in an environment
// that doesn't support tooltips, such as PocketPC
inline void SetToolTip( const wxString & WXUNUSED(tip) ) {}
#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; }
// 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 ;
#endif // wxUSE_CONSTRAINTS
// when using constraints or sizers, 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; }
// lay out the window and its children
virtual bool Layout();
// sizers
void SetSizer(wxSizer *sizer, bool deleteOld = true );
void SetSizerAndFit( wxSizer *sizer, bool deleteOld = true );
wxSizer *GetSizer() const { return m_windowSizer; }
// Track if this window is a member of a sizer
void SetContainingSizer(wxSizer* sizer);
wxSizer *GetContainingSizer() const { return m_containingSizer; }
// accessibility
// ----------------------
#if wxUSE_ACCESSIBILITY
// Override to create a specific accessible object.
virtual wxAccessible* CreateAccessible();
// Sets the accessible object.
void SetAccessible(wxAccessible* accessible) ;
// Returns the accessible object.
wxAccessible* GetAccessible() { return m_accessible; };
// Returns the accessible object, creating if necessary.
wxAccessible* GetOrCreateAccessible() ;
#endif
// 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
// virtual function for implementing internal idle
// behaviour
virtual void OnInternalIdle() {}
// call internal idle recursively
// void ProcessInternalIdle() ;
// get the handle 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;
// associate the window with a new native handle
virtual void AssociateHandle(WXWidget WXUNUSED(handle)) { }
// dissociate the current native handle from the window
virtual void DissociateHandle() { }
#if wxUSE_PALETTE
// Store the palette used by DCs in wxWindow so that the dcs can share
// a palette. And we can respond to palette messages.
wxPalette GetPalette() const { return m_palette; }
// When palette is changed tell the DC to set the system palette to the
// new one.
void SetPalette(const wxPalette& pal);
// return true if we have a specific palette
bool HasCustomPalette() const { return m_hasCustomPalette; }
// return the first parent window with a custom palette or NULL
wxWindow *GetAncestorWithCustomPalette() const;
#endif // wxUSE_PALETTE
// inherit the parents visual attributes if they had been explicitly set
// by the user (i.e. we don't inherit default attributes) and if we don't
// have our own explicitly set
virtual void InheritAttributes();
// returns false from here if this window doesn't want to inherit the
// parents colours even if InheritAttributes() would normally do it
//
// this just provides a simple way to customize InheritAttributes()
// behaviour in the most common case
virtual bool ShouldInheritColours() const { return false; }
// Reserved for future use
virtual void ReservedWindowFunc1() {}
virtual void ReservedWindowFunc2() {}
virtual void ReservedWindowFunc3() {}
virtual void ReservedWindowFunc4() {}
virtual void ReservedWindowFunc5() {}
virtual void ReservedWindowFunc6() {}
virtual void ReservedWindowFunc7() {}
virtual void ReservedWindowFunc8() {}
virtual void ReservedWindowFunc9() {}
protected:
// event handling specific to wxWindow
virtual bool TryValidator(wxEvent& event);
virtual bool TryParent(wxEvent& event);
// common part of MoveBefore/AfterInTabOrder()
enum MoveKind
{
MoveBefore, // insert before the given window
MoveAfter // insert after the given window
};
virtual void DoMoveInTabOrder(wxWindow *win, MoveKind move);
#if wxUSE_CONSTRAINTS
// satisfy the constraints for the windows but don't set the window sizes
void SatisfyConstraints();
#endif // wxUSE_CONSTRAINTS
// Send the wxWindowDestroyEvent
void SendDestroyEvent();
// returns the main window of composite control; this is the window
// that FindFocus returns if the focus is in one of composite control's
// windows
virtual wxWindow *GetMainWindowOfCompositeControl()
{ return (wxWindow*)this; }
// the window id - a number which uniquely identifies a window among
// its siblings unless it is wxID_ANY
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) wxDefaultCoord)
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; // see m_hasFont
wxColour m_backgroundColour, // m_hasBgCol
m_foregroundColour; // m_hasFgCol
#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
// 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;
#endif // wxUSE_CONSTRAINTS
// this window's sizer
wxSizer *m_windowSizer;
// The sizer this window is a member of, if any
wxSizer *m_containingSizer;
// Layout() window automatically when its size changes?
bool m_autoLayout:1;
// window state
bool m_isShown:1;
bool m_isEnabled:1;
bool m_isBeingDeleted:1;
// was the window colours/font explicitly changed by user?
bool m_hasBgCol:1;
bool m_hasFgCol:1;
bool m_hasFont:1;
// and should it be inherited by children?
bool m_inheritBgCol:1;
bool m_inheritFgCol:1;
bool m_inheritFont:1;
// window attributes
long m_windowStyle,
m_exStyle;
wxString m_windowName;
bool m_themeEnabled;
wxBackgroundStyle m_backgroundStyle;
#if wxUSE_PALETTE
wxPalette m_palette;
bool m_hasCustomPalette;
#endif // wxUSE_PALETTE
#if wxUSE_ACCESSIBILITY
wxAccessible* m_accessible;
#endif
// Virtual size (scrolling)
wxSize m_virtualSize;
int m_minVirtualWidth; // VirtualSizeHints
int m_minVirtualHeight;
int m_maxVirtualWidth;
int m_maxVirtualHeight;
wxWindowVariant m_windowVariant ;
// 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. TLWs
// have their own default size so this is just for non top-level windows.
static int WidthDefault(int w) { return w == wxDefaultCoord ? 20 : w; }
static int HeightDefault(int h) { return h == wxDefaultCoord ? 20 : h; }
// Used to save the results of DoGetBestSize so it doesn't need to be
// recalculated each time the value is needed.
wxSize m_bestSizeCache;
// keep the old name for compatibility, at least until all the internal
// usages of it are changed to SetBestFittingSize
void SetBestSize(const wxSize& size) { SetBestFittingSize(size); }
// set the initial window size if none is given (i.e. at least one of the
// components of the size passed to ctor/Create() is wxDefaultCoord)
//
// normally just calls SetBestSize() for controls, but can be overridden
// not to do it for the controls which have to do some additional
// initialization (e.g. add strings to list box) before their best size
// can be accurately calculated
virtual void SetInitialBestSize(const wxSize& WXUNUSED(size)) {}
// 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;
// capture/release the mouse, used by Capture/ReleaseMouse()
virtual void DoCaptureMouse() = 0;
virtual void DoReleaseMouse() = 0;
// 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;
// called from DoGetBestSize() to convert best virtual size (returned by
// the window sizer) to the best size for the window itself; this is
// overridden at wxScrolledWindow level to clump down virtual size to real
virtual wxSize GetWindowSizeForVirtualSize(const wxSize& size) const
{
return size;
}
// 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
// Makes an adjustment to the window position to make it relative to the
// parents client area, e.g. if the parent is a frame with a toolbar, its
// (0, 0) is just below the toolbar
virtual void AdjustForParentClientOrigin(int& x, int& y,
int sizeFlags = 0) const;
// implements the window variants
virtual void DoSetWindowVariant( wxWindowVariant variant ) ;
// Reserved for future use
void* m_windowReserved;
private:
// contains the last id generated by NewControlId
static int ms_lastControlId;
// the stack of windows which have captured the mouse
static struct WXDLLEXPORT wxWindowNext *ms_winCaptureNext;
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(__WXPALMOS__)
#ifdef __WXUNIVERSAL__
#define wxWindowNative wxWindowPalm
#else // !wxUniv
#define wxWindowPalm wxWindow
#endif // wxUniv/!wxUniv
#include "wx/palmos/window.h"
#elif defined(__WXMSW__)
#ifdef __WXUNIVERSAL__
#define wxWindowNative wxWindowMSW
#else // !wxUniv
#define wxWindowMSW wxWindow
#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
#endif // wxUniv
#include "wx/gtk/window.h"
#elif defined(__WXX11__)
#ifdef __WXUNIVERSAL__
#define wxWindowNative wxWindowX11
#else // !wxUniv
#define wxWindowX11 wxWindow
#endif // wxUniv
#include "wx/x11/window.h"
#elif defined(__WXMGL__)
#ifdef __WXUNIVERSAL__
#define wxWindowNative wxWindowMGL
#else // !wxUniv
#define wxWindowMGL wxWindow
#endif // wxUniv
#include "wx/mgl/window.h"
#elif defined(__WXMAC__)
#ifdef __WXUNIVERSAL__
#define wxWindowNative wxWindowMac
#else // !wxUniv
#define wxWindowMac wxWindow
#endif // wxUniv
#include "wx/mac/window.h"
#elif defined(__WXCOCOA__)
#ifdef __WXUNIVERSAL__
#define wxWindowNative wxWindowCocoa
#else // !wxUniv
#define wxWindowCocoa wxWindow
#endif // wxUniv
#include "wx/cocoa/window.h"
#elif defined(__WXPM__)
#ifdef __WXUNIVERSAL__
#define wxWindowNative wxWindowOS2
#else // !wxUniv
#define wxWindowOS2 wxWindow
#endif // wxUniv/!wxUniv
#include "wx/os2/window.h"
#endif
// for wxUniversal, we now derive the real wxWindow from wxWindow<platform>,
// 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.
extern WXDLLEXPORT wxWindow* wxFindWindowAtPointer(wxPoint& pt);
// Get the current mouse position.
extern WXDLLEXPORT wxPoint wxGetMousePosition();
// get the currently active window of this application or NULL
extern WXDLLEXPORT wxWindow *wxGetActiveWindow();
// get the (first) top level parent window
WXDLLEXPORT wxWindow* wxGetTopLevelParent(wxWindow *win);
// deprecated (doesn't start with 'wx' prefix), use wxWindow::NewControlId()
inline int NewControlId() { return wxWindowBase::NewControlId(); }
#if wxUSE_ACCESSIBILITY
// ----------------------------------------------------------------------------
// accessible object for windows
// ----------------------------------------------------------------------------
class WXDLLEXPORT wxWindowAccessible: public wxAccessible
{
public:
wxWindowAccessible(wxWindow* win): wxAccessible(win) { if (win) win->SetAccessible(this); }
virtual ~wxWindowAccessible() {}
// Overridables
// Can return either a child object, or an integer
// representing the child element, starting from 1.
virtual wxAccStatus HitTest(const wxPoint& pt, int* childId, wxAccessible** childObject);
// Returns the rectangle for this object (id = 0) or a child element (id > 0).
virtual wxAccStatus GetLocation(wxRect& rect, int elementId);
// Navigates from fromId to toId/toObject.
virtual wxAccStatus Navigate(wxNavDir navDir, int fromId,
int* toId, wxAccessible** toObject);
// Gets the name of the specified object.
virtual wxAccStatus GetName(int childId, wxString* name);
// Gets the number of children.
virtual wxAccStatus GetChildCount(int* childCount);
// Gets the specified child (starting from 1).
// If *child is NULL and return value is wxACC_OK,
// this means that the child is a simple element and
// not an accessible object.
virtual wxAccStatus GetChild(int childId, wxAccessible** child);
// Gets the parent, or NULL.
virtual wxAccStatus GetParent(wxAccessible** parent);
// Performs the default action. childId is 0 (the action for this object)
// or > 0 (the action for a child).
// Return wxACC_NOT_SUPPORTED if there is no default action for this
// window (e.g. an edit control).
virtual wxAccStatus DoDefaultAction(int childId);
// Gets the default action for this object (0) or > 0 (the action for a child).
// Return wxACC_OK even if there is no action. actionName is the action, or the empty
// string if there is no action.
// The retrieved string describes the action that is performed on an object,
// not what the object does as a result. For example, a toolbar button that prints
// a document has a default action of "Press" rather than "Prints the current document."
virtual wxAccStatus GetDefaultAction(int childId, wxString* actionName);
// Returns the description for this object or a child.
virtual wxAccStatus GetDescription(int childId, wxString* description);
// Returns help text for this object or a child, similar to tooltip text.
virtual wxAccStatus GetHelpText(int childId, wxString* helpText);
// Returns the keyboard shortcut for this object or child.
// Return e.g. ALT+K
virtual wxAccStatus GetKeyboardShortcut(int childId, wxString* shortcut);
// Returns a role constant.
virtual wxAccStatus GetRole(int childId, wxAccRole* role);
// Returns a state constant.
virtual wxAccStatus GetState(int childId, long* state);
// Returns a localized string representing the value for the object
// or child.
virtual wxAccStatus GetValue(int childId, wxString* strValue);
// Selects the object or child.
virtual wxAccStatus Select(int childId, wxAccSelectionFlags selectFlags);
// Gets the window with the keyboard focus.
// If childId is 0 and child is NULL, no object in
// this subhierarchy has the focus.
// If this object has the focus, child should be 'this'.
virtual wxAccStatus GetFocus(int* childId, wxAccessible** child);
// Gets a variant representing the selected children
// of this object.
// Acceptable values:
// - a null variant (IsNull() returns true)
// - a list variant (GetType() == wxT("list")
// - an integer representing the selected child element,
// or 0 if this object is selected (GetType() == wxT("long")
// - a "void*" pointer to a wxAccessible child object
virtual wxAccStatus GetSelections(wxVariant* selections);
};
#endif // wxUSE_ACCESSIBILITY
#endif // _WX_WINDOW_H_BASE_