3e083d652d
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@58712 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
766 lines
34 KiB
C++
766 lines
34 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: eventhandling.h
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// Purpose: topic overview
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows license
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/////////////////////////////////////////////////////////////////////////////
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/**
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@page overview_events Events and Event Handling
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Related classes: wxEvtHandler, wxWindow, wxEvent
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@li @ref overview_events_introduction
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@li @ref overview_events_eventhandling
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@li @ref overview_events_processing
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@li @ref overview_events_custom
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@li @ref overview_events_misc
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<hr>
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@section overview_events_introduction Introduction to Events
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Like with all the other GUI frameworks, the control of flow in wxWidgets
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applications is event-based: the program normally performs most of its actions
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in response to the events generated by the user. These events can be triggered
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by using the input devices (such as keyboard, mouse, joystick) directly or,
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more commonly, by a standard control which synthesizes such input events into
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higher level events: for example, a wxButton can generate a click event when
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the user presses the left mouse button on it and then releases it without
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pressing @c Esc in the meanwhile. There are also events which don't directly
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correspond to the user actions, such as wxTimerEvent or wxSocketEvent.
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But in all cases wxWidgets represents these events in a uniform way and allows
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you to handle them in the same way wherever they originate from. And while the
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events are normally generated by wxWidgets itself, you can also do this, which
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is especially useful when using custom events (see @ref overview_events_custom).
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To be more precise, each event is described by:
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- <em>Event type</em>: this is simply a value of type wxEventType which
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uniquely identifies the type of the event. For example, clicking on a button,
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selecting an item from a list box and pressing a key on the keyboard all
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generate events with different event types.
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- <em>Event class</em> carried by the event: each event has some information
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associated with it and this data is represented by an object of a class
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derived from wxEvent. Events of different types can use the same event class,
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for example both button click and listbox selection events use wxCommandEvent
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class (as do all the other simple control events), but the key press event
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uses wxKeyEvent as the information associated with it is different.
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- <em>Event source</em>: wxEvent stores the object which generated the event
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and, for windows, its identifier (see @ref overview_events_winid). As it is
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common to have more than one object generating events of the same type (e.g. a
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typical window contains several buttons, all generating the same button click
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event), checking the event source object or its id allows to distinguish
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between them.
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@section overview_events_eventhandling Event Handling
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There are two principal ways to handle events in wxWidgets. One of them uses
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<em>event table</em> macros and allows you to define the connection between events
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and their handlers only statically, i.e., during program compilation. The other
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one uses wxEvtHandler::Connect() call and can be used to connect, and
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disconnect, the handlers dynamically, i.e., during run-time depending on some
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conditions. It also allows the direct connection of the events of one object to a
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handler method in another object. The static event tables can only handle
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events in the object where they are defined so using Connect() is more flexible
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than using the event tables. On the other hand, event tables are more succinct
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and centralize all event handlers connection in one place. You can either
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choose a single approach that you find preferable or freely combine both
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methods in your program in different classes or even in one and the same class,
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although this is probably sufficiently confusing to be a bad idea.
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But before you make this choice, let us discuss these two ways in more
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detail. In the next section we provide a short introduction to handling the
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events using the event tables. Please see @ref overview_events_connect
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for the discussion of Connect().
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@subsection overview_events_eventtables Event Handling with Event Tables
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To use an <em>event table</em> you must first decide in which class you wish to
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handle the events. The only requirement imposed by wxWidgets is that this class
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must derive from wxEvtHandler and so, considering that wxWindow derives from
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it, any classes representing windows can handle events. Simple events such as
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menu commands are usually processed at the level of a top-level window
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containing the menu, so let's suppose that you need to handle some events in @c
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MyFrame class deriving from wxFrame.
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First define one or more <em>event handlers</em>. They
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are just simple (non-virtual) methods of the class that take as a parameter a
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reference to an object of a wxEvent-derived class and have no return value (any
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return information is passed via the argument, which is why it is non-const).
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You also need to insert a macro
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@code
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DECLARE_EVENT_TABLE()
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@endcode
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somewhere in the class declaration. It doesn't matter where it appears but
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it's customary to put it at the end because the macro changes the access
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type internally so it's safest if nothing follows it. The
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full class declaration might look like this:
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@code
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class MyFrame : public wxFrame
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{
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public:
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MyFrame(...) : wxFrame(...) { }
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...
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protected:
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int m_whatever;
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private:
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// Notice that as the event handlers normally are not called from outside
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// the class, they normally are private. In particular they don't need
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// to be public.
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void OnExit(wxCommandEvent& event);
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void OnButton1(wxCommandEvent& event);
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void OnSize(wxSizeEvent& event);
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// it's common to call the event handlers OnSomething() but there is no
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// obligation to do that; this one is an event handler too:
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void DoTest(wxCommandEvent& event);
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DECLARE_EVENT_TABLE()
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};
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@endcode
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Next the event table must be defined and, as with any definition, it must be
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placed in an implementation file. The event table tells wxWidgets how to map
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events to member functions and in our example it could look like this:
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@code
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_MENU(wxID_EXIT, MyFrame::OnExit)
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EVT_MENU(DO_TEST, MyFrame::DoTest)
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EVT_SIZE(MyFrame::OnSize)
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EVT_BUTTON(BUTTON1, MyFrame::OnButton1)
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END_EVENT_TABLE()
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@endcode
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Notice that you must mention a method you want to use for the event handling in
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the event table definition; just defining it in MyFrame class is @e not enough.
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Let us now look at the details of this definition: the first line means that we
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are defining the event table for MyFrame class and that its base class is
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wxFrame, so events not processed by MyFrame will, by default, be handled by
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wxFrame. The next four lines define connections of individual events to their
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handlers: the first two of them map menu commands from the items with the
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identifiers specified as the first macro parameter to two different member
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functions. In the next one, @c EVT_SIZE means that any changes in the size of
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the frame will result in calling OnSize() method. Note that this macro doesn't
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need a window identifier, since normally you are only interested in the current
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window's size events.
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The @c EVT_BUTTON macro demonstrates that the originating event does not have to
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come from the window class implementing the event table -- if the event source
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is a button within a panel within a frame, this will still work, because event
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tables are searched up through the hierarchy of windows for the command events.
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(But only command events, so you can't catch mouse move events in a child
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control in the parent window in the same way because wxMouseEvent doesn't
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derive from wxCommandEvent. See below for how you can do it.) In this case, the
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button's event table will be searched, then the parent panel's, then the
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frame's.
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Finally, you need to implement the event handlers. As mentioned before, all
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event handlers take a wxEvent-derived argument whose exact class differs
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according to the type of event and the class of the originating window. For
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size events, wxSizeEvent is used. For menu commands and most control commands
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(such as button presses), wxCommandEvent is used. When controls get more
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complicated, more specific wxCommandEvent-derived event classes providing
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additional control-specific information can be used, such as wxTreeEvent for
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events from wxTreeCtrl windows.
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In the simplest possible case an event handler may not use the @c event
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parameter at all. For example,
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@code
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void MyFrame::OnExit(wxCommandEvent& WXUNUSED(event))
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{
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// when the user selects "Exit" from the menu we should close
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Close(true);
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}
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@endcode
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In other cases you may need some information carried by the @c event argument,
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as in:
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@code
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void MyFrame::OnSize(wxSizeEvent& event)
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{
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wxSize size = event.GetSize();
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... update the frame using the new size ...
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}
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@endcode
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You will find the details about the event table macros and the corresponding
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wxEvent-derived classes in the discussion of each control generating these
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events.
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@subsection overview_events_connect Dynamic Event Handling
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As with the event tables, decide in which class you intend to
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handle the events first and, as before, this class must derive from
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wxEvtHandler (usually indirectly via wxWindow). See the declaration of MyFrame
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in the previous section. However the similarities end here and both the syntax
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and the possibilities of handling events in this way are rather different.
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Let us start by looking at the syntax: the first obvious difference is that you
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need not use DECLARE_EVENT_TABLE() nor BEGIN_EVENT_TABLE() and the
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associated macros. Instead, in any place in your code, but usually in
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the code of the class defining the handler itself (and definitely not in the
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global scope as with the event tables), call its Connect() method like this:
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@code
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MyFrame::MyFrame(...)
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{
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Connect(wxID_EXIT, wxEVT_COMMAND_MENU_SELECTED,
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wxCommandEventHandler(MyFrame::OnExit));
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}
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@endcode
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This class should be self-explanatory except for wxCommandEventHandler part:
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this is a macro that ensures that the method is of the correct type by using
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static_cast in the same way as the event table macros.
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Now let us describe the semantic differences:
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<ul>
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<li>
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Event handlers can be connected at any moment. For example, it's possible
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to do some initialization first and only connect the handlers if and when
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it succeeds. This can avoid the need to test that the object was properly
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initialized in the event handlers themselves. With Connect() they
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simply won't be called if it wasn't correctly initialized.
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</li>
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<li>
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As a slight extension of the above, the handlers can also be
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Disconnect()-ed at any time and maybe later reconnected. Of course,
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it's also possible to emulate this behaviour with the classic
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static (i.e., connected via event tables) handlers by using an internal
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flag indicating whether the handler is currently enabled and returning
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from it if it isn't, but using dynamically connected handlers requires
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less code and is also usually more clear.
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</li>
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<li>
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Also notice that you must derive a class inherited from, say,
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wxTextCtrl even if you don't want to modify the control behaviour at
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all but just want to handle some of its events. This is especially
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inconvenient when the control is loaded from the XRC. Connecting the
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event handler dynamically bypasses the need for this unwanted
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sub-classing.
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</li>
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<li>
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Last but very, very far from least is the possibility to connect an
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event of some object to a method of another object. This is impossible
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to do with event tables because it is not possible to specify the
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object to dispatch the event to so it necessarily needs to be sent to
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the same object which generated the event. Not so with Connect() which
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has an optional @c eventSink parameter that can be used to specify the
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object which will handle the event. Of course, in this case the method
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being connected must belong to the class that is the type of the
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@c eventSink object! To give a quick example, people often want to catch
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mouse movement events happening when the mouse is in one of the frame
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children in the frame itself. Doing it in a naive way doesn't work:
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<ul>
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<li>
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A @c EVT_LEAVE_WINDOW(MyFrame::OnMouseLeave) line in the frame
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event table has no effect as mouse move (including entering and
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leaving) events are not propagated up to the parent window
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(at least not by default).
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</li>
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<li>
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Putting the same line in a child event table will crash during
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run-time because the MyFrame method will be called on a wrong
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object -- it's easy to convince oneself that the only object
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that can be used here is the pointer to the child, as
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wxWidgets has nothing else. But calling a frame method with the
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child window pointer instead of the pointer to the frame is, of
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course, disastrous.
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</li>
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</ul>
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However writing
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@code
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MyFrame::MyFrame(...)
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{
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m_child->Connect(wxID_ANY, wxEVT_LEAVE_WINDOW,
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wxMouseEventHandler(MyFrame::OnMouseLeave),
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NULL, // unused extra data parameter
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this); // this indicates the object to connect to
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}
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@endcode
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will work exactly as expected. Note that you can get the object that
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generated the event -- and that is not the same as the frame -- via
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wxEvent::GetEventObject() method of @c event argument passed to the
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event handler.
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</li>
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</ul>
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To summarize, using Connect() requires slightly more typing but is much more
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flexible than using static event tables so don't hesitate to use it when you
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need this extra power. On the other hand, event tables are still perfectly fine
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in simple situations where this extra flexibility is not needed.
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@section overview_events_processing How Events are Processed
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The previous sections explain how to define event handlers but don't address
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the question of how exactly wxWidgets finds the handler to call for the
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given event. This section describes the algorithm used in detail.
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When an event is received from the windowing system, wxWidgets calls
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wxEvtHandler::ProcessEvent() on the first event handler object belonging to the
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window generating the event. The normal order of event table searching by
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ProcessEvent() is as follows, with the event processing stopping as soon as a
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handler is found (unless the handler calls wxEvent::Skip() in which case it
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doesn't count as having handled the event and the search continues):
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<ol>
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<li value="0">
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Before anything else happens, wxApp::FilterEvent() is called. If it returns
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anything but -1 (default), the event handling stops immediately.
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</li>
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<li value="1">
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If this event handler is disabled via a call to
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wxEvtHandler::SetEvtHandlerEnabled() the next three steps are skipped and
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the event handler resumes at step (5).
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</li>
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<li value="2">
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If the object is a wxWindow and has an associated validator, wxValidator
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gets a chance to process the event.
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</li>
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<li value="3">
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The list of dynamically connected event handlers, i.e., those for which
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Connect() was called, is consulted. Notice that this is done before
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checking the static event table entries, so if both a dynamic and a static
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event handler match the same event, the static one is never going to be
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used.
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</li>
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<li value="4">
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The event table containing all the handlers defined using the event table
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macros in this class and its base classes is examined. Notice that this
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means that any event handler defined in a base class will be executed at
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this step.
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</li>
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<li value="5">
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The event is passed to the next event handler, if any, in the event handler
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chain, i.e., the steps (1) to (4) are done for it. This chain can be formed
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using wxEvtHandler::SetNextHandler():
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@image html overview_events_chain.png
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(referring to the image, if @c A->ProcessEvent is called and it doesn't handle
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the event, @c B->ProcessEvent will be called and so on...).
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In the case of wxWindow you can build a stack (implemented using wxEvtHandler
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double-linked list) using wxWindow::PushEventHandler():
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@image html overview_events_winstack.png
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(referring to the image, if @c W->ProcessEvent is called, it immediately calls
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@c A->ProcessEvent; if nor @c A nor @c B handle the event, then the wxWindow
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itself is used - i.e. the dynamically connected event handlers and static
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event table entries of wxWindow are looked as the last possibility, after
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all pushed event handlers were tested).
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Note however that usually there are no wxEvtHandler chains nor wxWindows stacks
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so this step will usually do anything.
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</li>
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<li value="6">
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If the object is a wxWindow and the event is set to propagate (by default
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only wxCommandEvent-derived events are set to propagate), then the
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processing restarts from the step (1) (and excluding the step (7)) for the
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parent window. If this object is not a window but the next handler exists,
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the event is passed to its parent if it is a window. This ensures that in a
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common case of (possibly several) non-window event handlers pushed on top
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of a window, the event eventually reaches the window parent.
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</li>
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<li value="7">
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Finally, i.e., if the event is still not processed, the wxApp object itself
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(which derives from wxEvtHandler) gets a last chance to process it.
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</li>
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</ol>
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<em>Please pay close attention to step 6!</em> People often overlook or get
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confused by this powerful feature of the wxWidgets event processing system. The
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details of event propagation up the window hierarchy are described in the
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next section.
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Also please notice that there are additional steps in the event handling for
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the windows-making part of wxWidgets document-view framework, i.e.,
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wxDocParentFrame, wxDocChildFrame and their MDI equivalents wxDocMDIParentFrame
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and wxDocMDIChildFrame. The parent frame classes modify step (2) above to
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send the events received by them to wxDocManager object first. This object, in
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turn, sends the event to the current view and the view itself lets its
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associated document process the event first. The child frame classes send
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the event directly to the associated view which still forwards it to its
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document object. Notice that to avoid remembering the exact order in which the
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events are processed in the document-view frame, the simplest, and recommended,
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solution is to only handle the events at the view classes level, and not in the
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document or document manager classes
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@subsection overview_events_propagation How Events Propagate Upwards
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As mentioned above, the events of the classes deriving from wxCommandEvent are
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propagated by default to the parent window if they are not processed in this
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window itself. But although by default only the command events are propagated
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like this, other events can be propagated as well because the event handling
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code uses wxEvent::ShouldPropagate() to check whether an event should be
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propagated. It is also possible to propagate the event only a limited number of
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times and not until it is processed (or a top level parent window is reached).
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Finally, there is another additional complication (which, in fact, simplifies
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life of wxWidgets programmers significantly): when propagating the command
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events up to the parent window, the event propagation stops when it
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reaches the parent dialog, if any. This means that you don't risk getting
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unexpected events from the dialog controls (which might be left unprocessed by
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the dialog itself because it doesn't care about them) when a modal dialog is
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popped up. The events do propagate beyond the frames, however. The rationale
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for this choice is that there are only a few frames in a typical application
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and their parent-child relation are well understood by the programmer while it
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may be difficult, if not impossible, to track down all the dialogs that
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may be popped up in a complex program (remember that some are created
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automatically by wxWidgets). If you need to specify a different behaviour for
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some reason, you can use wxWindow::SetExtraStyle(wxWS_EX_BLOCK_EVENTS)
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explicitly to prevent the events from being propagated beyond the given window
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or unset this flag for the dialogs that have it on by default.
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Typically events that deal with a window as a window (size, motion,
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paint, mouse, keyboard, etc.) are sent only to the window. Events
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that have a higher level of meaning or are generated by the window
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itself, (button click, menu select, tree expand, etc.) are command
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events and are sent up to the parent to see if it is interested in the event.
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As mentioned above, only command events are recursively applied to the parents
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event handler in the library itself. As this quite often causes confusion for
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users, here is a list of system events that will @em not get sent to the
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parent's event handler:
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@li wxEvent: The event base class
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@li wxActivateEvent: A window or application activation event
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@li wxCloseEvent: A close window or end session event
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@li wxEraseEvent: An erase background event
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@li wxFocusEvent: A window focus event
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@li wxKeyEvent: A keypress event
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@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_events_custom Custom Event Summary
|
|
|
|
@subsection overview_events_custom_general General approach
|
|
|
|
Since version 2.2.x of wxWidgets, each event type is identified by an ID
|
|
given to the event type @e at runtime that 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</b>.
|
|
|
|
In order to define a new event type, there are principally two choices.
|
|
One is to define an entirely new event class (typically deriving from
|
|
wxEvent or wxCommandEvent).
|
|
|
|
The other is to use the existing event classes and give them a new event
|
|
type. You'll have to define and declare a new event type either way
|
|
using the following macros:
|
|
|
|
@code
|
|
// in the header of the source file
|
|
extern const wxEventType wxEVT_YOUR_EVENT_NAME;
|
|
|
|
// in the implementation
|
|
DEFINE_EVENT_TYPE(wxEVT_YOUR_EVENT_NAME)
|
|
@endcode
|
|
|
|
See also the @ref page_samples_event for an example of code
|
|
defining and working with the custom event types.
|
|
|
|
|
|
@subsection overview_events_custom_existing Using Existing Event Classes
|
|
|
|
If you just want to use a wxCommandEvent with a new event type, use
|
|
one of the generic event table macros listed below, without having to define a
|
|
new event class yourself. This also has the advantage that you won't have to define a
|
|
new wxEvent::Clone() method for posting events between threads etc.
|
|
|
|
Example:
|
|
|
|
@code
|
|
extern const wxEventType wxEVT_MY_EVENT;
|
|
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& event )
|
|
{
|
|
// 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_events_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_events_custom_ownclass Defining Your Own Event Class
|
|
|
|
Under certain circumstances, you must 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;
|
|
};
|
|
|
|
extern const wxEventType wxEVT_PLOT_ACTION;
|
|
typedef void (wxEvtHandler::*wxPlotEventFunction)(wxPlotEvent&);
|
|
|
|
#define wxPlotEventHandler(func) \
|
|
(wxObjectEventFunction)(wxEventFunction)wxStaticCastEvent(wxPlotEventFunction, &func)
|
|
#define EVT_PLOT(id, fn) \
|
|
wx__DECLARE_EVT1(wxEVT_PLOT_ACTION, id, wxPlotEventHandler(fn))
|
|
|
|
|
|
// 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_events_misc Miscellaneous Notes
|
|
|
|
@subsection overview_events_virtual Event Handlers vs Virtual Methods
|
|
|
|
It may be noted that wxWidgets' event processing system implements something
|
|
close to virtual methods in normal C++ in spirit: both of these mechanisms
|
|
allow you to alter the behaviour of the base class by defining the event handling
|
|
functions in the derived classes.
|
|
|
|
There is however an important difference between the two mechanisms when you
|
|
want to invoke the default behaviour, as implemented by the base class, from a
|
|
derived class handler. With the virtual functions, you need to call the base
|
|
class function directly and you can do it either in the beginning of the
|
|
derived class handler function (to post-process the event) or at its end (to
|
|
pre-process the event). With the event handlers, you only have the option of
|
|
pre-processing the events and in order to still let the default behaviour
|
|
happen you must call wxEvent::Skip() and @em not call the base class event
|
|
handler directly. In fact, the event handler probably doesn't even exist in the
|
|
base class as the default behaviour is often implemented in platform-specific
|
|
code by the underlying toolkit or OS itself. But even if it does exist at
|
|
wxWidgets level, it should never be called directly as the event handlers are
|
|
not part of wxWidgets API and should never be called directly.
|
|
|
|
Finally, please notice that the event handlers themselves shouldn't be virtual.
|
|
They should always be non-virtual and usually private (as there is no need to
|
|
make them public) methods of a wxEvtHandler-derived class.
|
|
|
|
|
|
@subsection overview_events_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.
|
|
|
|
|
|
|
|
@subsection overview_events_pluggable Pluggable Event Handlers
|
|
|
|
<em>TODO: Probably deprecated, Connect() provides a better way to do this</em>
|
|
|
|
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.
|
|
|
|
|
|
|
|
@subsection overview_events_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 as long they are unique within the
|
|
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
|
|
as 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 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 too.
|
|
If you use wxNewId() consistently in your application, you can be sure that
|
|
your identifiers don't conflict accidentally.
|
|
|
|
|
|
@subsection overview_events_macros Event Handling Summary
|
|
|
|
For the full list of event classes, please see the
|
|
@ref group_class_events "event classes group page".
|
|
|
|
|
|
*/
|
|
|