e54c96f187
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52425 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
191 lines
6.1 KiB
Objective-C
191 lines
6.1 KiB
Objective-C
/////////////////////////////////////////////////////////////////////////////
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// Name: richtext/richtextsymboldlg.h
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// Purpose: interface of wxSymbolPickerDialog
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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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@class wxSymbolPickerDialog
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@headerfile richtextsymboldlg.h wx/richtext/richtextsymboldlg.h
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wxSymbolPickerDialog presents the user with a choice of fonts and a grid
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of available characters. This modal dialog provides the application with
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a selected symbol and optional font selection.
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Although this dialog is contained in the rich text library, the dialog
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is generic and can be used in other contexts.
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To use the dialog, pass a default symbol specified as a string, an initial font
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name,
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and a current font name. The difference between the initial font and
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current font is that the initial font determines what the font control will be
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set to when the dialog shows - an empty string will show the selection @e
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normal text.
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The current font, on the other hand, is used by the dialog to determine what
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font
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to display the characters in, even when no initial font is selected.
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This allows the user (and application) to distinguish between inserting a
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symbol in the current font, and inserting it with a specified font.
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When the dialog is dismissed, the application can get the selected symbol
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with GetSymbol and test whether a font was specified with UseNormalFont,
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fetching the specified font with GetFontName.
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Here's a realistic example, inserting the supplied symbol into a
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rich text control in either the current font or specified font.
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@code
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wxRichTextCtrl* ctrl = (wxRichTextCtrl*) FindWindow(ID_RICHTEXT_CTRL);
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wxTextAttr attr;
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attr.SetFlags(wxTEXT_ATTR_FONT);
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ctrl-GetStyle(ctrl-GetInsertionPoint(), attr);
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wxString currentFontName;
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if (attr.HasFont() && attr.GetFont().Ok())
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currentFontName = attr.GetFont().GetFaceName();
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// Don't set the initial font in the dialog (so the user is choosing
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// 'normal text', i.e. the current font) but do tell the dialog
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// what 'normal text' is.
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wxSymbolPickerDialog dlg(wxT("*"), wxEmptyString, currentFontName, this);
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if (dlg.ShowModal() == wxID_OK)
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{
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if (dlg.HasSelection())
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{
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long insertionPoint = ctrl-GetInsertionPoint();
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ctrl-WriteText(dlg.GetSymbol());
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if (!dlg.UseNormalFont())
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{
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wxFont font(attr.GetFont());
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font.SetFaceName(dlg.GetFontName());
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attr.SetFont(font);
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ctrl-SetStyle(insertionPoint, insertionPoint+1, attr);
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}
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}
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}
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@endcode
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@library{wxrichtext}
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@category{cmndlg}
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*/
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class wxSymbolPickerDialog : public wxDialog
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{
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public:
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//@{
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/**
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Constructors.
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@param symbol
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The initial symbol to show. Specify a single character in a string, or an
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empty string.
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@param initialFont
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The initial font to be displayed in the font list. If empty, the item
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normal text will be selected.
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@param normalTextFont
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The font the dialog will use to display the symbols if the initial font is
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empty.
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@param parent
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The dialog's parent.
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@param id
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The dialog's identifier.
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@param title
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The dialog's caption.
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@param pos
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The dialog's position.
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@param size
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The dialog's size.
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@param style
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The dialog's window style.
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*/
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wxSymbolPickerDialog(const wxString& symbol,
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const wxString& initialFont,
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const wxString& normalTextFont,
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wxWindow* parent,
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wxWindowID id = wxID_ANY);
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const wxSize& size = wxDefaultSize, long style = wxDEFAULT_DIALOG_STYLE|wxRESIZE_BORDER|wxCLOSE_BOX)
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wxSymbolPickerDialog();
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//@}
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/**
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, wxPoint&@e pos = wxDefaultPosition, wxSize&@e size = wxDefaultSize, @b
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long@e style = wxDEFAULT_DIALOG_STYLE|wxRESIZE_BORDER|wxCLOSE_BOX)
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Creation: see @ref wxsymbolpickerdialog() "the constructor" for details about
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the parameters.
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*/
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bool Create(const wxString& symbol, const wxString& initialFont,
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const wxString& normalTextFont,
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wxWindow* parent,
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wxWindowID id = wxID_ANY) const;
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/**
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Returns the font name (the font reflected in the font list).
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*/
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wxString GetFontName() const;
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/**
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Returns @true if the dialog is showing the full range of Unicode characters.
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*/
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bool GetFromUnicode() const;
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/**
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Gets the font name used for displaying symbols in the absence of a selected
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font.
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*/
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wxString GetNormalTextFontName() const;
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/**
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Gets the current or initial symbol as a string.
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*/
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wxString GetSymbol() const;
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/**
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Gets the selected symbol character as an integer.
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*/
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int GetSymbolChar() const;
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/**
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Returns @true if a symbol is selected.
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*/
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bool HasSelection() const;
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/**
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Sets the initial/selected font name.
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*/
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void SetFontName(const wxString& value);
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/**
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Sets the internal flag indicating that the full Unicode range should be
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displayed.
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*/
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void SetFromUnicode(bool value);
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/**
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Sets the name of the font to be used in the absence of a selected font.
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*/
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void SetNormalTextFontName(const wxString& value);
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/**
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Sets the symbol as a one or zero character string.
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*/
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void SetSymbol(const wxString& value);
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/**
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Sets Unicode display mode.
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*/
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void SetUnicodeMode(bool unicodeMode);
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/**
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Returns @true if the has specified normal text - that is, there is no selected
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font.
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*/
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bool UseNormalFont() const;
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};
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