wxWidgets/docs/doxygen/overviews/customwidgets.h
Vadim Zeitlin 3f66f6a5b3 Remove all lines containing cvs/svn "$Id$" keyword.
This keyword is not expanded by Git which means it's not replaced with the
correct revision value in the releases made using git-based scripts and it's
confusing to have lines with unexpanded "$Id$" in the released files. As
expanding them with Git is not that simple (it could be done with git archive
and export-subst attribute) and there are not many benefits in having them in
the first place, just remove all these lines.

If nothing else, this will make an eventual transition to Git simpler.

Closes #14487.

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@74602 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2013-07-26 16:02:46 +00:00

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4.6 KiB
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/////////////////////////////////////////////////////////////////////////////
// Name: customwidgets.h
// Purpose: topic overview
// Author: wxWidgets team
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
/**
@page overview_customwidgets Creating a Custom Widget
@tableofcontents
Typically combining the existing @ref group_class_ctrl controls in wxDialogs
and wxFrames is sufficient to fullfill any GUI design. Using the wxWidgets
standard controls makes your GUI looks native on all ports and is obviously
easier and faster.
However there are situations where you need to show some particular kind of
data which is not suited to any existing control. In these cases rather than
hacking an existing control for something it has not been conceived for, it's
better to write a new widget.
@section overview_customwidgets_how Writing a Custom Widget
There are at least two very different ways to implement a new widget.
The first is to build it upon wxWidgets existing classes, thus deriving it from
wxControl or wxWindow. In this way you'll get a @b generic widget. This method
has the advantage that writing a single implementation works on all ports; the
disadvantage is that it the widget will look the same on all platforms, and
thus it may not integrate well with the native look and feel.
The second method is to build it directly upon the native toolkits of the
platforms you want to support (e.g. GTK+, Carbon and GDI). In this way you'll
get a @b native widget. This method in fact has the advantage of a native look
and feel but requires different implementations and thus more work.
In both cases you'll want to better explore some hot topics like:
- @ref overview_windowsizing
- @ref overview_events_custom to implement your custom widget's events.
You will probably need also to gain some familiarity with the wxWidgets
sources, since you'll need to interface with some undocumented wxWidgets
internal mechanisms.
@subsection overview_customwidgets_how_generic Writing a Generic Widget
Generic widgets are typically derived from wxControl or wxWindow.
They are easy to write. The typical "template" is as follows:
@code
enum MySpecialWidgetStyles
{
SWS_LOOK_CRAZY = 1,
SWS_LOOK_SERIOUS = 2,
SWS_SHOW_BUTTON = 4,
SWS_DEFAULT_STYLE = (SWS_SHOW_BUTTON|SWS_LOOK_SERIOUS)
};
class MySpecialWidget : public wxControl
{
public:
MySpecialWidget() { Init(); }
MySpecialWidget(wxWindow *parent,
wxWindowID winid,
const wxString& label,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = SWS_DEFAULT_STYLE,
const wxValidator& val = wxDefaultValidator,
const wxString& name = "MySpecialWidget")
{
Init();
Create(parent, winid, label, pos, size, style, val, name);
}
bool Create(wxWindow *parent,
wxWindowID winid,
const wxString& label,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = SWS_DEFAULT_STYLE,
const wxValidator& val = wxDefaultValidator,
const wxString& name = wxCollapsiblePaneNameStr);
// accessors...
protected:
void Init() {
// init widget's internals...
}
virtual wxSize DoGetBestSize() const {
// we need to calculate and return the best size of the widget...
}
void OnPaint(wxPaintEvent&) {
// draw the widget on a wxDC...
}
private:
DECLARE_DYNAMIC_CLASS(MySpecialWidget)
DECLARE_EVENT_TABLE()
};
@endcode
@subsection overview_customwidgets_how_native Writing a Native Widget
Writing a native widget is typically more difficult as it requires you to know
the APIs of the platforms you want to support. See @ref page_port_nativedocs
for links to the documentation manuals of the various toolkits.
The organization used by wxWidgets consists in:
- declaring the common interface of the control in a generic header, using
the 'Base' postfix; e.g. MySpecialWidgetBase.
See for example the wxWidgets' @c "wx/button.h" file.
- declaring the real widget class inheriting from the Base version in
platform-specific headers; see for example the wxWidgets' @c "wx/gtk/button.h" file.
- separating the different implementations in different source files, putting
all common stuff in a separate source.
See for example the wxWidgets' @c "src/common/btncmn.cpp", @c "src/gtk/button.cpp"
and @c "src/msw/button.cpp" files.
*/