5bc020e844
There is no reason to expose wxPGWindowList member variables. They should be set in ctors and retrieved with getters.
600 lines
21 KiB
Objective-C
600 lines
21 KiB
Objective-C
/////////////////////////////////////////////////////////////////////////////
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// Name: editors.h
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// Purpose: interface of wxPropertyGrid editors
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// Author: wxWidgets team
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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/**
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@class wxPGWindowList
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Contains a list of editor windows returned by CreateControls.
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*/
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class wxPGWindowList
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{
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public:
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wxPGWindowList(wxWindow* primary, wxWindow* secondary = NULL);
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void SetSecondary(wxWindow* secondary);
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/** Gets window of primary editor.
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@since 3.1.4
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*/
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wxWindow* GetPrimary() const;
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/** Gets window of secondary editor.
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@since 3.1.4
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*/
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wxWindow* GetSecondary() const;
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};
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/**
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@class wxPGEditor
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Base class for custom wxPropertyGrid editors.
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@remarks
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- Names of built-in property editors are: TextCtrl, Choice,
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ComboBox, CheckBox, TextCtrlAndButton, and ChoiceAndButton. Additional
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editors include SpinCtrl and DatePickerCtrl, but using them requires
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calling wxPropertyGrid::RegisterAdditionalEditors() prior use.
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- Pointer to built-in editor is available as wxPGEditor_EditorName
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(e.g. wxPGEditor_TextCtrl).
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- Before you start using new editor you just created, you need to register
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it using static function
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wxPropertyGrid::RegisterEditorClass(), with code like this:
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@code
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wxPGEditor* editorPointer = wxPropertyGrid::RegisterEditorClass(new MyEditorClass(), "MyEditor");
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@endcode
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After that, wxPropertyGrid will take ownership of the given object, but
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you should still store editorPointer somewhere, so you can pass it to
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wxPGProperty::SetEditor(), or return it from wxPGEditor::DoGetEditorClass().
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@library{wxpropgrid}
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@category{propgrid}
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*/
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class wxPGEditor : public wxObject
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{
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public:
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/** Constructor. */
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wxPGEditor();
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/** Destructor. */
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virtual ~wxPGEditor();
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/**
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Returns pointer to the name of the editor. For example,
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wxPGEditor_TextCtrl has name "TextCtrl". If you don't need to access
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your custom editor by string name, then you do not need to implement
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this function.
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*/
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virtual wxString GetName() const;
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/**
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Instantiates editor controls.
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@param propgrid
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wxPropertyGrid to which the property belongs (use as parent for control).
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@param property
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Property for which this method is called.
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@param pos
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Position, inside wxPropertyGrid, to create control(s) to.
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@param size
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Initial size for control(s).
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@remarks
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- Unlike in previous version of wxPropertyGrid, it is no longer
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necessary to call wxEvtHandler::Connect() for interesting editor
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events. Instead, all events from control are now automatically
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forwarded to wxPGEditor::OnEvent() and wxPGProperty::OnEvent().
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*/
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virtual wxPGWindowList CreateControls( wxPropertyGrid* propgrid,
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wxPGProperty* property,
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const wxPoint& pos,
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const wxSize& size ) const = 0;
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/** Loads value from property to the control. */
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virtual void UpdateControl( wxPGProperty* property, wxWindow* ctrl ) const = 0;
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/**
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Draws value for given property.
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*/
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virtual void DrawValue( wxDC& dc, const wxRect& rect,
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wxPGProperty* property, const wxString& text ) const;
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/**
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Handles events. Returns @true if value in control was modified
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(see wxPGProperty::OnEvent() for more information).
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@remarks wxPropertyGrid will automatically unfocus the editor when
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@c wxEVT_TEXT_ENTER is received and when it results in
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property value being modified. This happens regardless of
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editor type (i.e. behaviour is same for any wxTextCtrl and
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wxComboBox based editor).
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*/
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virtual bool OnEvent( wxPropertyGrid* propgrid, wxPGProperty* property,
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wxWindow* wnd_primary, wxEvent& event ) const = 0;
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/**
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Returns value from control, via parameter @a variant.
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Usually ends up calling property's StringToValue() or IntToValue().
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Returns @true if value was different.
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*/
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virtual bool GetValueFromControl( wxVariant& variant, wxPGProperty* property,
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wxWindow* ctrl ) const;
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/** Sets value in control to unspecified. */
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virtual void SetValueToUnspecified( wxPGProperty* property,
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wxWindow* ctrl ) const;
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/**
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Called by property grid to set new appearance for the control.
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Default implementation sets foreground colour, background colour,
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font, plus text for wxTextCtrl and wxComboCtrl.
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@param pg
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Property grid to which the edited property belongs.
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@param property
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Edited property to which the editor control belongs.
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@param ctrl
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Editor control.
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@param appearance
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New appearance to be applied.
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@param oldAppearance
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Previously applied appearance. Used to detect which control
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attributes need to be changed (e.g. so we only change background
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colour if really needed).
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@param unspecified
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If @true tells this function that the new appearance represents
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an unspecified property value.
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*/
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virtual void SetControlAppearance( wxPropertyGrid* pg,
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wxPGProperty* property,
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wxWindow* ctrl,
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const wxPGCell& appearance,
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const wxPGCell& oldAppearance,
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bool unspecified ) const;
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/** Sets control's value specifically from string. */
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virtual void SetControlStringValue( wxPGProperty* property,
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wxWindow* ctrl, const wxString& txt ) const;
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/** Sets control's value specifically from int (applies to choice etc.). */
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virtual void SetControlIntValue( wxPGProperty* property,
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wxWindow* ctrl, int value ) const;
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/**
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Inserts item to existing control. Index -1 means end of list.
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Default implementation does nothing. Returns index of item added.
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*/
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virtual int InsertItem( wxWindow* ctrl, const wxString& label, int index ) const;
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/**
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Deletes item from existing control.
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Default implementation does nothing.
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*/
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virtual void DeleteItem( wxWindow* ctrl, int index ) const;
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/**
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Extra processing when control gains focus.
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For example, wxTextCtrl based controls should select all text.
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*/
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virtual void OnFocus( wxPGProperty* property, wxWindow* wnd ) const;
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/**
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Returns @true if control itself can contain the custom image.
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Default implementation returns @false.
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*/
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virtual bool CanContainCustomImage() const;
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//
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// This member is public so scripting language bindings
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// wrapper code can access it freely.
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void* m_clientData;
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};
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class wxPGTextCtrlEditor : public wxPGEditor
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{
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public:
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wxPGTextCtrlEditor();
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virtual ~wxPGTextCtrlEditor();
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virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
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wxPGProperty* property,
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const wxPoint& pos,
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const wxSize& size) const;
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virtual void UpdateControl( wxPGProperty* property,
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wxWindow* ctrl ) const;
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virtual bool OnEvent( wxPropertyGrid* propgrid,
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wxPGProperty* property,
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wxWindow* primaryCtrl,
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wxEvent& event ) const;
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virtual bool GetValueFromControl( wxVariant& variant,
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wxPGProperty* property,
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wxWindow* ctrl ) const;
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virtual wxString GetName() const;
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virtual void SetControlStringValue( wxPGProperty* property,
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wxWindow* ctrl,
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const wxString& txt ) const;
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virtual void OnFocus( wxPGProperty* property, wxWindow* wnd ) const;
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static bool OnTextCtrlEvent( wxPropertyGrid* propgrid,
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wxPGProperty* property,
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wxWindow* ctrl,
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wxEvent& event );
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static bool GetTextCtrlValueFromControl( wxVariant& variant,
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wxPGProperty* property,
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wxWindow* ctrl );
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};
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class wxPGChoiceEditor : public wxPGEditor
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{
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public:
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wxPGChoiceEditor()
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virtual ~wxPGChoiceEditor();
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virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
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wxPGProperty* property,
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const wxPoint& pos,
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const wxSize& size) const;
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virtual void UpdateControl( wxPGProperty* property,
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wxWindow* ctrl ) const;
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virtual bool OnEvent( wxPropertyGrid* propgrid,
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wxPGProperty* property,
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wxWindow* primaryCtrl,
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wxEvent& event ) const;
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virtual bool GetValueFromControl( wxVariant& variant,
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wxPGProperty* property,
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wxWindow* ctrl ) const;
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virtual void SetValueToUnspecified( wxPGProperty* property,
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wxWindow* ctrl ) const;
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virtual wxString GetName() const;
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virtual void SetControlIntValue( wxPGProperty* property,
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wxWindow* ctrl,
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int value ) const;
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virtual void SetControlStringValue( wxPGProperty* property,
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wxWindow* ctrl,
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const wxString& txt ) const;
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virtual int InsertItem( wxWindow* ctrl,
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const wxString& label,
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int index ) const;
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virtual void DeleteItem( wxWindow* ctrl, int index ) const;
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virtual bool CanContainCustomImage() const;
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wxWindow* CreateControlsBase( wxPropertyGrid* propgrid,
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wxPGProperty* property,
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const wxPoint& pos,
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const wxSize& sz,
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long extraStyle ) const;
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};
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class wxPGComboBoxEditor : public wxPGChoiceEditor
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{
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public:
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wxPGComboBoxEditor();
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virtual ~wxPGComboBoxEditor();
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virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
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wxPGProperty* property,
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const wxPoint& pos,
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const wxSize& size) const;
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virtual wxString GetName() const;
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virtual void UpdateControl( wxPGProperty* property, wxWindow* ctrl ) const;
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virtual bool OnEvent( wxPropertyGrid* propgrid, wxPGProperty* property,
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wxWindow* ctrl, wxEvent& event ) const;
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virtual bool GetValueFromControl( wxVariant& variant,
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wxPGProperty* property,
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wxWindow* ctrl ) const;
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virtual void OnFocus( wxPGProperty* property, wxWindow* wnd ) const;
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};
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class wxPGChoiceAndButtonEditor : public wxPGChoiceEditor
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{
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public:
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wxPGChoiceAndButtonEditor();
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virtual ~wxPGChoiceAndButtonEditor();
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virtual wxString GetName() const;
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virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
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wxPGProperty* property,
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const wxPoint& pos,
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const wxSize& size) const;
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};
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class wxPGTextCtrlAndButtonEditor : public wxPGTextCtrlEditor
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{
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public:
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wxPGTextCtrlAndButtonEditor();
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virtual ~wxPGTextCtrlAndButtonEditor();
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virtual wxString GetName() const;
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virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
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wxPGProperty* property,
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const wxPoint& pos,
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const wxSize& size) const;
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};
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class wxPGCheckBoxEditor : public wxPGEditor
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{
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public:
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wxPGCheckBoxEditor();
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virtual ~wxPGCheckBoxEditor();
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virtual wxString GetName() const;
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virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
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wxPGProperty* property,
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const wxPoint& pos,
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const wxSize& size) const;
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virtual void UpdateControl( wxPGProperty* property,
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wxWindow* ctrl ) const;
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virtual bool OnEvent( wxPropertyGrid* propgrid,
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wxPGProperty* property,
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wxWindow* primaryCtrl,
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wxEvent& event ) const;
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virtual bool GetValueFromControl( wxVariant& variant,
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wxPGProperty* property,
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wxWindow* ctrl ) const;
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virtual void SetValueToUnspecified( wxPGProperty* property,
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wxWindow* ctrl ) const;
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virtual void DrawValue( wxDC& dc,
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const wxRect& rect,
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wxPGProperty* property,
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const wxString& text ) const;
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virtual void SetControlIntValue( wxPGProperty* property,
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wxWindow* ctrl,
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int value ) const;
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};
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/**
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@class wxPGEditorDialogAdapter
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Derive a class from this to adapt an existing editor dialog or function to
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be used when editor button of a property is pushed.
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You only need to derive class and implement DoShowDialog() to create and
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show the dialog, and finally submit the value returned by the dialog
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via SetValue().
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@library{wxpropgrid}
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@category{propgrid}
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*/
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class wxPGEditorDialogAdapter : public wxObject
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{
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public:
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wxPGEditorDialogAdapter();
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virtual ~wxPGEditorDialogAdapter();
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bool ShowDialog( wxPropertyGrid* propGrid, wxPGProperty* property );
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virtual bool DoShowDialog( wxPropertyGrid* propGrid,
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wxPGProperty* property ) = 0;
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void SetValue( wxVariant value );
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/**
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This method is typically only used if deriving class from existing
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adapter with value conversion purposes.
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*/
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wxVariant& GetValue() { return m_value; }
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//
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// This member is public so scripting language bindings
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// wrapper code can access it freely.
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void* m_clientData;
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};
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/**
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@class wxPGMultiButton
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This class can be used to have multiple buttons in a property editor.
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You will need to create a new property editor class, override CreateControls,
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and have it return wxPGMultiButton instance in wxPGWindowList::SetSecondary().
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For instance, here we add three buttons to a TextCtrl editor:
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@code
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#include <wx/propgrid/editors.h>
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class wxSampleMultiButtonEditor : public wxPGTextCtrlEditor
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{
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wxDECLARE_DYNAMIC_CLASS(wxSampleMultiButtonEditor);
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public:
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wxSampleMultiButtonEditor() {}
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virtual ~wxSampleMultiButtonEditor() {}
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virtual wxString GetName() const { return "SampleMultiButtonEditor"; }
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virtual wxPGWindowList CreateControls( wxPropertyGrid* propGrid,
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wxPGProperty* property,
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const wxPoint& pos,
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const wxSize& sz ) const;
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virtual bool OnEvent( wxPropertyGrid* propGrid,
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wxPGProperty* property,
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wxWindow* ctrl,
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wxEvent& event ) const;
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};
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wxIMPLEMENT_DYNAMIC_CLASS(wxSampleMultiButtonEditor, wxPGTextCtrlEditor);
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wxPGWindowList wxSampleMultiButtonEditor::CreateControls( wxPropertyGrid* propGrid,
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wxPGProperty* property,
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const wxPoint& pos,
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const wxSize& sz ) const
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{
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// Create and populate buttons-subwindow
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wxPGMultiButton* buttons = new wxPGMultiButton( propGrid, sz );
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// Add two regular buttons
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buttons->Add( "..." );
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buttons->Add( "A" );
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// Add a bitmap button
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buttons->Add( wxArtProvider::GetBitmap(wxART_FOLDER) );
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// Create the 'primary' editor control (textctrl in this case)
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wxPGWindowList wndList = wxPGTextCtrlEditor::CreateControls
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( propGrid, property, pos,
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buttons->GetPrimarySize() );
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// Finally, move buttons-subwindow to correct position and make sure
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// returned wxPGWindowList contains our custom button list.
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buttons->Finalize(propGrid, pos);
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wndList.SetSecondary( buttons );
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return wndList;
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}
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bool wxSampleMultiButtonEditor::OnEvent( wxPropertyGrid* propGrid,
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wxPGProperty* property,
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wxWindow* ctrl,
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wxEvent& event ) const
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{
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if ( event.GetEventType() == wxEVT_BUTTON )
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{
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wxPGMultiButton* buttons = (wxPGMultiButton*) propGrid->GetEditorControlSecondary();
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if ( event.GetId() == buttons->GetButtonId(0) )
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{
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// Do something when the first button is pressed
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// Return true if the action modified the value in editor.
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...
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}
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if ( event.GetId() == buttons->GetButtonId(1) )
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{
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// Do something when the second button is pressed
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...
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}
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if ( event.GetId() == buttons->GetButtonId(2) )
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{
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// Do something when the third button is pressed
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...
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}
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}
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return wxPGTextCtrlEditor::OnEvent(propGrid, property, ctrl, event);
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}
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@endcode
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Further to use this editor, code like this can be used:
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@code
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// Register editor class - needs only to be called once
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wxPGEditor* multiButtonEditor = new wxSampleMultiButtonEditor();
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wxPropertyGrid::RegisterEditorClass( multiButtonEditor );
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// Insert the property that will have multiple buttons
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propGrid->Append( new wxLongStringProperty("MultipleButtons", wxPG_LABEL) );
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// Change property to use editor created in the previous code segment
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propGrid->SetPropertyEditor( "MultipleButtons", multiButtonEditor );
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@endcode
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@library{wxpropgrid}
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@category{propgrid}
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*/
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class WXDLLIMPEXP_PROPGRID wxPGMultiButton : public wxWindow
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{
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public:
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/**
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Constructor.
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*/
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wxPGMultiButton( wxPropertyGrid* pg, const wxSize& sz );
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/**
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Destructor.
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*/
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virtual ~wxPGMultiButton() { }
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/**
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Adds new button, with given label.
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*/
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void Add( const wxString& label, int id = -2 );
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/**
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Adds new bitmap button.
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*/
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void Add( const wxBitmap& bitmap, int id = -2 );
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/**
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Call this in CreateControls() of your custom editor class
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after all buttons have been added.
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@param propGrid
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wxPropertyGrid given in CreateControls().
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@param pos
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wxPoint given in CreateControls().
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*/
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void Finalize( wxPropertyGrid* propGrid, const wxPoint& pos );
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/**
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Returns pointer to one of the buttons.
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*/
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wxWindow* GetButton( unsigned int i );
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/**
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Returns Id of one of the buttons.
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This is utility function to be used in event handlers.
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*/
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int GetButtonId( unsigned int i ) const;
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/**
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Returns number of buttons.
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*/
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unsigned int GetCount();
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/**
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Returns size of primary editor control, as appropriately
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reduced by number of buttons present.
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*/
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wxSize GetPrimarySize() const;
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};
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extern wxPGEditor* wxPGEditor_TextCtrl;
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extern wxPGEditor* wxPGEditor_Choice;
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extern wxPGEditor* wxPGEditor_ComboBox;
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extern wxPGEditor* wxPGEditor_TextCtrlAndButton;
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extern wxPGEditor* wxPGEditor_CheckBox;
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extern wxPGEditor* wxPGEditor_ChoiceAndButton;
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