wxWidgets/include/wx/univ/inphand.h
Julian Smart 655719367a Use old licence name
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@27408 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2004-05-23 20:53:33 +00:00

121 lines
4.7 KiB
C++

///////////////////////////////////////////////////////////////////////////////
// Name: wx/univ/inphand.h
// Purpose: wxInputHandler class maps the keyboard and mouse events to the
// actions which then are performed by the control
// Author: Vadim Zeitlin
// Modified by:
// Created: 18.08.00
// RCS-ID: $Id$
// Copyright: (c) 2000 SciTech Software, Inc. (www.scitechsoft.com)
// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
#ifndef _WX_UNIV_INPHAND_H_
#define _WX_UNIV_INPHAND_H_
#if defined(__GNUG__) && !defined(NO_GCC_PRAGMA)
#pragma interface "inphand.h"
#endif
#include "wx/univ/inpcons.h" // for wxControlAction(s)
// ----------------------------------------------------------------------------
// types of the standard input handlers which can be passed to
// wxTheme::GetInputHandler()
// ----------------------------------------------------------------------------
#define wxINP_HANDLER_DEFAULT _T("")
#define wxINP_HANDLER_BUTTON _T("button")
#define wxINP_HANDLER_CHECKBOX _T("checkbox")
#define wxINP_HANDLER_CHECKLISTBOX _T("checklistbox")
#define wxINP_HANDLER_COMBOBOX _T("combobox")
#define wxINP_HANDLER_LISTBOX _T("listbox")
#define wxINP_HANDLER_NOTEBOOK _T("notebook")
#define wxINP_HANDLER_RADIOBTN _T("radiobtn")
#define wxINP_HANDLER_SCROLLBAR _T("scrollbar")
#define wxINP_HANDLER_SLIDER _T("slider")
#define wxINP_HANDLER_SPINBTN _T("spinbtn")
#define wxINP_HANDLER_STATUSBAR _T("statusbar")
#define wxINP_HANDLER_TEXTCTRL _T("textctrl")
#define wxINP_HANDLER_TOOLBAR _T("toolbar")
#define wxINP_HANDLER_TOPLEVEL _T("toplevel")
// ----------------------------------------------------------------------------
// wxInputHandler: maps the events to the actions
// ----------------------------------------------------------------------------
class WXDLLEXPORT wxInputHandler : public wxObject
{
public:
// map a keyboard event to one or more actions (pressed == TRUE if the key
// was pressed, FALSE if released), returns TRUE if something was done
virtual bool HandleKey(wxInputConsumer *consumer,
const wxKeyEvent& event,
bool pressed) = 0;
// map a mouse (click) event to one or more actions
virtual bool HandleMouse(wxInputConsumer *consumer,
const wxMouseEvent& event) = 0;
// handle mouse movement (or enter/leave) event: it is separated from
// HandleMouse() for convenience as many controls don't care about mouse
// movements at all
virtual bool HandleMouseMove(wxInputConsumer *consumer,
const wxMouseEvent& event);
// do something with focus set/kill event: this is different from
// HandleMouseMove() as the mouse maybe over the control without it having
// focus
//
// return TRUE to refresh the control, FALSE otherwise
virtual bool HandleFocus(wxInputConsumer *consumer, const wxFocusEvent& event);
// react to the app getting/losing activation
//
// return TRUE to refresh the control, FALSE otherwise
virtual bool HandleActivation(wxInputConsumer *consumer, bool activated);
// virtual dtor for any base class
virtual ~wxInputHandler();
};
// ----------------------------------------------------------------------------
// wxStdInputHandler is just a base class for all other "standard" handlers
// and also provides the way to chain input handlers together
// ----------------------------------------------------------------------------
class WXDLLEXPORT wxStdInputHandler : public wxInputHandler
{
public:
wxStdInputHandler(wxInputHandler *handler) : m_handler(handler) { }
virtual bool HandleKey(wxInputConsumer *consumer,
const wxKeyEvent& event,
bool pressed)
{
return m_handler ? m_handler->HandleKey(consumer, event, pressed)
: FALSE;
}
virtual bool HandleMouse(wxInputConsumer *consumer,
const wxMouseEvent& event)
{
return m_handler ? m_handler->HandleMouse(consumer, event) : FALSE;
}
virtual bool HandleMouseMove(wxInputConsumer *consumer, const wxMouseEvent& event)
{
return m_handler ? m_handler->HandleMouseMove(consumer, event) : FALSE;
}
virtual bool HandleFocus(wxInputConsumer *consumer, const wxFocusEvent& event)
{
return m_handler ? m_handler->HandleFocus(consumer, event) : FALSE;
}
private:
wxInputHandler *m_handler;
};
#endif // _WX_UNIV_INPHAND_H_