ce7fe42e84
Use the same short names as are used by the event table macros for the event type constants themselves. This makes them much more comfortable to use, e.g. Bind(wxEVT_BUTTON) compared to Bind(wxEVT_COMMAND_BUTTON_CLICKED). The old long names are still kept for backwards compatibility and shouldn't be removed as it doesn't really cost anything to continue providing them, but all new event types should only use the short versions. Closes #10661. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@73850 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
339 lines
12 KiB
Objective-C
339 lines
12 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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// RCS-ID: $Id$
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// Licence: wxWindows licence
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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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(eg. 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 dont' 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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- Primary control shall use id wxPG_SUBID1, and secondary (button) control
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shall use wxPG_SUBID2.
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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 (ie. 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 '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 = 0;
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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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The parameter @a appearance represents the new appearance to be applied.
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The parameter @a oldAppearance is the previously applied appearance.
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Used to detect which control attributes need to be changed (e.g. so we only
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change background colour if really needed).
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Finally, the parameter @a unspecified if @true tells this function that
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the new appearance represents 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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/**
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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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