a007d249e6
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@54025 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
682 lines
29 KiB
C++
682 lines
29 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: eventhandling.h
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// Purpose: topic overview
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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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@page overview_eventhandling Event Handling
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Classes: wxEvtHandler, wxWindow, wxEvent
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@li @ref overview_eventhandling_introduction
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@li @ref overview_eventhandling_eventtables
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@li @ref overview_eventhandling_connect
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@li @ref overview_eventhandling_processing
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@li @ref overview_eventhandling_prog
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@li @ref overview_eventhandling_pluggable
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@li @ref overview_eventhandling_winid
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@li @ref overview_eventhandling_custom
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@li @ref overview_eventhandling_macros
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<hr>
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@section overview_eventhandling_introduction Introduction
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There are two principal ways to handle events in wxWidgets. One of them uses
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<em>event table</em> macros and allows you to define the connection between events
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and their handlers only statically, i.e. during program compilation. The other
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one uses wxEvtHandler::Connect() call and can be used to connect, and
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disconnect, the handlers dynamically, i.e. during run-time depending on some
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conditions. It also allows directly connecting the events of one object to a
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handler method in another object while the static event tables can only handle
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events in the object where they are defined so using Connect() is more flexible
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than using the event tables. On the other hand, event tables are more succinct
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and centralize all event handlers connection in one place. You can either
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choose a single approach which you find preferable or freely combine both
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methods in your program in different classes or even in one and the same class,
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although this is probably sufficiently confusing to be a bad idea.
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But before you make this choice, let us discuss these two ways in some more
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details: in the next section we provide a short introduction to handling the
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events using the event tables, please see @ref overview_eventhandling_connect
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for the discussion of Connect().
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@section overview_eventhandling_eventtables Event Handling with Event Tables
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To use an <em>event table</em> you must first decide in which class you wish to
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handle the events. The only requirement imposed by wxWidgets is that this class
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must derive from wxEvtHandler and so, considering that wxWindow derives from
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it, any classes representing windows can handle events. Simple events such as
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menu commands are usually processed at the level of a top-level window
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containing the menu, so let's suppose that you need to handle some events in @c
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MyFrame class deriving from wxFrame.
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First thing to do is to define one or more <em>event handlers</em>. They
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are just simple (non-virtual) methods of the class which take as a parameter a
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reference to an object of wxEvent-derived class and have no return value (any
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return information is passed via the argument, which is why it is non-const).
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You also need to insert a macro
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@code
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DECLARE_EVENT_TABLE()
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@endcode
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somewhere in the class declaration. It doesn't matter where does it occur but
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it's customary to put it at the end of it because the macro changes the access
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type internally and so it's safest if there is nothing that follows it. So the
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full class declaration might look like this:
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@code
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class MyFrame : public wxFrame
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{
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public:
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MyFrame(...) : wxFrame(...) { }
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...
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protected:
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int m_whatever;
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private:
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// notice that as the event handlers normally are not called from outside
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// the class, they normally be private, in particular they don't need at
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// all to be public
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void OnExit(wxCommandEvent& event);
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void OnButton1(wxCommandEvent& event);
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void OnSize(wxSizeEvent& event);
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// it's common to call the event handlers OnSomething() but there is no
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// obligation to it, this one is an event handler too:
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void DoTest(wxCommandEvent& event);
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DECLARE_EVENT_TABLE()
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};
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@endcode
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Next the event table must be defined and, as any definition, it must be placed
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in an implementation file to tell. The event table tells wxWidgets how to map
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events to member functions and in our example it could look like this:
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@code
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_MENU(wxID_EXIT, MyFrame::OnExit)
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EVT_MENU(DO_TEST, MyFrame::DoTest)
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EVT_SIZE(MyFrame::OnSize)
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EVT_BUTTON(BUTTON1, MyFrame::OnButton1)
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END_EVENT_TABLE()
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@endcode
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Notice that you must mention a method you want to use for the event handling in
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the event table definition, just defining it in MyFrame class is @e not enough.
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Let us now look at the details of this definition: the first line means that we
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are defining the event table for MyFrame class and that its base class is
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wxFrame, so events not processed by MyFrame will, by default, be handled to
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wxFrame. The next four lines define connections of individual events to their
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handlers: the first two of them map menu commands from the items with the
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identifiers specified as the first macro parameter to two different member
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functions. In the next one, @c EVT_SIZE means that any changes in the size of
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the frame will result in calling OnSize() method. Note that this macro doesn't
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need a window identifier, since normally you are only interested in the current
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window's size events.
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The EVT_BUTTON macro demonstrates that the originating event does not have to
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come from the window class implementing the event table -- if the event source
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is a button within a panel within a frame, this will still work, because event
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tables are searched up through the hierarchy of windows for the command events
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(but only command events, so you can't catch mouse move events in a child
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control in the parent window in the same way because wxMouseEvent doesn't
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derive from wxCommandEvent, see below for how you can do it). In this case, the
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button's event table will be searched, then the parent panel's, then the
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frame's.
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Finally, you need to implement the event handlers. As mentioned before, all
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event handlers take a wxEvent-derived argument whose exact class differs
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according to the type of event and the class of the originating window. For
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size events, wxSizeEvent is used. For menu commands and most control commands
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(such as button presses), wxCommandEvent is used. And when controls get more
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complicated, more specific wxCommandEvent-derived event classes providing
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additional control-specific information can be used, such as wxTreeEvent for
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events from wxTreeCtrl windows.
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In the simplest possible case an event handler may not use the @c event
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parameter at all, e.g.
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@code
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void MyFrame::OnExit(wxCommandEvent&)
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{
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// when the user selects "Exit" from the menu we should close
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Close(true);
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}
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@endcode
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In other cases you may need some information carried by the @c event argument,
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as in:
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@code
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void MyFrame::OnSize(wxSizeEvent& event)
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{
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wxSize size = event.GetSize();
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... update the frame using the new size ...
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}
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@endcode
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You will find the details about the event table macros and the corresponding
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wxEvent-derived classes in the discussion of each control generating these
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events.
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@section overview_eventhandling_connect Dynamic Event Handling
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As with the event tables, you need to decide in which class do you intend to
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handle the events first and, also as before, this class must still derive from
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wxEvtHandler (usually indirectly via wxWindow), see the declaration of MyFrame
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in the previous section. However the similarities end here and both the syntax
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and the possibilities of this way of handling events in this way are rather
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different.
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Let us start by looking at the syntax: the first obvious difference is that you
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don't need to use neither @c DECLARE_EVENT_TABLE() nor @c BEGIN_EVENT_TABLE and
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associated macros any more. Instead, in any place in your code, but usually in
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the code of the class defining the handlers itself (and definitely not in the
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global scope as with the event tables), you should call its Connect() method
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like this:
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@code
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MyFrame::MyFrame(...)
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{
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Connect(wxID_EXIT, wxEVT_COMMAND_MENU_SELECTED,
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wxCommandEventHandler(MyFrame::OnExit));
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}
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@endcode
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This class should be self-explanatory except for wxCommandEventHandler part:
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this is a macro which ensures that the method is of correct type by using
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static_cast in the same way as event table macros do it inside them.
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Now let us describe the semantic differences:
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<ul>
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<li>
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Event handlers can be connected at any moment, e.g. it's possible to do
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some initialization first and only connect the handlers if and when it
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succeeds. This can avoid the need to test that the object was properly
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initialized in the event handlers themselves: with Connect() they
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simply won't be called at all if it wasn't.
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</li>
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<li>
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As a slight extension of the above, the handlers can also be
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Disconnect()-ed at any time. And maybe later reconnected again. Of
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course, it's also possible to emulate this behaviour with the classic
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static (i.e. connected via event tables) handlers by using an internal
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flag indicating whether the handler is currently enabled and returning
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from it if it isn't, but using dynamically connected handlers requires
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less code and is also usually more clear.
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</li>
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<li>
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Also notice that you must derive a class inherited from, say,
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wxTextCtrl even if you don't want to modify the control behaviour at
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all but just want to handle some of its events. This is especially
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inconvenient when the control is loaded from the XRC. Connecting the
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event handler dynamically bypasses the need for this unwanted
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sub-classing.
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</li>
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<li>
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Last but very, very far from least is the possibility to connect an
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event of some object to a method of another object. This is impossible
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to do with event tables because there is no possibility to specify the
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object to dispatch the event to so it necessarily needs to be sent to
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the same object which generated the event. Not so with Connect() which
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has an optional @c eventSink parameter which can be used to specify the
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object which will handle the event. Of course, in this case the method
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being connected must belong to the class which is the type of the
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@c eventSink object! To give a quick example, people often want to catch
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mouse movement events happening when the mouse is in one of the frame
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children in the frame itself. Doing it in a naive way doesn't work:
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<ul>
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<li>
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A @c EVT_LEAVE_WINDOW(MyFrame::OnMouseLeave) line in the frame
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event table has no effect as mouse move (including entering and
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leaving) events are not propagated upwards to the parent window
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(at least not by default).
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</li>
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<li>
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Putting the same line in a child event table will crash during
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run-time because the MyFrame method will be called on a wrong
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object -- it's easy to convince oneself that the only object
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which can be used here is the pointer to the child, as
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wxWidgets has nothing else. But calling a frame method with the
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child window pointer instead of the pointer to the frame is, of
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course, disastrous.
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</li>
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</ul>
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However writing
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@code
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MyFrame::MyFrame(...)
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{
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m_child->Connect(wxID_ANY, wxEVT_LEAVE_WINDOW,
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wxMouseEventHandler(MyFrame::OnMouseLeave),
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NULL, // unused extra data parameter
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this); // this indicates the object to connect to
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}
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@endcode
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will work exactly as expected. Note that you can get the object which
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generated the event -- and which is not the same as the frame -- via
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wxEvent::GetEventObject() method of @c event argument passed to the
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event handler.
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<li>
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</ul>
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To summarize, using Connect() requires slightly more typing but is much more
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flexible than using static event tables so don't hesitate to use it when you
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need this extra power. On the other hand, event tables are still perfectly fine
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in simple situations where this extra flexibility is not needed.
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@section overview_eventhandling_processing How Events are Processed
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When an event is received from the windowing system, wxWidgets calls
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wxEvtHandler::ProcessEvent on the first
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event handler object belonging to the window generating the event.
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It may be noted that wxWidgets' event processing system implements something
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very close to virtual methods in normal C++, i.e. it is possible to alter
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the behaviour of a class by overriding its event handling functions. In
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many cases this works even for changing the behaviour of native controls.
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For example it is possible to filter out a number of key events sent by the
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system to a native text control by overriding wxTextCtrl and defining a
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handler for key events using EVT_KEY_DOWN. This would indeed prevent
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any key events from being sent to the native control - which might not be
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what is desired. In this case the event handler function has to call Skip()
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so as to indicate that the search for the event handler should continue.
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To summarize, instead of explicitly calling the base class version as you
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would have done with C++ virtual functions (i.e. @e wxTextCtrl::OnChar()),
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you should instead call wxEvent::Skip.
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In practice, this would look like this if the derived text control only
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accepts 'a' to 'z' and 'A' to 'Z':
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@code
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void MyTextCtrl::OnChar(wxKeyEvent& event)
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{
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if ( isalpha( event.KeyCode() ) )
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{
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// key code is within legal range. we call event.Skip() so the
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// event can be processed either in the base wxWidgets class
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// or the native control.
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event.Skip();
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}
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else
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{
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// illegal key hit. we don't call event.Skip() so the
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// event is not processed anywhere else.
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wxBell();
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}
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}
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@endcode
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The normal order of event table searching by ProcessEvent is as follows:
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<ol>
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<li> If the object is disabled (via a call to wxEvtHandler::SetEvtHandlerEnabled)
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the function skips to step (6).
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<li> If the object is a wxWindow, @b ProcessEvent is recursively called on the window's
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wxValidator. If this returns @true, the function exits.
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<li> @b SearchEventTable is called for this event handler. If this fails, the base
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class table is tried, and so on until no more tables exist or an appropriate
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function was found, in which case the function exits.
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<li> The search is applied down the entire chain of event handlers (usually the chain has
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a length of one). If this succeeds, the function exits.
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<li> If the object is a wxWindow and the event is set to set to propagate (in the library only
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wxCommandEvent based events are set to propagate), @b ProcessEvent is recursively applied
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to the parent window's event handler. If this returns @true, the function exits.
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<li> Finally, @b ProcessEvent is called on the wxApp object.
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</ol>
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<b>Pay close attention to Step 5</b>. People often overlook or get
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confused by this powerful feature of the wxWidgets event processing
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system. To put it a different way, events set to propagate
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(see wxEvent::ShouldPropagate)
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(most likely derived either directly or indirectly from wxCommandEvent)
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will travel up the containment hierarchy from child to parent until the
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maximal propagation level is reached or an event handler is found that
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doesn't call @c event.Skip().
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Finally, there is another additional complication (which, in fact, simplifies
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life of wxWidgets programmers significantly): when propagating the command
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events upwards to the parent window, the event propagation stops when it
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reaches the parent dialog, if any. This means that you don't risk to get
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unexpected events from the dialog controls (which might be left unprocessed by
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the dialog itself because it doesn't care about them) when a modal dialog is
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popped up. The events do propagate beyond the frames, however. The rationale
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for this choice is that there are only a few frames in a typical application
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and their parent-child relation are well understood by the programmer while it
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may be very difficult, if not impossible, to track down all the dialogs which
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may be popped up in a complex program (remember that some are created
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automatically by wxWidgets). If you need to specify a different behaviour for
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some reason, you can use wxWindow::SetExtraStyle(wxWS_EX_BLOCK_EVENTS)
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explicitly to prevent the events from being propagated beyond the given window
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or unset this flag for the dialogs which have it on by default.
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Typically events that deal with a window as a window (size, motion,
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paint, mouse, keyboard, etc.) are sent only to the window. Events
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that have a higher level of meaning and/or are generated by the window
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itself, (button click, menu select, tree expand, etc.) are command
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events and are sent up to the parent to see if it is interested in the event.
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Note that your application may wish to override ProcessEvent to redirect processing of
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events. This is done in the document/view framework, for example, to allow event handlers
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to be defined in the document or view. To test for command events (which will probably
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be the only events you wish to redirect), you may use wxEvent::IsCommandEvent for efficiency,
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instead of using the slower run-time type system.
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As mentioned above, only command events are recursively applied to the parents event
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handler in the library itself. As this quite often causes confusion for users,
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here is a list of system events which will NOT get sent to the parent's event handler:
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@li wxEvent: The event base class
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@li wxActivateEvent: A window or application activation event
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@li wxCloseEvent: A close window or end session event
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@li wxEraseEvent: An erase background event
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@li wxFocusEvent: A window focus event
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@li wxKeyEvent: A keypress event
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@li wxIdleEvent: An idle event
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@li wxInitDialogEvent: A dialog initialisation event
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@li wxJoystickEvent: A joystick event
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@li wxMenuEvent: A menu event
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@li wxMouseEvent: A mouse event
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@li wxMoveEvent: A move event
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@li wxPaintEvent: A paint event
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@li wxQueryLayoutInfoEvent: Used to query layout information
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@li wxSetCursorEvent: Used for special cursor processing based on current mouse position
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@li wxSizeEvent: A size event
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@li wxScrollWinEvent: A scroll event sent by a scrolled window (not a scroll bar)
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@li wxSysColourChangedEvent: A system colour change event
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In some cases, it might be desired by the programmer to get a certain number
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of system events in a parent window, for example all key events sent to, but not
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used by, the native controls in a dialog. In this case, a special event handler
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will have to be written that will override ProcessEvent() in order to pass
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all events (or any selection of them) to the parent window.
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@section overview_eventhandling_prog User Generated Events vs Programmatically Generated Events
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While generically wxEvents can be generated both by user
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actions (e.g. resize of a wxWindow) and by calls to functions
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(e.g. wxWindow::SetSize), wxWidgets controls normally send wxCommandEvent-derived
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events only for the user-generated events. The only @b exceptions to this rule are:
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@li wxNotebook::AddPage: No event-free alternatives
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@li wxNotebook::AdvanceSelection: No event-free alternatives
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@li wxNotebook::DeletePage: No event-free alternatives
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@li wxNotebook::SetSelection: Use wxNotebook::ChangeSelection instead, as
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wxNotebook::SetSelection is deprecated
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@li wxTreeCtrl::Delete: No event-free alternatives
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@li wxTreeCtrl::DeleteAllItems: No event-free alternatives
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@li wxTreeCtrl::EditLabel: No event-free alternatives
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@li All wxTextCtrl methods
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wxTextCtrl::ChangeValue can be used instead of wxTextCtrl::SetValue but the other
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functions, such as wxTextCtrl::Replace or wxTextCtrl::WriteText don't have event-free
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equivalents.
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@section overview_eventhandling_pluggable Pluggable Event Handlers
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In fact, you don't have to derive a new class from a window class
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if you don't want to. You can derive a new class from wxEvtHandler instead,
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defining the appropriate event table, and then call wxWindow::SetEventHandler
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(or, preferably, wxWindow::PushEventHandler) to make this
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event handler the object that responds to events. This way, you can avoid
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a lot of class derivation, and use instances of the same event handler class (but different
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objects as the same event handler object shouldn't be used more than once) to
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handle events from instances of different widget classes.
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If you ever have to call a window's event handler
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manually, use the GetEventHandler function to retrieve the window's event handler and use that
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to call the member function. By default, GetEventHandler returns a pointer to the window itself
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unless an application has redirected event handling using SetEventHandler or PushEventHandler.
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One use of PushEventHandler is to temporarily or permanently change the
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behaviour of the GUI. For example, you might want to invoke a dialog editor
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in your application that changes aspects of dialog boxes. You can
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grab all the input for an existing dialog box, and edit it 'in situ',
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before restoring its behaviour to normal. So even if the application
|
|
has derived new classes to customize behaviour, your utility can indulge
|
|
in a spot of body-snatching. It could be a useful technique for on-line
|
|
tutorials, too, where you take a user through a serious of steps and
|
|
don't want them to diverge from the lesson. Here, you can examine the events
|
|
coming from buttons and windows, and if acceptable, pass them through to
|
|
the original event handler. Use PushEventHandler/PopEventHandler
|
|
to form a chain of event handlers, where each handler processes a different
|
|
range of events independently from the other handlers.
|
|
|
|
|
|
|
|
@section overview_eventhandling_winid Window Identifiers
|
|
|
|
Window identifiers are integers, and are used to
|
|
uniquely determine window identity in the event system (though you can use it
|
|
for other purposes). In fact, identifiers do not need to be unique
|
|
across your entire application just so long as they are unique within a
|
|
particular context you're interested in, such as a frame and its children. You
|
|
may use the @c wxID_OK identifier, for example, on any number of dialogs so
|
|
long as you don't have several within the same dialog.
|
|
|
|
If you pass @c wxID_ANY to a window constructor, an identifier will be
|
|
generated for you automatically by wxWidgets. This is useful when you don't
|
|
care about the exact identifier either because you're not going to process the
|
|
events from the control being created at all or because you process the events
|
|
from all controls in one place (in which case you should specify @c wxID_ANY
|
|
in the event table or wxEvtHandler::Connect call
|
|
as well. The automatically generated identifiers are always negative and so
|
|
will never conflict with the user-specified identifiers which must be always
|
|
positive.
|
|
|
|
See @ref page_stdevtid for the list of standard identifiers available.
|
|
You can use wxID_HIGHEST to determine the number above which it is safe to
|
|
define your own identifiers. Or, you can use identifiers below wxID_LOWEST.
|
|
Finally, you can allocate identifiers dynamically using wxNewId() function to.
|
|
If you use wxNewId() consistently in your application, you can be sure that
|
|
the your identifiers don't conflict accidentally.
|
|
|
|
|
|
@section overview_eventhandling_custom Custom Event Summary
|
|
|
|
@subsection overview_eventhandling_custom_general General approach
|
|
|
|
Since version 2.2.x of wxWidgets, each event type is identified by ID which
|
|
is given to the event type @e at runtime which makes it possible to add
|
|
new event types to the library or application without risking ID clashes
|
|
(two different event types mistakingly getting the same event ID). This
|
|
event type ID is stored in a struct of type @b const wxEventType.
|
|
|
|
In order to define a new event type, there are principally two choices.
|
|
One is to define a entirely new event class (typically deriving from
|
|
wxEvent or wxCommandEvent.
|
|
|
|
The other is to use the existing event classes and give them an new event
|
|
type. You'll have to define and declare a new event type using either way,
|
|
and this is done using the following macros:
|
|
|
|
@code
|
|
// in the header of the source file
|
|
BEGIN_DECLARE_EVENT_TYPES()
|
|
DECLARE_EVENT_TYPE(name, value)
|
|
END_DECLARE_EVENT_TYPES()
|
|
|
|
// in the implementation
|
|
DEFINE_EVENT_TYPE(name)
|
|
@endcode
|
|
|
|
You can ignore the @e value parameter of the DECLARE_EVENT_TYPE macro
|
|
since it is used only for backwards compatibility with wxWidgets 2.0.x based
|
|
applications where you have to give the event type ID an explicit value.
|
|
See also the @ref page_samples_event for an example of code
|
|
defining and working with the custom event types.
|
|
|
|
|
|
@subsection overview_eventhandling_custom_existing Using Existing Event Classes
|
|
|
|
If you just want to use a wxCommandEvent with
|
|
a new event type, you can then use one of the generic event table macros
|
|
listed below, without having to define a new macro yourself. This also
|
|
has the advantage that you won't have to define a new wxEvent::Clone()
|
|
method for posting events between threads etc. This could look like this
|
|
in your code:
|
|
|
|
@code
|
|
DECLARE_EVENT_TYPE(wxEVT_MY_EVENT, -1)
|
|
DEFINE_EVENT_TYPE(wxEVT_MY_EVENT)
|
|
|
|
// user code intercepting the event
|
|
|
|
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
|
|
EVT_MENU (wxID_EXIT, MyFrame::OnExit)
|
|
// ....
|
|
EVT_COMMAND (ID_MY_WINDOW, wxEVT_MY_EVENT, MyFrame::OnMyEvent)
|
|
END_EVENT_TABLE()
|
|
|
|
void MyFrame::OnMyEvent( wxCommandEvent )
|
|
{
|
|
// do something
|
|
wxString text = event.GetText();
|
|
}
|
|
|
|
|
|
// user code sending the event
|
|
|
|
void MyWindow::SendEvent()
|
|
{
|
|
wxCommandEvent event( wxEVT_MY_EVENT, GetId() );
|
|
event.SetEventObject( this );
|
|
// Give it some contents
|
|
event.SetText( wxT("Hallo") );
|
|
// Send it
|
|
GetEventHandler()->ProcessEvent( event );
|
|
}
|
|
@endcode
|
|
|
|
|
|
@subsection overview_eventhandling_custom_generic Generic Event Table Macros
|
|
|
|
@beginTable
|
|
@row2col{EVT_CUSTOM(event\, id\, func),
|
|
Allows you to add a custom event table
|
|
entry by specifying the event identifier (such as wxEVT_SIZE),
|
|
the window identifier, and a member function to call.}
|
|
@row2col{EVT_CUSTOM_RANGE(event\, id1\, id2\, func),
|
|
The same as EVT_CUSTOM, but responds to a range of window identifiers.}
|
|
@row2col{EVT_COMMAND(id\, event\, func),
|
|
The same as EVT_CUSTOM, but expects a member function with a
|
|
wxCommandEvent argument.}
|
|
@row2col{EVT_COMMAND_RANGE(id1\, id2\, event\, func),
|
|
The same as EVT_CUSTOM_RANGE, but
|
|
expects a member function with a wxCommandEvent argument.}
|
|
@row2col{EVT_NOTIFY(event\, id\, func),
|
|
The same as EVT_CUSTOM, but
|
|
expects a member function with a wxNotifyEvent argument.}
|
|
@row2col{EVT_NOTIFY_RANGE(event\, id1\, id2\, func),
|
|
The same as EVT_CUSTOM_RANGE, but
|
|
expects a member function with a wxNotifyEvent argument.}
|
|
@endTable
|
|
|
|
|
|
@subsection overview_eventhandling_custom_ownclass Defining Your Own Event Class
|
|
|
|
Under certain circumstances, it will be required to define your own event
|
|
class e.g. for sending more complex data from one place to another. Apart
|
|
from defining your event class, you will also need to define your own
|
|
event table macro (which is quite long). Watch out to put in enough
|
|
casts to the inherited event function. Here is an example:
|
|
|
|
@code
|
|
// code defining event
|
|
|
|
class wxPlotEvent: public wxNotifyEvent
|
|
{
|
|
public:
|
|
wxPlotEvent( wxEventType commandType = wxEVT_NULL, int id = 0 );
|
|
|
|
// accessors
|
|
wxPlotCurve *GetCurve()
|
|
{ return m_curve; }
|
|
|
|
// required for sending with wxPostEvent()
|
|
virtual wxEvent *Clone() const;
|
|
|
|
private:
|
|
wxPlotCurve *m_curve;
|
|
};
|
|
|
|
DECLARE_EVENT_TYPE( wxEVT_PLOT_ACTION, -1 )
|
|
|
|
typedef void (wxEvtHandler::*wxPlotEventFunction)(wxPlotEvent&);
|
|
|
|
#define EVT_PLOT(id, fn) \
|
|
DECLARE_EVENT_TABLE_ENTRY( wxEVT_PLOT_ACTION, id, -1, \
|
|
(wxObjectEventFunction) (wxEventFunction) (wxCommandEventFunction) (wxNotifyEventFunction) \
|
|
wxStaticCastEvent( wxPlotEventFunction, &fn ), (wxObject *) NULL ),
|
|
|
|
|
|
// code implementing the event type and the event class
|
|
|
|
DEFINE_EVENT_TYPE( wxEVT_PLOT_ACTION )
|
|
|
|
wxPlotEvent::wxPlotEvent( ...
|
|
|
|
|
|
// user code intercepting the event
|
|
|
|
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
|
|
EVT_PLOT (ID_MY_WINDOW, MyFrame::OnPlot)
|
|
END_EVENT_TABLE()
|
|
|
|
void MyFrame::OnPlot( wxPlotEvent &event )
|
|
{
|
|
wxPlotCurve *curve = event.GetCurve();
|
|
}
|
|
|
|
|
|
// user code sending the event
|
|
|
|
void MyWindow::SendEvent()
|
|
{
|
|
wxPlotEvent event( wxEVT_PLOT_ACTION, GetId() );
|
|
event.SetEventObject( this );
|
|
event.SetCurve( m_curve );
|
|
GetEventHandler()->ProcessEvent( event );
|
|
}
|
|
@endcode
|
|
|
|
|
|
@section overview_eventhandling_macros Event Handling Summary
|
|
|
|
For the full list of event classes, please see the
|
|
@ref group_class_events "event classes group page".
|
|
|
|
|
|
@todo for all controls state clearly when calling a member function results in an
|
|
event being generated and when it doesn't (possibly updating also the
|
|
'Events generated by the user vs programmatically generated events' paragraph
|
|
of the 'Event handling overview' with the list of the functions which break
|
|
that rule).
|
|
|
|
*/
|
|
|