wxWidgets/include/wx/univ/inpcons.h
Vadim Zeitlin 9467bdb7f5 Many changes for wxInputHandler creation mainly related to:
1. Allow the theme to create only the input handlers it customizes instead
   of forcing it to always create a handler even if the standard one is used:
   wxTheme::GetInputHandler() now takes wxInputConsumer to make this possible

2. Prefer delegation to inheritance when creating customized input handlers,
   almost all (except for wxStdScrollbarInputHandler) standard handler classes
   are now private, use wxClassName::GetStdInputHandler() to retrieve the
   standard handler for any class or polymorphic DoGetStdInputHandler()


git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@41227 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2006-09-14 19:36:47 +00:00

154 lines
6.0 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: wx/univ/inpcons.h
// Purpose: wxInputConsumer: mix-in class for input handling
// Author: Vadim Zeitlin
// Modified by:
// Created: 14.08.00
// RCS-ID: $Id$
// Copyright: (c) 2000 SciTech Software, Inc. (www.scitechsoft.com)
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_UNIV_INPCONS_H_
#define _WX_UNIV_INPCONS_H_
class WXDLLEXPORT wxInputHandler;
class WXDLLEXPORT wxWindow;
#include "wx/object.h"
#include "wx/event.h"
// ----------------------------------------------------------------------------
// wxControlAction: the action is currently just a string which identifies it,
// later it might become an atom (i.e. an opaque handler to string).
// ----------------------------------------------------------------------------
typedef wxString wxControlAction;
// the list of actions which apply to all controls (other actions are defined
// in the controls headers)
#define wxACTION_NONE _T("") // no action to perform
// ----------------------------------------------------------------------------
// wxInputConsumer: mix-in class for handling wxControlActions (used by
// wxControl and wxTopLevelWindow).
// ----------------------------------------------------------------------------
class WXDLLEXPORT wxInputConsumer
{
public:
wxInputConsumer() { m_inputHandler = NULL; }
virtual ~wxInputConsumer() { }
// get the input handler
wxInputHandler *GetInputHandler() const { return m_inputHandler; }
// perform a control-dependent action: an action may have an optional
// numeric and another (also optional) string argument whose interpretation
// depends on the action
//
// NB: we might use ellipsis in PerformAction() declaration but this
// wouldn't be more efficient than always passing 2 unused parameters
// but would be more difficult. Another solution would be to have
// several overloaded versions but this will expose the problem of
// virtual function hiding we don't have here.
virtual bool PerformAction(const wxControlAction& action,
long numArg = -1l,
const wxString& strArg = wxEmptyString);
// get the window to work with (usually the class wxInputConsumer was mixed into)
virtual wxWindow *GetInputWindow() const = 0;
// this function must be implemented in any classes process input (i.e. not
// static controls) to create the standard input handler for the concrete
// class deriving from this mix-in
//
// the parameter is the default input handler which should receive all
// unprocessed input (i.e. typically handlerDef is passed to
// wxStdInputHandler ctor) or it may be NULL
//
// the returned pointer will not be deleted by caller so it must either
// point to a static object or be deleted on program termination
virtual wxInputHandler *DoGetStdInputHandler(wxInputHandler *handlerDef);
protected:
// event handlers
void OnMouse(wxMouseEvent& event);
void OnKeyDown(wxKeyEvent& event);
void OnKeyUp(wxKeyEvent& event);
void OnFocus(wxFocusEvent& event);
void OnActivate(wxActivateEvent& event);
// create input handler by name, fall back to GetStdInputHandler() if
// the current theme doesn't define any specific handler of this type
void CreateInputHandler(const wxString& inphandler);
private:
// the input processor (we never delete it)
wxInputHandler *m_inputHandler;
};
// ----------------------------------------------------------------------------
// macros which must be used by the classes derived from wxInputConsumer mix-in
// ----------------------------------------------------------------------------
// declare the methods to be forwarded
#define WX_DECLARE_INPUT_CONSUMER() \
private: \
void OnMouse(wxMouseEvent& event); \
void OnKeyDown(wxKeyEvent& event); \
void OnKeyUp(wxKeyEvent& event); \
void OnFocus(wxFocusEvent& event); \
public: /* because of docview :-( */ \
void OnActivate(wxActivateEvent& event); \
private:
// implement the event table entries for wxControlContainer
#define WX_EVENT_TABLE_INPUT_CONSUMER(classname) \
EVT_KEY_DOWN(classname::OnKeyDown) \
EVT_KEY_UP(classname::OnKeyUp) \
EVT_MOUSE_EVENTS(classname::OnMouse) \
EVT_SET_FOCUS(classname::OnFocus) \
EVT_KILL_FOCUS(classname::OnFocus) \
EVT_ACTIVATE(classname::OnActivate)
// Forward event handlers to wxInputConsumer
//
// (We can't use them directly, because wxIC has virtual methods, which forces
// the compiler to include (at least) two vtables into wxControl, one for the
// wxWindow-wxControlBase-wxControl branch and one for the wxIC mix-in.
// Consequently, the "this" pointer has different value when in wxControl's
// and wxIC's method, even though the instance stays same. This doesn't matter
// so far as member pointers aren't used, but that's not wxControl's case.
// When we add an event table entry (= use a member pointer) pointing to
// wxIC's OnXXX method, GCC compiles code that executes wxIC::OnXXX with the
// version of "this" that belongs to wxControl, not wxIC! In our particular
// case, the effect is that m_handler is NULL (probably same memory
// area as the_other_vtable's_this->m_refObj) and input handling doesn't work.)
#define WX_FORWARD_TO_INPUT_CONSUMER(classname) \
void classname::OnMouse(wxMouseEvent& event) \
{ \
wxInputConsumer::OnMouse(event); \
} \
void classname::OnKeyDown(wxKeyEvent& event) \
{ \
wxInputConsumer::OnKeyDown(event); \
} \
void classname::OnKeyUp(wxKeyEvent& event) \
{ \
wxInputConsumer::OnKeyUp(event); \
} \
void classname::OnFocus(wxFocusEvent& event) \
{ \
wxInputConsumer::OnFocus(event); \
} \
void classname::OnActivate(wxActivateEvent& event) \
{ \
wxInputConsumer::OnActivate(event); \
}
#endif // _WX_UNIV_INPCONS_H_