wxWidgets/contrib/include/wx/canvas/canvas.h
2001-01-25 18:25:21 +00:00

860 lines
29 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: canvas.h
// Author: Robert Roebling
// Created: XX/XX/XX
// Copyright: 2000 (c) Robert Roebling
// Licence: wxWindows Licence
/////////////////////////////////////////////////////////////////////////////
#ifndef __WXCANVAS_H__
#define __WXCANVAS_H__
#ifdef __GNUG__
#pragma interface "canvas.cpp"
#endif
#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif
#include "wx/image.h"
#include "wx/txtstrm.h"
#include "wx/geometry.h"
#include "wx/matrix.h"
#include "bbox.h"
//----------------------------------------------------------------------------
// decls
//----------------------------------------------------------------------------
class wxCanvas;
class wxCanvasAdmin;
//----------------------------------------------------------------------------
// wxCanvasObject
//----------------------------------------------------------------------------
enum wxDRAG_MODE
{
wxDRAG_RECTANGLE,
wxDRAG_ONTOP,
wxDRAG_REDRAW
};
//:defenition
// wxCanvasObject is the base class for Canvas Objects.
// All Objects for drawing one the canvas are derived from this class.
// It supports dragging and moving methods that can be used in derived
// classes for defining several ways of dragging.
// Also it is possible to plug in events handlers to do this for all derived classes at once.
//
// wxCanvasObjects have themselves as their event handlers by default,
// but their event handlers could be set to another object entirely. This
// separation can reduce the amount of derivation required, and allow
// alteration of a wxCanvasObject functionality
class wxCanvasObject: public wxEvtHandler
{
public:
wxCanvasObject();
//If the position (x,y) is within the object this return a pointer to the object
//Normally this function needs to be defined for each derived wxCanvasObject.
//The default is a simple bounding box test.
virtual wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 );
//render this object to the canvas (either on its buffer or directly on the canvas)
//this depends on the wxDC that is set for the active canvas.
virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height );
//x position in world coordinates of the object
virtual double GetPosX()=0;
//y position in world coordinates of the object
virtual double GetPosY()=0;
//set position in world coordinates for the object
virtual void SetPosXY( double x, double y)=0;
//absolute moving the object to position x,y in world coordinates
//also does an update of the old and new area
virtual void MoveAbsolute( double x, double y );
//relative moving the object to position x,y in world coordinates
//also does an update of the old and new area
virtual void MoveRelative( double x, double y );
//relative translate the object to position x,y in world coordinates
//does NOT update the old and new area
//this function must be defined for each derived object,
//it is used internally for dragging and moving objects.
virtual void TransLate( double x, double y )=0;
//choose one of the three diffrenet drag methods |
//DRAG_RECTANGLE = as a rectangle when drag is in progress |
//DRAG_ONTOP = only redraw the object when dragging |
//DRAG_REDRAW = redraw the damaged areas when dragging
void SetDragMode(wxDRAG_MODE mode) { m_dragmode=mode; };
//return the dragmode
wxDRAG_MODE GetDragMode() { return m_dragmode; };
//called when starting a drag
virtual void DragStart();
//called when dragging is in progress
virtual void DragRelative( double x, double y);
//called when dragging is ended
virtual void DragEnd();
//return the object if it is part of the given object or
//if the given object is part of a group within this object.
//For group objects this means recursively search for it.
virtual wxCanvasObject* Contains( wxCanvasObject* obj );
//calculate the boundingbox in world coordinates
virtual void CalcBoundingBox()=0;
//write the object as SVG (scalable vector grafhics
virtual void WriteSVG( wxTextOutputStream &stream );
//get the administrator for the object,
//this will give access to the canvas's where it is displayed upon.
//It is used to render the object to the active canvas.
//Conversion from world to Device coordinates and visa versa is
//done using the Active canvas at that moment.
wxCanvasAdmin *GetAdmin() { return m_admin; }
//set the administrator
virtual void SetAdmin( wxCanvasAdmin *admin ) { m_admin = admin; }
//is this a control type of canvas object
bool IsControl() { return m_isControl; }
//is this a vector type of canvas object
bool IsVector() { return m_isVector; }
//is this an Image type of canvas object
bool IsImage() { return m_isImage; }
//get minimum X of the boundingbox in world coordinates
inline double GetXMin() { return m_bbox.GetMinX(); }
//get minimum Y of the boundingbox in world coordinates
inline double GetYMin() { return m_bbox.GetMinY(); }
//get maximum X of the boundingbox in world coordinates
inline double GetXMax() { return m_bbox.GetMaxX(); }
//get maximum Y of the boundingbox in world coordinates
inline double GetYMax() { return m_bbox.GetMaxY(); }
//get boundingbox
inline wxBoundingBox GetBbox() { return m_bbox; }
//redirect all mouse events for the canvas to this object
void CaptureMouse();
//release the mouse capture for this object
void ReleaseMouse();
//is the mouse captured for this object
bool IsCapturedMouse();
//set if this object will visible (be rendered or not)
inline void SetVisible(bool visible) { m_visible=visible; }
//get visibility
inline bool GetVisible() {return m_visible; }
//can the object be dragged
inline void SetDraggable(bool drag) { m_dragable=drag; }
//get if the object can be dragged
inline bool GetDraggable() {return m_dragable; }
//get absolute area in the device coordinates where the object
//its boundingbox in world coordinates is first translated using the matrix.
wxRect GetAbsoluteArea(const wxTransformMatrix& cworld);
//get currently used eventhandler (always the first in the list)
wxEvtHandler *GetEventHandler() const { return m_eventHandler; }
//process an event for the object, starting with the first eventhandler
// in the list.
bool ProcessCanvasObjectEvent(wxEvent& event);
// push/pop event handler: allows to chain a custom event handler to
// already existing ones
void PushEventHandler( wxEvtHandler *handler );
//remove first eventhandler in the list (one will be always stay in)
wxEvtHandler *PopEventHandler( bool deleteHandler = FALSE );
//append an eventhandler to the list, this event handler will be called
//if the other skipped the event to process.
void AppendEventHandler(wxEvtHandler *handler);
//remove last event handler in the list (one will always stay in)
wxEvtHandler *RemoveLastEventHandler(bool deleteHandler);
protected:
//administator for rendering and accessing the canvas's
wxCanvasAdmin* m_admin;
//active event handler, default the object itself
wxEvtHandler* m_eventHandler;
bool m_isControl:1;
bool m_isVector:1;
bool m_isImage:1;
bool m_visible:1;
bool m_dragable:1;
wxDRAG_MODE m_dragmode:3;
//boundingbox in world coordinates
wxBoundingBox m_bbox;
//used for dragging
wxBitmap m_atnewpos;
};
//:defenition
// wxCanvasObjectGroup is a container for wxCanvas derived Objects.
// It renders itself by calling the render methods of the wxCanvasObjects it contains.
// It can have nested groups also, in the same way as the other wxCanvasObjects it already contains.
// The group has a matrix to position/rotate/scale the group.
class wxCanvasObjectGroup: public wxCanvasObject
{
public:
wxCanvasObjectGroup(double x, double y);
virtual ~wxCanvasObjectGroup();
void SetAdmin(wxCanvasAdmin* admin);
//prepend a wxCanvasObject to this group
virtual void Prepend( wxCanvasObject* obj );
//append a wxCanvasObject to this group
virtual void Append( wxCanvasObject* obj );
//insert a wxCanvasObject to this group
virtual void Insert( size_t before, wxCanvasObject* obj );
//remove the given object from the group
virtual void Remove( wxCanvasObject* obj );
//those this group contain the given object.
//in case of nested groups also search in there to the lowwest level.
virtual wxCanvasObject* Contains( wxCanvasObject* obj );
//returns index of the given wxCanvasObject in this group
virtual int IndexOf( wxCanvasObject* obj );
double GetPosX() { return lworld.GetValue(2,0); }
double GetPosY() { return lworld.GetValue(2,1); }
void SetPosXY( double x, double y) {lworld.SetValue(2,0,x);lworld.SetValue(2,1,y);CalcBoundingBox();};
void TransLate( double x, double y );
void CalcBoundingBox();
//remove all wxCanvasObjects from the group (flag for deletion of the objectsalso)
void DeleteContents( bool );
virtual void Render(wxTransformMatrix* cworld,int x, int y, int width, int height );
virtual void WriteSVG( wxTextOutputStream &stream );
//recursive call the IsHitWorld on all contained objects, the first
//one that is hit will be returned
wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 );
//recursive calls for contained objects to set eventhandlers,
//and also sets its own eventhandler
void PushEventHandler( wxEvtHandler *handler );
//recursive calls for contained objects to set eventhandlers,
//and also sets its own eventhandler
wxEvtHandler *PopEventHandler( bool deleteHandler = FALSE );
//recursive calls for contained objects to set eventhandlers,
//and also sets its own eventhandler
void AppendEventHandler(wxEvtHandler *handler);
//recursive calls for contained objects to set eventhandlers,
//and also sets its own eventhandler
wxEvtHandler *RemoveLastEventHandler(bool deleteHandler);
protected:
//to position the object
wxTransformMatrix lworld;
wxList m_objects;
friend class wxCanvas;
};
//:defenition
// wxCanvasObjectRef is a reference to any wxCanvasObject derived class.
// It does not duplicate the referenced object.
// It has a matrix to reposition/rotate/scale the object it references.
// The position/matrix of the referenced Object is accumulated with the one here.
class wxCanvasObjectRef: public wxCanvasObject
{
public:
wxCanvasObjectRef(double x, double y,wxCanvasObject* obj);
//set rotation for the reference
void SetRotation(double rotation);
//set scale in x and y ( > zero)
void SetScale( double scalex, double scaley );
void SetAdmin(wxCanvasAdmin* admin);
double GetPosX() { return lworld.GetValue(2,0); }
double GetPosY() { return lworld.GetValue(2,1); }
void SetPosXY( double x, double y) {lworld.SetValue(2,0,x);lworld.SetValue(2,1,y);CalcBoundingBox();};
void TransLate( double x, double y );
void CalcBoundingBox();
virtual void Render(wxTransformMatrix* cworld,int x, int y, int width, int height );
virtual void WriteSVG( wxTextOutputStream &stream );
//return this object if one of the objects it references is hit
wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 );
virtual wxCanvasObject* Contains( wxCanvasObject* obj );
//recursive calls for contained objects to set eventhandlers,
//and also sets its own eventhandler
void PushEventHandler( wxEvtHandler *handler );
//recursive calls for contained objects to set eventhandlers,
//and also sets its own eventhandler
wxEvtHandler *PopEventHandler( bool deleteHandler = FALSE );
//recursive calls for contained objects to set eventhandlers,
//and also sets its own eventhandler
void AppendEventHandler(wxEvtHandler *handler);
//recursive calls for contained objects to set eventhandlers,
//and also sets its own eventhandler
wxEvtHandler *RemoveLastEventHandler(bool deleteHandler);
protected:
//to position the object
wxTransformMatrix lworld;
//reference to another wxCanvasObject
wxCanvasObject* m_obj;
};
//:defenition
// wxCanvasRect
class wxCanvasRect: public wxCanvasObject
{
public:
wxCanvasRect( double x, double y, double w, double h , double radius=0 );
void SetBrush( const wxBrush& brush) { m_brush = brush; };
void SetPen( const wxPen& pen) { m_pen = pen; CalcBoundingBox(); };
double GetPosX() { return m_x; }
double GetPosY() { return m_y; }
void SetPosXY( double x, double y) {m_x=x; m_y=y; CalcBoundingBox();};
void TransLate( double x, double y );
void CalcBoundingBox();
virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height );
virtual void WriteSVG( wxTextOutputStream &stream );
private:
wxPen m_pen;
wxBrush m_brush;
double m_x;
double m_y;
double m_width;
double m_height;
double m_radius;
};
//----------------------------------------------------------------------------
// wxCanvasCircle
//----------------------------------------------------------------------------
class wxCanvasCircle: public wxCanvasObject
{
public:
wxCanvasCircle( double x, double y, double radius );
void SetBrush( const wxBrush& brush) { m_brush = brush; };
void SetPen( const wxPen& pen) { m_pen = pen; CalcBoundingBox(); };
double GetPosX() { return m_x; }
double GetPosY() { return m_y; }
void SetPosXY( double x, double y) {m_x=x; m_y=y;CalcBoundingBox(); };
void TransLate( double x, double y );
void CalcBoundingBox();
virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height );
virtual void WriteSVG( wxTextOutputStream &stream );
wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 );
private:
wxPen m_pen;
wxBrush m_brush;
double m_x;
double m_y;
double m_radius;
};
//:defenition
// wxCanvasEllipse
class wxCanvasEllipse: public wxCanvasObject
{
public:
wxCanvasEllipse( double x, double y, double width, double height );
void SetBrush( const wxBrush& brush) { m_brush = brush; };
void SetPen( const wxPen& pen) { m_pen = pen; CalcBoundingBox(); };
double GetPosX() { return m_x; }
double GetPosY() { return m_y; }
void SetPosXY( double x, double y) {m_x=x; m_y=y; CalcBoundingBox();};
void TransLate( double x, double y );
void CalcBoundingBox();
virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height );
virtual void WriteSVG( wxTextOutputStream &stream );
wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 );
private:
wxPen m_pen;
wxBrush m_brush;
double m_x;
double m_y;
double m_width;
double m_height;
};
//:defenition
// wxCanvasEllipticArc
class wxCanvasEllipticArc: public wxCanvasObject
{
public:
wxCanvasEllipticArc( double x, double y, double width, double height, double start, double end );
void SetBrush( const wxBrush& brush) { m_brush = brush; };
void SetPen( const wxPen& pen) { m_pen = pen; CalcBoundingBox(); };
double GetPosX() { return m_x; }
double GetPosY() { return m_y; }
void SetPosXY( double x, double y) {m_x=x; m_y=y; CalcBoundingBox();};
void TransLate( double x, double y );
void CalcBoundingBox();
virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height );
virtual void WriteSVG( wxTextOutputStream &stream );
wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 );
private:
wxPen m_pen;
wxBrush m_brush;
double m_x;
double m_y;
double m_width;
double m_height;
double m_start;
double m_end;
};
//:defenition
// wxCanvasLine
class wxCanvasLine: public wxCanvasObject
{
public:
wxCanvasLine( double x1, double y1, double x2, double y2 );
void SetPen( const wxPen& pen) { m_pen = pen; CalcBoundingBox(); };
double GetPosX() { return m_x1; }
double GetPosY() { return m_y1; }
void SetPosXY( double x, double y) {m_x1=x; m_y1=y; CalcBoundingBox();};
void TransLate( double x, double y );
void CalcBoundingBox();
virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height );
virtual void WriteSVG( wxTextOutputStream &stream );
wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 );
private:
wxPen m_pen;
double m_x1;
double m_y1;
double m_x2;
double m_y2;
};
//:defenition
// wxCanvasImage
class wxCanvasImage: public wxCanvasObject
{
public:
wxCanvasImage( const wxImage &image, double x, double y, double w, double h );
double GetPosX() { return m_x; }
double GetPosY() { return m_y; }
void SetPosXY( double x, double y);
void TransLate( double x, double y );
void CalcBoundingBox();
virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height );
virtual void WriteSVG( wxTextOutputStream &stream );
private:
double m_x;
double m_y;
double m_width;
double m_height;
wxImage m_image;
int m_orgw,m_orgh;
// cache
wxBitmap m_cBitmap;
wxImage m_cImage;
int m_cW;
int m_cH;
double m_cR;
};
//----------------------------------------------------------------------------
// wxCanvasControl
//----------------------------------------------------------------------------
class wxCanvasControl: public wxCanvasObject
{
public:
wxCanvasControl( wxWindow *control );
~wxCanvasControl();
double GetPosX();
double GetPosY();
void SetPosXY( double x, double y);
void TransLate( double x, double y );
void MoveRelative( double x, double y );
void CalcBoundingBox();
private:
wxWindow *m_control;
};
//:defenition
// wxCanvasText
class wxCanvasText: public wxCanvasObject
{
public:
wxCanvasText( const wxString &text, double x, double y, const wxString &foneFile, int size );
~wxCanvasText();
double GetPosX() { return m_x; }
double GetPosY() { return m_y; }
void SetPosXY( double x, double y) {m_x=x; m_y=y;CalcBoundingBox(); };
void TransLate( double x, double y );
void CalcBoundingBox();
virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height );
virtual void WriteSVG( wxTextOutputStream &stream );
void SetRGB( unsigned char red, unsigned char green, unsigned char blue );
void SetFlag( int flag );
int GetFlag() { return m_flag; }
private:
wxString m_text;
double m_x;
double m_y;
unsigned char *m_alpha;
void *m_faceData;
int m_flag;
int m_red;
int m_green;
int m_blue;
wxString m_fontFileName;
int m_size;
};
//:defenition
// wxCanvas is used to display a wxCanvasGroupObject, which contains wxCanvasObject derived
// drawable objects. The group to draw is called the root.
// All objects are defined in world coordinates, relative to its parent (e.g. nested groups)
// There are methods to convert from world to device coordinates and visa versa.
// Rendering a draw is normally started on the root, it to a buffer, afterwords
// an update of the damaged parts will blitted from the buffer to the screen.
// This is done in Idle time, but can also be forced.
// World coordinates can be with the Y axis going up are down.
// The area of the drawing in world coordinates that is visible on the canvas
// can be set. Parts of this area can be zoomed into resulting in scroll bars
// to be displayed.
class wxCanvas: public wxScrolledWindow
{
public:
// constructors and destructors
wxCanvas( wxCanvasAdmin* admin ,wxWindow *parent, wxWindowID id = -1,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxScrolledWindowStyle );
virtual ~wxCanvas();
//background colour for the canvas
virtual void SetColour( const wxColour& background );
//update the area given in device coordinates
virtual void Update( int x, int y, int width, int height, bool blit = TRUE );
//blit all updated areas now to the screen, else it will happen in idle time.
//Use this to support dragging for instance, becuase in such cases idle time
//will take to long.
virtual void UpdateNow();
//prevent canvas activety
virtual void Freeze();
//allow canvas activety
virtual void Thaw();
//get the buffer that is used for rendering in general
inline wxBitmap *GetBuffer() { return &m_buffer; }
//get the DC that is used for rendering
inline wxDC *GetDC() { return m_renderDC; }
//set the DC that is used for rendering
inline void SetDC(wxDC* dc) { m_renderDC=dc; }
inline int GetBufferWidth() { return m_buffer.GetWidth(); }
inline int GetBufferHeight() { return m_buffer.GetHeight(); }
//updating is needed for the canvas if the buffer did change
bool NeedUpdate() { return m_needUpdate; }
bool IsFrozen() { return m_frozen; }
//blit damaged areas in the buffer to the screen
void BlitBuffer( wxDC &dc );
//redirect events to this canvas object
void SetCaptureMouse( wxCanvasObject *obj );
//are events redirected, if so return the object else NULL
inline wxCanvasObject* GetCaptured() { return m_captureMouse;}
//set the root group where the objects for this canvas are stored
void SetRoot(wxCanvasObjectGroup* aroot){m_root=aroot;}
//get root group that is displayed on the canvas
wxCanvasObjectGroup* GetRoot(){return m_root;}
//scroll the window in device coordinates
virtual void ScrollWindow( int dx, int dy,
const wxRect* rect = (wxRect *) NULL );
//get y axis orientation
virtual bool GetYaxis() { return FALSE; }
//get the visible part in world coordinates
virtual double GetMinX() const;
virtual double GetMinY() const;
virtual double GetMaxX() const;
virtual double GetMaxY() const;
//convert from window to virtual coordinates
virtual double DeviceToLogicalX(int x) const;
virtual double DeviceToLogicalY(int y) const;
virtual double DeviceToLogicalXRel(int x) const;
virtual double DeviceToLogicalYRel(int y) const;
virtual int LogicalToDeviceX(double x) const;
virtual int LogicalToDeviceY(double y) const;
virtual int LogicalToDeviceXRel(double x) const;
virtual int LogicalToDeviceYRel(double y) const;
protected:
wxBitmap m_buffer;
//always available and m_buffer selected
wxDC* m_renderDC;
bool m_needUpdate;
wxList m_updateRects;
wxCanvasObjectGroup* m_root;
wxColour m_background;
bool m_frozen;
wxCanvasObject *m_lastMouse;
wxCanvasObject *m_captureMouse;
int m_oldDeviceX,m_oldDeviceY;
wxCanvasAdmin* m_admin;
private:
int m_bufferX,m_bufferY;
protected:
void OnMouse( wxMouseEvent &event );
void OnPaint( wxPaintEvent &event );
void OnSize( wxSizeEvent &event );
void OnIdle( wxIdleEvent &event );
void OnSetFocus( wxFocusEvent &event );
void OnKillFocus( wxFocusEvent &event );
void OnEraseBackground( wxEraseEvent &event );
private:
DECLARE_CLASS(wxCanvas)
DECLARE_EVENT_TABLE()
};
class wxVectorCanvas: public wxCanvas
{
public:
// constructors and destructors
wxVectorCanvas( wxCanvasAdmin* admin ,wxWindow *parent, wxWindowID id = -1,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxScrolledWindowStyle );
//scroll the window in device coordinates
virtual void ScrollWindow( int dx, int dy,
const wxRect* rect = (wxRect *) NULL );
//set if the Yaxis goes up or down
void SetYaxis(bool up) { m_yaxis=up; }
//get currently used Yaxis setting
virtual bool GetYaxis() { return m_yaxis; }
//to set the total area in world coordinates that can be scrolled.
// when totaly zoomed out (SetMappingScroll same size as given here),
// this will be the area displayed.
// To display all of a drawing, set this here to the boundingbox of the root group
// of the canvas.
void SetScroll(double vx1,double vy1,double vx2,double vy2);
//given the virtual size to be displayed, the mappingmatrix will be calculated
//in such a manner that it fits (same ratio in width and height) to the window size.
//The window size is used to intitialize the mapping.
//The virtual size is just an indication, it will be ajusted to fit in the client window ratio.
//When border is set an extra margin is added so that the drawing will fit nicely.
// To display all of a drawing, set this here to the boundingbox of the root group
// of the canvas.
void SetMappingScroll(double vx1,double vy1,double vx2,double vy2,bool border);
//matrix for calculating the virtual coordinate given a screen coordinate
wxTransformMatrix GetInverseMappingMatrix();
//matrix for calculating the screen coordinate given a virtual coordinate
wxTransformMatrix GetMappingMatrix();
//get minimum X of the visible part in world coordinates
virtual double GetMinX() const;
virtual double GetMinY() const;
virtual double GetMaxX() const;
virtual double GetMaxY() const;
//convert from window to virtual coordinates and back
virtual double DeviceToLogicalX(int x) const;
virtual double DeviceToLogicalY(int y) const;
virtual double DeviceToLogicalXRel(int x) const;
virtual double DeviceToLogicalYRel(int y) const;
virtual int LogicalToDeviceX(double x) const;
virtual int LogicalToDeviceY(double y) const;
virtual int LogicalToDeviceXRel(double x) const;
virtual int LogicalToDeviceYRel(double y) const;
protected:
// up or down
bool m_yaxis;
// holds the matrix for mapping from virtual to screen coordinates
wxTransformMatrix m_mapping_matrix;
// holds the inverse of the mapping matrix
wxTransformMatrix m_inverse_mapping;
//virtual coordinates of total drawing
double m_virtm_minX, m_virtm_minY, m_virtm_maxX, m_virtm_maxY;
// virtual coordinates box
double m_virt_minX, m_virt_minY, m_virt_maxX, m_virt_maxY;
// bounding box
double m_minX, m_minY, m_maxX, m_maxY;
//are scroll bars active?
bool m_scrolled;
private:
void OnScroll(wxScrollWinEvent& event);
void OnChar( wxKeyEvent &event );
void OnSize( wxSizeEvent &event );
private:
DECLARE_CLASS(wxVectorCanvas)
DECLARE_EVENT_TABLE()
};
//:defenition
//Contains a list of wxCanvas Objects that will be maintained through this class.
//Each wxCanvasObject can be displayed on several wxCanvas Objects at the same time.
//The active wxCanvas is used to render and convert coordinates from world to device.
//So it is important to set the active wxCanvas based on the wxCanvas that has the focus
//or is scrolled etc. This is normally done within wxCanvas when appropriate.
class wxCanvasAdmin
{
public:
// constructors and destructors
wxCanvasAdmin();
virtual ~wxCanvasAdmin();
//convert from window to virtual coordinates
double DeviceToLogicalX(int x) const;
//convert from window to virtual coordinates
double DeviceToLogicalY(int y) const;
//convert from window to virtual coordinates relatif
double DeviceToLogicalXRel(int x) const;
//convert from window to virtual coordinates relatif
double DeviceToLogicalYRel(int y) const;
//convert from virtual to window coordinates
int LogicalToDeviceX(double x) const;
//convert from virtual to window coordinates
int LogicalToDeviceY(double y) const;
//convert from virtual to window coordinates relatif
int LogicalToDeviceXRel(double x) const;
//convert from virtual to window coordinates relatif
int LogicalToDeviceYRel(double y) const;
//update in the buffer off all canvases, the area given in world coordinates
virtual void Update(wxCanvasObject* obj, double x, double y, double width, double height);
//blit all updated areas now to the screen, else it will happen in idle time.
//Use this to support dragging for instance, becuase in such cases idle time
//will take to long.
virtual void UpdateNow();
//append another canvas
virtual void Append( wxCanvas* canvas );
//remove a canvas
virtual void Remove( wxCanvas* canvas );
//set the given canvas as active (for rendering, coordinate conversion etc.)
void SetActive(wxCanvas* activate);
//get active canvas
inline wxCanvas* GetActive() {return m_active;};
private:
wxList m_canvaslist;
wxCanvas* m_active;
};
#endif
// WXCANVAS