/////////////////////////////////////////////////////////////////////////////// // Name: wx/window.h // Purpose: wxWindowBase class - the interface of wxWindow // Author: Vadim Zeitlin // Modified by: Ron Lee // Created: 01/02/97 // RCS-ID: $Id$ // Copyright: (c) wxWidgets team // Licence: wxWindows licence /////////////////////////////////////////////////////////////////////////////// #ifndef _WX_WINDOW_H_BASE_ #define _WX_WINDOW_H_BASE_ #if defined(__GNUG__) && !defined(NO_GCC_PRAGMA) #pragma interface "windowbase.h" #endif // ---------------------------------------------------------------------------- // headers which we must include here // ---------------------------------------------------------------------------- #include "wx/event.h" // the base class #include "wx/list.h" // defines wxWindowList #include "wx/cursor.h" // we have member variables of these classes #include "wx/font.h" // so we can't do without them #include "wx/colour.h" #include "wx/region.h" #include "wx/utils.h" #include "wx/validate.h" // for wxDefaultValidator (always include it) #if wxUSE_PALETTE #include "wx/palette.h" #endif // wxUSE_PALETTE #if wxUSE_ACCEL #include "wx/accel.h" #endif // wxUSE_ACCEL #if wxUSE_ACCESSIBILITY #include "wx/access.h" #endif // when building wxUniv/Foo we don't want the code for native menu use to be // compiled in - it should only be used when building real wxFoo #ifdef __WXUNIVERSAL__ #define wxUSE_MENUS_NATIVE 0 #else // __WXMSW__ #define wxUSE_MENUS_NATIVE wxUSE_MENUS #endif // __WXUNIVERSAL__/__WXMSW__ // ---------------------------------------------------------------------------- // forward declarations // ---------------------------------------------------------------------------- class WXDLLEXPORT wxCaret; class WXDLLEXPORT wxControl; class WXDLLEXPORT wxCursor; class WXDLLEXPORT wxDC; class WXDLLEXPORT wxDropTarget; class WXDLLEXPORT wxItemResource; class WXDLLEXPORT wxLayoutConstraints; class WXDLLEXPORT wxResourceTable; class WXDLLEXPORT wxSizer; class WXDLLEXPORT wxToolTip; class WXDLLEXPORT wxWindowBase; class WXDLLEXPORT wxWindow; #if wxUSE_ACCESSIBILITY class WXDLLEXPORT wxAccessible; #endif // ---------------------------------------------------------------------------- // helper stuff used by wxWindow // ---------------------------------------------------------------------------- // struct containing all the visual attributes of a control struct WXDLLEXPORT wxVisualAttributes { // the font used for control label/text inside it wxFont font; // the foreground colour wxColour colFg; // the background colour, may be wxNullColour if the controls background // colour is not solid wxColour colBg; }; // different window variants, on platforms like eg mac uses different // rendering sizes enum wxWindowVariant { wxWINDOW_VARIANT_NORMAL, // Normal size wxWINDOW_VARIANT_SMALL, // Smaller size (about 25 % smaller than normal) wxWINDOW_VARIANT_MINI, // Mini size (about 33 % smaller than normal) wxWINDOW_VARIANT_LARGE, // Large size (about 25 % larger than normal) wxWINDOW_VARIANT_MAX }; #if wxUSE_SYSTEM_OPTIONS #define wxWINDOW_DEFAULT_VARIANT wxT("window-default-variant") #endif // ---------------------------------------------------------------------------- // (pseudo)template list classes // ---------------------------------------------------------------------------- WX_DECLARE_LIST_3(wxWindow, wxWindowBase, wxWindowList, wxWindowListNode, class WXDLLEXPORT); // ---------------------------------------------------------------------------- // global variables // ---------------------------------------------------------------------------- WXDLLEXPORT_DATA(extern wxWindowList) wxTopLevelWindows; // ---------------------------------------------------------------------------- // wxWindowBase is the base class for all GUI controls/widgets, this is the public // interface of this class. // // Event handler: windows 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 window's functionality (e.g. by a resource editor that // temporarily switches event handlers). // ---------------------------------------------------------------------------- class WXDLLEXPORT wxWindowBase : public wxEvtHandler { public: // creating the window // ------------------- // default ctor, initializes everything which can be initialized before // Create() wxWindowBase() ; // pseudo ctor (can't be virtual, called from ctor) bool CreateBase(wxWindowBase *parent, wxWindowID winid, const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize, long style = 0, const wxValidator& validator = wxDefaultValidator, const wxString& name = wxPanelNameStr); virtual ~wxWindowBase(); // deleting the window // ------------------- // ask the window to close itself, return true if the event handler // honoured our request bool Close( bool force = false ); // the following functions delete the C++ objects (the window itself // or its children) as well as the GUI windows and normally should // never be used directly // delete window unconditionally (dangerous!), returns true if ok virtual bool Destroy(); // delete all children of this window, returns true if ok bool DestroyChildren(); // is the window being deleted? bool IsBeingDeleted() const { return m_isBeingDeleted; } // window attributes // ----------------- // NB: in future versions of wxWidgets Set/GetTitle() will only work // with the top level windows (such as dialogs and frames) and // Set/GetLabel() only with the other ones (i.e. all controls). // the title (or label, see below) of the window: the text which the // window shows virtual void SetTitle( const wxString& WXUNUSED(title) ) {} virtual wxString GetTitle() const { return wxEmptyString; } // label is just the same as the title (but for, e.g., buttons it // makes more sense to speak about labels) virtual void SetLabel(const wxString& label) { SetTitle(label); } virtual wxString GetLabel() const { return GetTitle(); } // the window name is used for ressource setting in X, it is not the // same as the window title/label virtual void SetName( const wxString &name ) { m_windowName = name; } virtual wxString GetName() const { return m_windowName; } // sets the window variant, calls internally DoSetVariant if variant has changed void SetWindowVariant( wxWindowVariant variant ) ; wxWindowVariant GetWindowVariant() const { return m_windowVariant ; } // window id uniquely identifies the window among its siblings unless // it is wxID_ANY which means "don't care" void SetId( wxWindowID winid ) { m_windowId = winid; } wxWindowID GetId() const { return m_windowId; } // generate a control id for the controls which were not given one by // user static int NewControlId() { return --ms_lastControlId; } // get the id of the control following the one with the given // (autogenerated) id static int NextControlId(int winid) { return winid - 1; } // get the id of the control preceding the one with the given // (autogenerated) id static int PrevControlId(int winid) { return winid + 1; } // moving/resizing // --------------- // set the window size and/or position void SetSize( int x, int y, int width, int height, int sizeFlags = wxSIZE_AUTO ) { DoSetSize(x, y, width, height, sizeFlags); } void SetSize( int width, int height ) { DoSetSize( wxDefaultCoord, wxDefaultCoord, width, height, wxSIZE_USE_EXISTING ); } void SetSize( const wxSize& size ) { SetSize( size.x, size.y); } void SetSize(const wxRect& rect, int sizeFlags = wxSIZE_AUTO) { DoSetSize(rect.x, rect.y, rect.width, rect.height, sizeFlags); } void Move(int x, int y, int flags = wxSIZE_USE_EXISTING) { DoSetSize(x, y, wxDefaultCoord, wxDefaultCoord, flags); } void Move(const wxPoint& pt, int flags = wxSIZE_USE_EXISTING) { Move(pt.x, pt.y, flags); } // Z-order virtual void Raise() = 0; virtual void Lower() = 0; // client size is the size of area available for subwindows void SetClientSize( int width, int height ) { DoSetClientSize(width, height); } void SetClientSize( const wxSize& size ) { DoSetClientSize(size.x, size.y); } void SetClientSize(const wxRect& rect) { SetClientSize( rect.width, rect.height ); } // get the window position and/or size (pointers may be NULL) void GetPosition( int *x, int *y ) const { DoGetPosition(x, y); } wxPoint GetPosition() const { int w, h; DoGetPosition(&w, &h); return wxPoint(w, h); } void SetPosition( const wxPoint& pt ) { Move( pt ) ; } void GetSize( int *w, int *h ) const { DoGetSize(w, h); } wxSize GetSize() const { int w, h; DoGetSize(& w, & h); return wxSize(w, h); } wxRect GetRect() const { int x, y, w, h; GetPosition(& x, & y); GetSize(& w, & h); return wxRect(x, y, w, h); } void GetClientSize( int *w, int *h ) const { DoGetClientSize(w, h); } wxSize GetClientSize() const { int w, h; DoGetClientSize(& w, & h); return wxSize(w, h); } // get the origin of the client area of the window relative to the // window top left corner (the client area may be shifted because of // the borders, scrollbars, other decorations...) virtual wxPoint GetClientAreaOrigin() const; // get the client rectangle in window (i.e. client) coordinates wxRect GetClientRect() const { return wxRect(GetClientAreaOrigin(), GetClientSize()); } // get the size best suited for the window (in fact, minimal // acceptable size using which it will still look "nice" in // most situations) wxSize GetBestSize() const { if (m_bestSizeCache.IsFullySpecified()) return m_bestSizeCache; return DoGetBestSize(); } void GetBestSize(int *w, int *h) const { wxSize s = GetBestSize(); if ( w ) *w = s.x; if ( h ) *h = s.y; } // reset the cached best size value so it will be recalculated the // next time it is needed. void InvalidateBestSize(); void CacheBestSize(const wxSize& size) const { wxConstCast(this, wxWindowBase)->m_bestSizeCache = size; } // There are times (and windows) where 'Best' size and 'Min' size // are vastly out of sync. This should be remedied somehow, but in // the meantime, this method will return the larger of BestSize // (the window's smallest legible size), and any user specified // MinSize hint. wxSize GetAdjustedBestSize() const { wxSize s( GetBestSize() ); return wxSize( wxMax( s.x, GetMinWidth() ), wxMax( s.y, GetMinHeight() ) ); } // This function will merge the window's best size into the window's // minimum size, giving priority to the min size components, and // returns the results. wxSize GetBestFittingSize() const; // A 'Smart' SetSize that will fill in default size values with 'best' // size. Sets the minsize to what was passed in. void SetBestFittingSize(const wxSize& size=wxDefaultSize); // the generic centre function - centers the window on parent by` // default or on screen if it doesn't have parent or // wxCENTER_ON_SCREEN flag is given void Centre( int direction = wxBOTH ); void Center( int direction = wxBOTH ) { Centre(direction); } // centre on screen (only works for top level windows) void CentreOnScreen(int dir = wxBOTH) { Centre(dir | wxCENTER_ON_SCREEN); } void CenterOnScreen(int dir = wxBOTH) { CentreOnScreen(dir); } // centre with respect to the the parent window void CentreOnParent(int dir = wxBOTH) { Centre(dir | wxCENTER_FRAME); } void CenterOnParent(int dir = wxBOTH) { CentreOnParent(dir); } // set window size to wrap around its children virtual void Fit(); // set virtual size to satisfy children virtual void FitInside(); // set min/max size of the window virtual void SetSizeHints( int minW, int minH, int maxW = wxDefaultCoord, int maxH = wxDefaultCoord, int incW = wxDefaultCoord, int incH = wxDefaultCoord ) { DoSetSizeHints(minW, minH, maxW, maxH, incW, incH); } void SetSizeHints( const wxSize& minSize, const wxSize& maxSize=wxDefaultSize, const wxSize& incSize=wxDefaultSize) { DoSetSizeHints(minSize.x, minSize.y, maxSize.x, maxSize.y, incSize.x, incSize.y); } virtual void DoSetSizeHints(int minW, int minH, int maxW = wxDefaultCoord, int maxH = wxDefaultCoord, int incW = wxDefaultCoord, int incH = wxDefaultCoord ); virtual void SetVirtualSizeHints( int minW, int minH, int maxW = wxDefaultCoord, int maxH = wxDefaultCoord ); void SetVirtualSizeHints( const wxSize& minSize, const wxSize& maxSize=wxDefaultSize) { SetVirtualSizeHints(minSize.x, minSize.y, maxSize.x, maxSize.y); } virtual int GetMinWidth() const { return m_minWidth; } virtual int GetMinHeight() const { return m_minHeight; } int GetMaxWidth() const { return m_maxWidth; } int GetMaxHeight() const { return m_maxHeight; } // Override this method to control the values given to Sizers etc. virtual wxSize GetMaxSize() const { return wxSize( m_maxWidth, m_maxHeight ); } virtual wxSize GetMinSize() const { return wxSize( m_minWidth, m_minHeight ); } void SetMinSize(const wxSize& minSize) { SetSizeHints(minSize); } void SetMaxSize(const wxSize& maxSize) { SetSizeHints(GetMinSize(), maxSize); } // Methods for accessing the virtual size of a window. For most // windows this is just the client area of the window, but for // some like scrolled windows it is more or less independent of // the screen window size. You may override the DoXXXVirtual // methods below for classes where that is is the case. void SetVirtualSize( const wxSize &size ) { DoSetVirtualSize( size.x, size.y ); } void SetVirtualSize( int x, int y ) { DoSetVirtualSize( x, y ); } wxSize GetVirtualSize() const { return DoGetVirtualSize(); } void GetVirtualSize( int *x, int *y ) const { wxSize s( DoGetVirtualSize() ); if( x ) *x = s.GetWidth(); if( y ) *y = s.GetHeight(); } // Override these methods for windows that have a virtual size // independent of their client size. eg. the virtual area of a // wxScrolledWindow. Default is to alias VirtualSize to ClientSize. virtual void DoSetVirtualSize( int x, int y ); virtual wxSize DoGetVirtualSize() const; // { return m_virtualSize; } // Return the largest of ClientSize and BestSize (as determined // by a sizer, interior children, or other means) virtual wxSize GetBestVirtualSize() const { wxSize client( GetClientSize() ); wxSize best( GetBestSize() ); return wxSize( wxMax( client.x, best.x ), wxMax( client.y, best.y ) ); } // window state // ------------ // returns true if window was shown/hidden, false if the nothing was // done (window was already shown/hidden) virtual bool Show( bool show = true ); bool Hide() { return Show(false); } // returns true if window was enabled/disabled, false if nothing done virtual bool Enable( bool enable = true ); bool Disable() { return Enable(false); } bool IsShown() const { return m_isShown; } bool IsEnabled() const { return m_isEnabled; } // get/set window style (setting style won't update the window and so // is only useful for internal usage) virtual void SetWindowStyleFlag( long style ) { m_windowStyle = style; } virtual long GetWindowStyleFlag() const { return m_windowStyle; } // just some (somewhat shorter) synonims void SetWindowStyle( long style ) { SetWindowStyleFlag(style); } long GetWindowStyle() const { return GetWindowStyleFlag(); } bool HasFlag(int flag) const { return (m_windowStyle & flag) != 0; } virtual bool IsRetained() const { return HasFlag(wxRETAINED); } // extra style: the less often used style bits which can't be set with // SetWindowStyleFlag() virtual void SetExtraStyle(long exStyle) { m_exStyle = exStyle; } long GetExtraStyle() const { return m_exStyle; } // make the window modal (all other windows unresponsive) virtual void MakeModal(bool modal = true); // (primitive) theming support // --------------------------- virtual void SetThemeEnabled(bool enableTheme) { m_themeEnabled = enableTheme; } virtual bool GetThemeEnabled() const { return m_themeEnabled; } // Returns true if this class should have the background colour // changed to match the parent window's theme. For example when a // page is added to a notebook it and its children may need to have // the colours adjusted depending on the current theme settings, but // not all windows/controls can do this without looking wrong. virtual void ApplyParentThemeBackground(const wxColour& WXUNUSED(bg)) { /* do nothing */ } // focus and keyboard handling // --------------------------- // set focus to this window virtual void SetFocus() = 0; // set focus to this window as the result of a keyboard action virtual void SetFocusFromKbd() { SetFocus(); } // return the window which currently has the focus or NULL static wxWindow *FindFocus(); static wxWindow *DoFindFocus() /* = 0: implement in derived classes */; // can this window have focus? virtual bool AcceptsFocus() const { return IsShown() && IsEnabled(); } // can this window be given focus by keyboard navigation? if not, the // only way to give it focus (provided it accepts it at all) is to // click it virtual bool AcceptsFocusFromKeyboard() const { return AcceptsFocus(); } // NB: these methods really don't belong here but with the current // class hierarchy there is no other place for them :-( // get the default child of this parent, i.e. the one which is // activated by pressing virtual wxWindow *GetDefaultItem() const { return NULL; } // set this child as default, return the old default virtual wxWindow *SetDefaultItem(wxWindow * WXUNUSED(child)) { return NULL; } // set this child as temporary default virtual void SetTmpDefaultItem(wxWindow * WXUNUSED(win)) { } // navigates in the specified direction by sending a wxNavigationKeyEvent virtual bool Navigate(int flags = wxNavigationKeyEvent::IsForward); // move this window just before/after the specified one in tab order // (the other window must be our sibling!) void MoveBeforeInTabOrder(wxWindow *win) { DoMoveInTabOrder(win, MoveBefore); } void MoveAfterInTabOrder(wxWindow *win) { DoMoveInTabOrder(win, MoveAfter); } // parent/children relations // ------------------------- // get the list of children const wxWindowList& GetChildren() const { return m_children; } wxWindowList& GetChildren() { return m_children; } // needed just for extended runtime const wxWindowList& GetWindowChildren() const { return GetChildren() ; } // get the parent or the parent of the parent wxWindow *GetParent() const { return m_parent; } inline wxWindow *GetGrandParent() const; // is this window a top level one? virtual bool IsTopLevel() const; // it doesn't really change parent, use Reparent() instead void SetParent( wxWindowBase *parent ) { m_parent = (wxWindow *)parent; } // change the real parent of this window, return true if the parent // was changed, false otherwise (error or newParent == oldParent) virtual bool Reparent( wxWindowBase *newParent ); // implementation mostly virtual void AddChild( wxWindowBase *child ); virtual void RemoveChild( wxWindowBase *child ); // looking for windows // ------------------- // find window among the descendants of this one either by id or by // name (return NULL if not found) wxWindow *FindWindow(long winid) const; wxWindow *FindWindow(const wxString& name) const; // Find a window among any window (all return NULL if not found) static wxWindow *FindWindowById( long winid, const wxWindow *parent = NULL ); static wxWindow *FindWindowByName( const wxString& name, const wxWindow *parent = NULL ); static wxWindow *FindWindowByLabel( const wxString& label, const wxWindow *parent = NULL ); // event handler stuff // ------------------- // get the current event handler wxEvtHandler *GetEventHandler() const { return m_eventHandler; } // replace the event handler (allows to completely subclass the // window) void SetEventHandler( wxEvtHandler *handler ) { m_eventHandler = handler; } // push/pop event handler: allows to chain a custom event handler to // alreasy existing ones void PushEventHandler( wxEvtHandler *handler ); wxEvtHandler *PopEventHandler( bool deleteHandler = false ); // find the given handler in the event handler chain and remove (but // not delete) it from the event handler chain, return true if it was // found and false otherwise (this also results in an assert failure so // this function should only be called when the handler is supposed to // be there) bool RemoveEventHandler(wxEvtHandler *handler); // validators // ---------- #if wxUSE_VALIDATORS // a window may have an associated validator which is used to control // user input virtual void SetValidator( const wxValidator &validator ); virtual wxValidator *GetValidator() { return m_windowValidator; } #endif // wxUSE_VALIDATORS // dialog oriented functions // ------------------------- // validate the correctness of input, return true if ok virtual bool Validate(); // transfer data between internal and GUI representations virtual bool TransferDataToWindow(); virtual bool TransferDataFromWindow(); virtual void InitDialog(); #if wxUSE_ACCEL // accelerators // ------------ virtual void SetAcceleratorTable( const wxAcceleratorTable& accel ) { m_acceleratorTable = accel; } wxAcceleratorTable *GetAcceleratorTable() { return &m_acceleratorTable; } #endif // wxUSE_ACCEL #if wxUSE_HOTKEY // hot keys (system wide accelerators) // ----------------------------------- virtual bool RegisterHotKey(int hotkeyId, int modifiers, int keycode); virtual bool UnregisterHotKey(int hotkeyId); #endif // wxUSE_HOTKEY // dialog units translations // ------------------------- wxPoint ConvertPixelsToDialog( const wxPoint& pt ); wxPoint ConvertDialogToPixels( const wxPoint& pt ); wxSize ConvertPixelsToDialog( const wxSize& sz ) { wxPoint pt(ConvertPixelsToDialog(wxPoint(sz.x, sz.y))); return wxSize(pt.x, pt.y); } wxSize ConvertDialogToPixels( const wxSize& sz ) { wxPoint pt(ConvertDialogToPixels(wxPoint(sz.x, sz.y))); return wxSize(pt.x, pt.y); } // mouse functions // --------------- // move the mouse to the specified position virtual void WarpPointer(int x, int y) = 0; // start or end mouse capture, these functions maintain the stack of // windows having captured the mouse and after calling ReleaseMouse() // the mouse is not released but returns to the window which had had // captured it previously (if any) void CaptureMouse(); void ReleaseMouse(); // get the window which currently captures the mouse or NULL static wxWindow *GetCapture(); // does this window have the capture? virtual bool HasCapture() const { return (wxWindow *)this == GetCapture(); } // painting the window // ------------------- // mark the specified rectangle (or the whole window) as "dirty" so it // will be repainted virtual void Refresh( bool eraseBackground = true, const wxRect *rect = (const wxRect *) NULL ) = 0; // a less awkward wrapper for Refresh void RefreshRect(const wxRect& rect) { Refresh(true, &rect); } // repaint all invalid areas of the window immediately virtual void Update() { } // clear the window background virtual void ClearBackground(); // freeze the window: don't redraw it until it is thawed virtual void Freeze() { } // thaw the window: redraw it after it had been frozen virtual void Thaw() { } // adjust DC for drawing on this window virtual void PrepareDC( wxDC & WXUNUSED(dc) ) { } // the update region of the window contains the areas which must be // repainted by the program const wxRegion& GetUpdateRegion() const { return m_updateRegion; } wxRegion& GetUpdateRegion() { return m_updateRegion; } // get the update rectangleregion bounding box in client coords wxRect GetUpdateClientRect() const; // these functions verify whether the given point/rectangle belongs to // (or at least intersects with) the update region bool IsExposed( int x, int y ) const; bool IsExposed( int x, int y, int w, int h ) const; bool IsExposed( const wxPoint& pt ) const { return IsExposed(pt.x, pt.y); } bool IsExposed( const wxRect& rect ) const { return IsExposed(rect.x, rect.y, rect.width, rect.height); } // colours, fonts and cursors // -------------------------- // get the default attributes for the controls of this class: we // provide a virtual function which can be used to query the default // attributes of an existing control and a static function which can // be used even when no existing object of the given class is // available, but which won't return any styles specific to this // particular control, of course (e.g. "Ok" button might have // different -- bold for example -- font) virtual wxVisualAttributes GetDefaultAttributes() const { return GetClassDefaultAttributes(GetWindowVariant()); } static wxVisualAttributes GetClassDefaultAttributes(wxWindowVariant variant = wxWINDOW_VARIANT_NORMAL); // set/retrieve the window colours (system defaults are used by // default): SetXXX() functions return true if colour was changed, // SetDefaultXXX() reset the "m_inheritXXX" flag after setting the // value to prevent it from being inherited by our children virtual bool SetBackgroundColour(const wxColour& colour); void SetOwnBackgroundColour(const wxColour& colour) { if ( SetBackgroundColour(colour) ) m_inheritBgCol = false; } wxColour GetBackgroundColour() const; // if the window shouldn't inherit its colour from the parent, override // this function to return true // // this is currently only used by wxMSW and wxUniv but should be useful for // the other ports too virtual bool ProvidesBackground() const { return false; } virtual bool SetForegroundColour(const wxColour& colour); void SetOwnForegroundColour(const wxColour& colour) { if ( SetForegroundColour(colour) ) m_inheritFgCol = false; } wxColour GetForegroundColour() const; // Set/get the background style. // Pass one of wxBG_STYLE_SYSTEM, wxBG_STYLE_COLOUR, wxBG_STYLE_CUSTOM virtual bool SetBackgroundStyle(wxBackgroundStyle style) { m_backgroundStyle = style; return true; } virtual wxBackgroundStyle GetBackgroundStyle() const { return m_backgroundStyle; } // returns true if the control has "transparent" areas such as a // wxStaticText and wxCheckBox and the background should be adapted // from a parent window virtual bool HasTransparentBackground() { return false; } // set/retrieve the font for the window (SetFont() returns true if the // font really changed) virtual bool SetFont(const wxFont& font) = 0; void SetOwnFont(const wxFont& font) { if ( SetFont(font) ) m_inheritFont = false; } wxFont GetFont() const; // set/retrieve the cursor for this window (SetCursor() returns true // if the cursor was really changed) virtual bool SetCursor( const wxCursor &cursor ); const wxCursor& GetCursor() const { return m_cursor; } #if wxUSE_CARET // associate a caret with the window void SetCaret(wxCaret *caret); // get the current caret (may be NULL) wxCaret *GetCaret() const { return m_caret; } #endif // wxUSE_CARET // get the (average) character size for the current font virtual int GetCharHeight() const = 0; virtual int GetCharWidth() const = 0; // get the width/height/... of the text using current or specified // font virtual void GetTextExtent(const wxString& string, int *x, int *y, int *descent = (int *) NULL, int *externalLeading = (int *) NULL, const wxFont *theFont = (const wxFont *) NULL) const = 0; // client <-> screen coords // ------------------------ // translate to/from screen/client coordinates (pointers may be NULL) void ClientToScreen( int *x, int *y ) const { DoClientToScreen(x, y); } void ScreenToClient( int *x, int *y ) const { DoScreenToClient(x, y); } // wxPoint interface to do the same thing wxPoint ClientToScreen(const wxPoint& pt) const { int x = pt.x, y = pt.y; DoClientToScreen(&x, &y); return wxPoint(x, y); } wxPoint ScreenToClient(const wxPoint& pt) const { int x = pt.x, y = pt.y; DoScreenToClient(&x, &y); return wxPoint(x, y); } // test where the given (in client coords) point lies wxHitTest HitTest(wxCoord x, wxCoord y) const { return DoHitTest(x, y); } wxHitTest HitTest(const wxPoint& pt) const { return DoHitTest(pt.x, pt.y); } // misc // ---- // get the window border style from the given flags: this is different from // simply doing flags & wxBORDER_MASK because it uses GetDefaultBorder() to // translate wxBORDER_DEFAULT to something reasonable wxBorder GetBorder(long flags) const; // get border for the flags of this window wxBorder GetBorder() const { return GetBorder(GetWindowStyleFlag()); } // send wxUpdateUIEvents to this window, and children if recurse is true virtual void UpdateWindowUI(long flags = wxUPDATE_UI_NONE); // do the window-specific processing after processing the update event virtual void DoUpdateWindowUI(wxUpdateUIEvent& event) ; #if wxUSE_MENUS bool PopupMenu(wxMenu *menu, const wxPoint& pos = wxDefaultPosition) { return DoPopupMenu(menu, pos.x, pos.y); } bool PopupMenu(wxMenu *menu, int x, int y) { return DoPopupMenu(menu, x, y); } #endif // wxUSE_MENUS // scrollbars // ---------- // does the window have the scrollbar for this orientation? bool HasScrollbar(int orient) const { return (m_windowStyle & (orient == wxHORIZONTAL ? wxHSCROLL : wxVSCROLL)) != 0; } // configure the window scrollbars virtual void SetScrollbar( int orient, int pos, int thumbvisible, int range, bool refresh = true ) = 0; virtual void SetScrollPos( int orient, int pos, bool refresh = true ) = 0; virtual int GetScrollPos( int orient ) const = 0; virtual int GetScrollThumb( int orient ) const = 0; virtual int GetScrollRange( int orient ) const = 0; // scroll window to the specified position virtual void ScrollWindow( int dx, int dy, const wxRect* rect = (wxRect *) NULL ) = 0; // scrolls window by line/page: note that not all controls support this // // return true if the position changed, false otherwise virtual bool ScrollLines(int WXUNUSED(lines)) { return false; } virtual bool ScrollPages(int WXUNUSED(pages)) { return false; } // convenient wrappers for ScrollLines/Pages bool LineUp() { return ScrollLines(-1); } bool LineDown() { return ScrollLines(1); } bool PageUp() { return ScrollPages(-1); } bool PageDown() { return ScrollPages(1); } // context-sensitive help // ---------------------- // these are the convenience functions wrapping wxHelpProvider methods #if wxUSE_HELP // associate this help text with this window void SetHelpText(const wxString& text); // associate this help text with all windows with the same id as this // one void SetHelpTextForId(const wxString& text); // get the help string associated with this window (may be empty) wxString GetHelpText() const; #endif // wxUSE_HELP // tooltips // -------- #if wxUSE_TOOLTIPS // the easiest way to set a tooltip for a window is to use this method void SetToolTip( const wxString &tip ); // attach a tooltip to the window void SetToolTip( wxToolTip *tip ) { DoSetToolTip(tip); } // get the associated tooltip or NULL if none wxToolTip* GetToolTip() const { return m_tooltip; } wxString GetToolTipText() const ; #else // make it much easier to compile apps in an environment // that doesn't support tooltips, such as PocketPC inline void SetToolTip( const wxString & WXUNUSED(tip) ) {} #endif // wxUSE_TOOLTIPS // drag and drop // ------------- #if wxUSE_DRAG_AND_DROP // set/retrieve the drop target associated with this window (may be // NULL; it's owned by the window and will be deleted by it) virtual void SetDropTarget( wxDropTarget *dropTarget ) = 0; virtual wxDropTarget *GetDropTarget() const { return m_dropTarget; } #endif // wxUSE_DRAG_AND_DROP // constraints and sizers // ---------------------- #if wxUSE_CONSTRAINTS // set the constraints for this window or retrieve them (may be NULL) void SetConstraints( wxLayoutConstraints *constraints ); wxLayoutConstraints *GetConstraints() const { return m_constraints; } // implementation only void UnsetConstraints(wxLayoutConstraints *c); wxWindowList *GetConstraintsInvolvedIn() const { return m_constraintsInvolvedIn; } void AddConstraintReference(wxWindowBase *otherWin); void RemoveConstraintReference(wxWindowBase *otherWin); void DeleteRelatedConstraints(); void ResetConstraints(); // these methods may be overriden for special layout algorithms virtual void SetConstraintSizes(bool recurse = true); virtual bool LayoutPhase1(int *noChanges); virtual bool LayoutPhase2(int *noChanges); virtual bool DoPhase(int phase); // these methods are virtual but normally won't be overridden virtual void SetSizeConstraint(int x, int y, int w, int h); virtual void MoveConstraint(int x, int y); virtual void GetSizeConstraint(int *w, int *h) const ; virtual void GetClientSizeConstraint(int *w, int *h) const ; virtual void GetPositionConstraint(int *x, int *y) const ; #endif // wxUSE_CONSTRAINTS // when using constraints or sizers, it makes sense to update // children positions automatically whenever the window is resized // - this is done if autoLayout is on void SetAutoLayout( bool autoLayout ) { m_autoLayout = autoLayout; } bool GetAutoLayout() const { return m_autoLayout; } // lay out the window and its children virtual bool Layout(); // sizers void SetSizer(wxSizer *sizer, bool deleteOld = true ); void SetSizerAndFit( wxSizer *sizer, bool deleteOld = true ); wxSizer *GetSizer() const { return m_windowSizer; } // Track if this window is a member of a sizer void SetContainingSizer(wxSizer* sizer); wxSizer *GetContainingSizer() const { return m_containingSizer; } // accessibility // ---------------------- #if wxUSE_ACCESSIBILITY // Override to create a specific accessible object. virtual wxAccessible* CreateAccessible(); // Sets the accessible object. void SetAccessible(wxAccessible* accessible) ; // Returns the accessible object. wxAccessible* GetAccessible() { return m_accessible; }; // Returns the accessible object, creating if necessary. wxAccessible* GetOrCreateAccessible() ; #endif // implementation // -------------- // event handlers void OnSysColourChanged( wxSysColourChangedEvent& event ); void OnInitDialog( wxInitDialogEvent &event ); void OnMiddleClick( wxMouseEvent& event ); #if wxUSE_HELP void OnHelp(wxHelpEvent& event); #endif // wxUSE_HELP // virtual function for implementing internal idle // behaviour virtual void OnInternalIdle() {} // call internal idle recursively // void ProcessInternalIdle() ; // get the handle of the window for the underlying window system: this // is only used for wxWin itself or for user code which wants to call // platform-specific APIs virtual WXWidget GetHandle() const = 0; // associate the window with a new native handle virtual void AssociateHandle(WXWidget WXUNUSED(handle)) { } // dissociate the current native handle from the window virtual void DissociateHandle() { } #if wxUSE_PALETTE // Store the palette used by DCs in wxWindow so that the dcs can share // a palette. And we can respond to palette messages. wxPalette GetPalette() const { return m_palette; } // When palette is changed tell the DC to set the system palette to the // new one. void SetPalette(const wxPalette& pal); // return true if we have a specific palette bool HasCustomPalette() const { return m_hasCustomPalette; } // return the first parent window with a custom palette or NULL wxWindow *GetAncestorWithCustomPalette() const; #endif // wxUSE_PALETTE // inherit the parents visual attributes if they had been explicitly set // by the user (i.e. we don't inherit default attributes) and if we don't // have our own explicitly set virtual void InheritAttributes(); // returns false from here if this window doesn't want to inherit the // parents colours even if InheritAttributes() would normally do it // // this just provides a simple way to customize InheritAttributes() // behaviour in the most common case virtual bool ShouldInheritColours() const { return false; } protected: // event handling specific to wxWindow virtual bool TryValidator(wxEvent& event); virtual bool TryParent(wxEvent& event); // common part of MoveBefore/AfterInTabOrder() enum MoveKind { MoveBefore, // insert before the given window MoveAfter // insert after the given window }; virtual void DoMoveInTabOrder(wxWindow *win, MoveKind move); #if wxUSE_CONSTRAINTS // satisfy the constraints for the windows but don't set the window sizes void SatisfyConstraints(); #endif // wxUSE_CONSTRAINTS // Send the wxWindowDestroyEvent void SendDestroyEvent(); // returns the main window of composite control; this is the window // that FindFocus returns if the focus is in one of composite control's // windows virtual wxWindow *GetMainWindowOfCompositeControl() { return (wxWindow*)this; } // the window id - a number which uniquely identifies a window among // its siblings unless it is wxID_ANY wxWindowID m_windowId; // the parent window of this window (or NULL) and the list of the children // of this window wxWindow *m_parent; wxWindowList m_children; // the minimal allowed size for the window (no minimal size if variable(s) // contain(s) wxDefaultCoord) int m_minWidth, m_minHeight, m_maxWidth, m_maxHeight; // event handler for this window: usually is just 'this' but may be // changed with SetEventHandler() wxEvtHandler *m_eventHandler; #if wxUSE_VALIDATORS // associated validator or NULL if none wxValidator *m_windowValidator; #endif // wxUSE_VALIDATORS #if wxUSE_DRAG_AND_DROP wxDropTarget *m_dropTarget; #endif // wxUSE_DRAG_AND_DROP // visual window attributes wxCursor m_cursor; wxFont m_font; // see m_hasFont wxColour m_backgroundColour, // m_hasBgCol m_foregroundColour; // m_hasFgCol #if wxUSE_CARET wxCaret *m_caret; #endif // wxUSE_CARET // the region which should be repainted in response to paint event wxRegion m_updateRegion; #if wxUSE_ACCEL // the accelerator table for the window which translates key strokes into // command events wxAcceleratorTable m_acceleratorTable; #endif // wxUSE_ACCEL // the tooltip for this window (may be NULL) #if wxUSE_TOOLTIPS wxToolTip *m_tooltip; #endif // wxUSE_TOOLTIPS // constraints and sizers #if wxUSE_CONSTRAINTS // the constraints for this window or NULL wxLayoutConstraints *m_constraints; // constraints this window is involved in wxWindowList *m_constraintsInvolvedIn; #endif // wxUSE_CONSTRAINTS // this window's sizer wxSizer *m_windowSizer; // The sizer this window is a member of, if any wxSizer *m_containingSizer; // Layout() window automatically when its size changes? bool m_autoLayout:1; // window state bool m_isShown:1; bool m_isEnabled:1; bool m_isBeingDeleted:1; // was the window colours/font explicitly changed by user? bool m_hasBgCol:1; bool m_hasFgCol:1; bool m_hasFont:1; // and should it be inherited by children? bool m_inheritBgCol:1; bool m_inheritFgCol:1; bool m_inheritFont:1; // window attributes long m_windowStyle, m_exStyle; wxString m_windowName; bool m_themeEnabled; wxBackgroundStyle m_backgroundStyle; #if wxUSE_PALETTE wxPalette m_palette; bool m_hasCustomPalette; #endif // wxUSE_PALETTE #if wxUSE_ACCESSIBILITY wxAccessible* m_accessible; #endif // Virtual size (scrolling) wxSize m_virtualSize; int m_minVirtualWidth; // VirtualSizeHints int m_minVirtualHeight; int m_maxVirtualWidth; int m_maxVirtualHeight; wxWindowVariant m_windowVariant ; // override this to change the default (i.e. used when no style is // specified) border for the window class virtual wxBorder GetDefaultBorder() const; // Get the default size for the new window if no explicit size given. TLWs // have their own default size so this is just for non top-level windows. static int WidthDefault(int w) { return w == wxDefaultCoord ? 20 : w; } static int HeightDefault(int h) { return h == wxDefaultCoord ? 20 : h; } // Used to save the results of DoGetBestSize so it doesn't need to be // recalculated each time the value is needed. wxSize m_bestSizeCache; // keep the old name for compatibility, at least until all the internal // usages of it are changed to SetBestFittingSize void SetBestSize(const wxSize& size) { SetBestFittingSize(size); } // set the initial window size if none is given (i.e. at least one of the // components of the size passed to ctor/Create() is wxDefaultCoord) // // normally just calls SetBestSize() for controls, but can be overridden // not to do it for the controls which have to do some additional // initialization (e.g. add strings to list box) before their best size // can be accurately calculated virtual void SetInitialBestSize(const wxSize& WXUNUSED(size)) {} // more pure virtual functions // --------------------------- // NB: we must have DoSomething() function when Something() is an overloaded // method: indeed, we can't just have "virtual Something()" in case when // the function is overloaded because then we'd have to make virtual all // the variants (otherwise only the virtual function may be called on a // pointer to derived class according to C++ rules) which is, in // general, absolutely not needed. So instead we implement all // overloaded Something()s in terms of DoSomething() which will be the // only one to be virtual. // coordinates translation virtual void DoClientToScreen( int *x, int *y ) const = 0; virtual void DoScreenToClient( int *x, int *y ) const = 0; virtual wxHitTest DoHitTest(wxCoord x, wxCoord y) const; // capture/release the mouse, used by Capture/ReleaseMouse() virtual void DoCaptureMouse() = 0; virtual void DoReleaseMouse() = 0; // retrieve the position/size of the window virtual void DoGetPosition( int *x, int *y ) const = 0; virtual void DoGetSize( int *width, int *height ) const = 0; virtual void DoGetClientSize( int *width, int *height ) const = 0; // get the size which best suits the window: for a control, it would be // the minimal size which doesn't truncate the control, for a panel - the // same size as it would have after a call to Fit() virtual wxSize DoGetBestSize() const; // this is the virtual function to be overriden in any derived class which // wants to change how SetSize() or Move() works - it is called by all // versions of these functions in the base class virtual void DoSetSize(int x, int y, int width, int height, int sizeFlags = wxSIZE_AUTO) = 0; // same as DoSetSize() for the client size virtual void DoSetClientSize(int width, int height) = 0; // move the window to the specified location and resize it: this is called // from both DoSetSize() and DoSetClientSize() and would usually just // reposition this window except for composite controls which will want to // arrange themselves inside the given rectangle virtual void DoMoveWindow(int x, int y, int width, int height) = 0; #if wxUSE_TOOLTIPS virtual void DoSetToolTip( wxToolTip *tip ); #endif // wxUSE_TOOLTIPS #if wxUSE_MENUS virtual bool DoPopupMenu(wxMenu *menu, int x, int y) = 0; #endif // wxUSE_MENUS // Makes an adjustment to the window position to make it relative to the // parents client area, e.g. if the parent is a frame with a toolbar, its // (0, 0) is just below the toolbar virtual void AdjustForParentClientOrigin(int& x, int& y, int sizeFlags = 0) const; // implements the window variants virtual void DoSetWindowVariant( wxWindowVariant variant ) ; private: // contains the last id generated by NewControlId static int ms_lastControlId; // the stack of windows which have captured the mouse static struct WXDLLEXPORT wxWindowNext *ms_winCaptureNext; DECLARE_ABSTRACT_CLASS(wxWindowBase) DECLARE_NO_COPY_CLASS(wxWindowBase) DECLARE_EVENT_TABLE() }; // ---------------------------------------------------------------------------- // now include the declaration of wxWindow class // ---------------------------------------------------------------------------- // include the declaration of the platform-specific class #if defined(__WXPALMOS__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowPalm #else // !wxUniv #define wxWindowPalm wxWindow #endif // wxUniv/!wxUniv #include "wx/palmos/window.h" #elif defined(__WXMSW__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowMSW #else // !wxUniv #define wxWindowMSW wxWindow #endif // wxUniv/!wxUniv #include "wx/msw/window.h" #elif defined(__WXMOTIF__) #include "wx/motif/window.h" #elif defined(__WXGTK__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowGTK #else // !wxUniv #define wxWindowGTK wxWindow #endif // wxUniv #include "wx/gtk/window.h" #elif defined(__WXX11__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowX11 #else // !wxUniv #define wxWindowX11 wxWindow #endif // wxUniv #include "wx/x11/window.h" #elif defined(__WXMGL__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowMGL #else // !wxUniv #define wxWindowMGL wxWindow #endif // wxUniv #include "wx/mgl/window.h" #elif defined(__WXMAC__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowMac #else // !wxUniv #define wxWindowMac wxWindow #endif // wxUniv #include "wx/mac/window.h" #elif defined(__WXCOCOA__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowCocoa #else // !wxUniv #define wxWindowCocoa wxWindow #endif // wxUniv #include "wx/cocoa/window.h" #elif defined(__WXPM__) #ifdef __WXUNIVERSAL__ #define wxWindowNative wxWindowOS2 #else // !wxUniv #define wxWindowOS2 wxWindow #endif // wxUniv/!wxUniv #include "wx/os2/window.h" #endif // for wxUniversal, we now derive the real wxWindow from wxWindow, // for the native ports we already have defined it above #if defined(__WXUNIVERSAL__) #ifndef wxWindowNative #error "wxWindowNative must be defined above!" #endif #include "wx/univ/window.h" #endif // wxUniv // ---------------------------------------------------------------------------- // inline functions which couldn't be declared in the class body because of // forward dependencies // ---------------------------------------------------------------------------- inline wxWindow *wxWindowBase::GetGrandParent() const { return m_parent ? m_parent->GetParent() : (wxWindow *)NULL; } // ---------------------------------------------------------------------------- // global functions // ---------------------------------------------------------------------------- // Find the wxWindow at the current mouse position, also returning the mouse // position. WXDLLEXPORT extern wxWindow* wxFindWindowAtPointer(wxPoint& pt); // Get the current mouse position. WXDLLEXPORT extern wxPoint wxGetMousePosition(); // get the currently active window of this application or NULL WXDLLEXPORT extern wxWindow *wxGetActiveWindow(); // get the (first) top level parent window WXDLLEXPORT wxWindow* wxGetTopLevelParent(wxWindow *win); // deprecated (doesn't start with 'wx' prefix), use wxWindow::NewControlId() inline int NewControlId() { return wxWindowBase::NewControlId(); } #if wxUSE_ACCESSIBILITY // ---------------------------------------------------------------------------- // accessible object for windows // ---------------------------------------------------------------------------- class WXDLLEXPORT wxWindowAccessible: public wxAccessible { public: wxWindowAccessible(wxWindow* win): wxAccessible(win) { if (win) win->SetAccessible(this); } virtual ~wxWindowAccessible() {} // Overridables // Can return either a child object, or an integer // representing the child element, starting from 1. virtual wxAccStatus HitTest(const wxPoint& pt, int* childId, wxAccessible** childObject); // Returns the rectangle for this object (id = 0) or a child element (id > 0). virtual wxAccStatus GetLocation(wxRect& rect, int elementId); // Navigates from fromId to toId/toObject. virtual wxAccStatus Navigate(wxNavDir navDir, int fromId, int* toId, wxAccessible** toObject); // Gets the name of the specified object. virtual wxAccStatus GetName(int childId, wxString* name); // Gets the number of children. virtual wxAccStatus GetChildCount(int* childCount); // Gets the specified child (starting from 1). // If *child is NULL and return value is wxACC_OK, // this means that the child is a simple element and // not an accessible object. virtual wxAccStatus GetChild(int childId, wxAccessible** child); // Gets the parent, or NULL. virtual wxAccStatus GetParent(wxAccessible** parent); // Performs the default action. childId is 0 (the action for this object) // or > 0 (the action for a child). // Return wxACC_NOT_SUPPORTED if there is no default action for this // window (e.g. an edit control). virtual wxAccStatus DoDefaultAction(int childId); // Gets the default action for this object (0) or > 0 (the action for a child). // Return wxACC_OK even if there is no action. actionName is the action, or the empty // string if there is no action. // The retrieved string describes the action that is performed on an object, // not what the object does as a result. For example, a toolbar button that prints // a document has a default action of "Press" rather than "Prints the current document." virtual wxAccStatus GetDefaultAction(int childId, wxString* actionName); // Returns the description for this object or a child. virtual wxAccStatus GetDescription(int childId, wxString* description); // Returns help text for this object or a child, similar to tooltip text. virtual wxAccStatus GetHelpText(int childId, wxString* helpText); // Returns the keyboard shortcut for this object or child. // Return e.g. ALT+K virtual wxAccStatus GetKeyboardShortcut(int childId, wxString* shortcut); // Returns a role constant. virtual wxAccStatus GetRole(int childId, wxAccRole* role); // Returns a state constant. virtual wxAccStatus GetState(int childId, long* state); // Returns a localized string representing the value for the object // or child. virtual wxAccStatus GetValue(int childId, wxString* strValue); // Selects the object or child. virtual wxAccStatus Select(int childId, wxAccSelectionFlags selectFlags); // Gets the window with the keyboard focus. // If childId is 0 and child is NULL, no object in // this subhierarchy has the focus. // If this object has the focus, child should be 'this'. virtual wxAccStatus GetFocus(int* childId, wxAccessible** child); // Gets a variant representing the selected children // of this object. // Acceptable values: // - a null variant (IsNull() returns true) // - a list variant (GetType() == wxT("list") // - an integer representing the selected child element, // or 0 if this object is selected (GetType() == wxT("long") // - a "void*" pointer to a wxAccessible child object virtual wxAccStatus GetSelections(wxVariant* selections); }; #endif // wxUSE_ACCESSIBILITY #endif // _WX_WINDOW_H_BASE_