/////////////////////////////////////////////////////////////////////////////// // Name: wx/univ/scrarrow.h // Purpose: wxScrollArrows class // Author: Vadim Zeitlin // Modified by: // Created: 22.01.01 // RCS-ID: $Id$ // Copyright: (c) 2001 Vadim Zeitlin // Licence: wxWindows licence /////////////////////////////////////////////////////////////////////////////// #ifndef _WX_UNIV_SCRARROW_H_ #define _WX_UNIV_SCRARROW_H_ #ifdef __GNUG__ #pragma interface "univscrarrow.h" #endif // ---------------------------------------------------------------------------- // wxScrollArrows is not a control but just a class containing the common // functionality of scroll arrows, whether part of scrollbars, spin ctrls or // anything else. // // To customize its behaviour, wxScrollArrows doesn't use any virtual methods // but instead a callback pointer to a wxControlWithArrows object which is used // for all control-dependent stuff. Thus, to use wxScrollArrows, you just need // to derive from the wxControlWithArrows interface and implement its methods. // ---------------------------------------------------------------------------- class WXDLLEXPORT wxControlWithArrows; class WXDLLEXPORT wxDC; class WXDLLEXPORT wxMouseEvent; class WXDLLEXPORT wxRect; class WXDLLEXPORT wxRenderer; // ---------------------------------------------------------------------------- // wxScrollArrows: an abstraction of scrollbar arrow // ---------------------------------------------------------------------------- class WXDLLEXPORT wxScrollArrows { public: enum Arrow { Arrow_None = -1, Arrow_First, // left or top Arrow_Second, // right or bottom Arrow_Max }; // ctor requires a back pointer to wxControlWithArrows wxScrollArrows(wxControlWithArrows *control); // draws the arrow on the given DC in the given rectangle, uses // wxControlWithArrows::GetArrowState() to get its current state void DrawArrow(Arrow arrow, wxDC& dc, const wxRect& rect, bool scrollbarLike = FALSE) const; // process a mouse move, enter or leave event, possibly calling // wxControlWithArrows::SetArrowState() if wxControlWithArrows::HitTest() // says that the mosue has left/entered an arrow bool HandleMouseMove(const wxMouseEvent& event) const; // process a mouse click event bool HandleMouse(const wxMouseEvent& event) const; // dtor ~wxScrollArrows(); private: // set or clear the wxCONTROL_CURRENT flag for the arrow void UpdateCurrentFlag(Arrow arrow, Arrow arrowCur) const; // the main control wxControlWithArrows *m_control; // the data for the mouse capture struct wxScrollArrowCaptureData *m_captureData; }; // ---------------------------------------------------------------------------- // wxControlWithArrows: interface implemented by controls using wxScrollArrows // ---------------------------------------------------------------------------- class WXDLLEXPORT wxControlWithArrows { public: // get the renderer to use for drawing the arrows virtual wxRenderer *GetRenderer() const = 0; // get the controls window (used for mouse capturing) virtual wxWindow *GetWindow() = 0; // get the orientation of the arrows (vertical or horizontal) virtual bool IsVertical() const = 0; // get the state of this arrow as combination of wxCONTROL_XXX flags virtual int GetArrowState(wxScrollArrows::Arrow arrow) const = 0; // set or clear the specified flag in the arrow state: this function is // responsible for refreshing the control virtual void SetArrowFlag(wxScrollArrows::Arrow arrow, int flag, bool set = TRUE) = 0; // hit testing: return on which arrow the point is (or Arrow_None) virtual wxScrollArrows::Arrow HitTest(const wxPoint& pt) const = 0; // called when the arrow is pressed, return TRUE to continue scrolling and // FALSE to stop it virtual bool OnArrow(wxScrollArrows::Arrow arrow) = 0; }; #endif // _WX_UNIV_SCRARROW_H_