wxWidgets/include/wx/propgrid/editors.h
2008-09-17 15:00:00 +00:00

656 lines
21 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: wx/propgrid/editors.h
// Purpose: wxPropertyGrid editors
// Author: Jaakko Salli
// Modified by:
// Created: 2007-04-14
// RCS-ID: $Id:
// Copyright: (c) Jaakko Salli
// Licence: wxWindows license
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_PROPGRID_EDITORS_H_
#define _WX_PROPGRID_EDITORS_H_
#if wxUSE_PROPGRID
// -----------------------------------------------------------------------
// wxPGWindowList contains list of editor windows returned by CreateControls.
class wxPGWindowList
{
public:
wxPGWindowList()
{
m_primary = m_secondary = NULL;
}
void SetSecondary( wxWindow* secondary ) { m_secondary = secondary; }
wxWindow* m_primary;
wxWindow* m_secondary;
#ifndef SWIG
wxPGWindowList( wxWindow* a )
{
m_primary = a;
m_secondary = NULL;
};
wxPGWindowList( wxWindow* a, wxWindow* b )
{
m_primary = a;
m_secondary = b;
};
#endif
};
// -----------------------------------------------------------------------
/** @class wxPGEditor
Base class for custom wxPropertyGrid editors.
@remarks
- Names of builtin property editors are: TextCtrl, Choice,
ComboBox, CheckBox, TextCtrlAndButton, and ChoiceAndButton. Additional
editors include SpinCtrl and DatePickerCtrl, but using them requires
calling wxPropertyGrid::RegisterAdditionalEditors() prior use.
- Pointer to builtin editor is available as wxPGEditor_EditorName
(eg. wxPGEditor_TextCtrl).
- To add new editor you need to register it first using static function
wxPropertyGrid::RegisterEditorClass(), with code like this:
@code
wxPGEditor *editorPointer = wxPropertyGrid::RegisterEditorClass(
new MyEditorClass(), "MyEditor");
@endcode
After that, wxPropertyGrid will take ownership of the given object, but
you should still store editorPointer somewhere, so you can pass it to
wxPGProperty::SetEditor(), or return it from
wxPGEditor::DoGetEditorClass().
@library{wxpropgrid}
@category{propgrid}
*/
class WXDLLIMPEXP_PROPGRID wxPGEditor : public wxObject
{
#ifndef SWIG
DECLARE_ABSTRACT_CLASS(wxPGEditor)
#endif
public:
/** Constructor. */
wxPGEditor()
: wxObject()
{
m_clientData = NULL;
}
/** Destructor. */
virtual ~wxPGEditor();
/**
Returns pointer to the name of the editor. For example,
wxPG_EDITOR(TextCtrl) has name "TextCtrl". This method is autogenerated
for custom editors.
*/
virtual wxString GetName() const = 0;
/**
Instantiates editor controls.
@param propgrid
wxPropertyGrid to which the property belongs (use as parent for
control).
@param property
Property for which this method is called.
@param pos
Position, inside wxPropertyGrid, to create control(s) to.
@param size
Initial size for control(s).
@remarks
- Primary control shall use id wxPG_SUBID1, and secondary (button)
control shall use wxPG_SUBID2.
- Implementation shoud use connect all necessary events to the
wxPropertyGrid::OnCustomEditorEvent. For Example:
@code
// Relays wxEVT_COMMAND_TEXT_UPDATED events of primary editor
// control to the OnEvent.
// NOTE: This event in particular is actually automatically
// conveyed, but it is just used as an example.
propgrid->Connect(wxPG_SUBID1, wxEVT_COMMAND_TEXT_UPDATED,
wxCommandEventHandler(
wxPropertyGrid::OnCustomEditorEvent));
@endcode
OnCustomEditorEvent will then forward events, first to
wxPGEditor::OnEvent and then to wxPGProperty::OnEvent.
*/
virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& size) const = 0;
#define wxPG_DECLARE_CREATECONTROLS \
virtual wxPGWindowList \
CreateControls( wxPropertyGrid* propgrid, wxPGProperty* property, \
const wxPoint& pos, const wxSize& sz ) const;
/** Loads value from property to the control. */
virtual void UpdateControl( wxPGProperty* property,
wxWindow* ctrl ) const = 0;
/**
Used to get the renderer to draw the value with when the control is
hidden.
Default implementation returns g_wxPGDefaultRenderer.
*/
//virtual wxPGCellRenderer* GetCellRenderer() const;
/** Draws value for given property.
*/
virtual void DrawValue( wxDC& dc,
const wxRect& rect,
wxPGProperty* property,
const wxString& text ) const;
/** Handles events. Returns true if value in control was modified
(see wxPGProperty::OnEvent for more information).
*/
virtual bool OnEvent( wxPropertyGrid* propgrid, wxPGProperty* property,
wxWindow* wnd_primary, wxEvent& event ) const = 0;
#if !defined(SWIG) || defined(CREATE_VCW)
/** Returns value from control, via parameter 'variant'.
Usually ends up calling property's StringToValue or IntToValue.
Returns true if value was different.
*/
virtual bool GetValueFromControl( wxVariant& variant,
wxPGProperty* property,
wxWindow* ctrl ) const;
#endif
/** Sets value in control to unspecified. */
virtual void SetValueToUnspecified( wxPGProperty* property,
wxWindow* ctrl ) const = 0;
/** Sets control's value specifically from string. */
virtual void SetControlStringValue( wxPGProperty* property,
wxWindow* ctrl,
const wxString& txt ) const;
/** Sets control's value specifically from int (applies to choice etc.). */
virtual void SetControlIntValue( wxPGProperty* property,
wxWindow* ctrl,
int value ) const;
/** Inserts item to existing control. Index -1 means appending.
Default implementation does nothing. Returns index of item added.
*/
virtual int InsertItem( wxWindow* ctrl,
const wxString& label,
int index ) const;
/** Deletes item from existing control.
Default implementation does nothing.
*/
virtual void DeleteItem( wxWindow* ctrl, int index ) const;
/** Extra processing when control gains focus. For example, wxTextCtrl
based controls should select all text.
*/
virtual void OnFocus( wxPGProperty* property, wxWindow* wnd ) const;
/** Returns true if control itself can contain the custom image. Default is
to return false.
*/
virtual bool CanContainCustomImage() const;
//
// This member is public so scripting language bindings
// wrapper code can access it freely.
void* m_clientData;
};
//
// Note that we don't use this macro in this file because
// otherwise doxygen gets confused.
//
#define WX_PG_DECLARE_EDITOR_CLASS(CLASSNAME) \
DECLARE_DYNAMIC_CLASS(CLASSNAME) \
public: \
virtual wxString GetName() const; \
private:
#define WX_PG_IMPLEMENT_EDITOR_CLASS(EDITOR,CLASSNAME,BASECLASS) \
IMPLEMENT_DYNAMIC_CLASS(CLASSNAME, BASECLASS) \
wxString CLASSNAME::GetName() const \
{ \
return wxS(#EDITOR); \
} \
wxPGEditor* wxPGEditor_##EDITOR = (wxPGEditor*) NULL; \
wxPGEditor* wxPGConstruct##EDITOR##EditorClass() \
{ \
wxASSERT( !wxPGEditor_##EDITOR ); \
return new CLASSNAME(); \
}
#define WX_PG_IMPLEMENT_EDITOR_CLASS_STD_METHODS() \
wxPG_DECLARE_CREATECONTROLS \
virtual void UpdateControl( wxPGProperty* property, wxWindow* ctrl ) const; \
virtual bool OnEvent( wxPropertyGrid* propgrid, wxPGProperty* property, \
wxWindow* primary, wxEvent& event ) const; \
virtual bool GetValueFromControl( wxVariant& variant, \
wxPGProperty* property, \
wxWindow* ctrl ) const; \
virtual void SetValueToUnspecified( wxPGProperty* property, \
wxWindow* ctrl ) const;
//
// Following are the built-in editor classes.
//
class WXDLLIMPEXP_PROPGRID wxPGTextCtrlEditor : public wxPGEditor
{
#ifndef SWIG
DECLARE_DYNAMIC_CLASS(wxPGTextCtrlEditor)
#endif
public:
wxPGTextCtrlEditor() {}
virtual ~wxPGTextCtrlEditor();
WX_PG_IMPLEMENT_EDITOR_CLASS_STD_METHODS()
virtual wxString GetName() const;
//virtual wxPGCellRenderer* GetCellRenderer() const;
virtual void SetControlStringValue( wxPGProperty* property,
wxWindow* ctrl,
const wxString& txt ) const;
virtual void OnFocus( wxPGProperty* property, wxWindow* wnd ) const;
// Provided so that, for example, ComboBox editor can use the same code
// (multiple inheritance would get way too messy).
static bool OnTextCtrlEvent( wxPropertyGrid* propgrid,
wxPGProperty* property,
wxWindow* ctrl,
wxEvent& event );
static bool GetTextCtrlValueFromControl( wxVariant& variant,
wxPGProperty* property,
wxWindow* ctrl );
};
class WXDLLIMPEXP_PROPGRID wxPGChoiceEditor : public wxPGEditor
{
#ifndef SWIG
DECLARE_DYNAMIC_CLASS(wxPGChoiceEditor)
#endif
public:
wxPGChoiceEditor() {}
virtual ~wxPGChoiceEditor();
WX_PG_IMPLEMENT_EDITOR_CLASS_STD_METHODS()
virtual wxString GetName() const;
virtual void SetControlIntValue( wxPGProperty* property,
wxWindow* ctrl,
int value ) const;
virtual void SetControlStringValue( wxPGProperty* property,
wxWindow* ctrl,
const wxString& txt ) const;
virtual int InsertItem( wxWindow* ctrl,
const wxString& label,
int index ) const;
virtual void DeleteItem( wxWindow* ctrl, int index ) const;
virtual bool CanContainCustomImage() const;
// CreateControls calls this with CB_READONLY in extraStyle
wxWindow* CreateControlsBase( wxPropertyGrid* propgrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& sz,
long extraStyle ) const;
};
class WXDLLIMPEXP_PROPGRID wxPGComboBoxEditor : public wxPGChoiceEditor
{
#ifndef SWIG
DECLARE_DYNAMIC_CLASS(wxPGComboBoxEditor)
#endif
public:
wxPGComboBoxEditor() {}
virtual ~wxPGComboBoxEditor();
// Macro is used for convenience due to different signature with wxPython
wxPG_DECLARE_CREATECONTROLS
virtual wxString GetName() const;
virtual void UpdateControl( wxPGProperty* property, wxWindow* ctrl ) const;
virtual bool OnEvent( wxPropertyGrid* propgrid, wxPGProperty* property,
wxWindow* ctrl, wxEvent& event ) const;
virtual bool GetValueFromControl( wxVariant& variant,
wxPGProperty* property,
wxWindow* ctrl ) const;
virtual void OnFocus( wxPGProperty* property, wxWindow* wnd ) const;
};
// Exclude classes from being able to be derived from in wxPython bindings
#ifndef SWIG
class WXDLLIMPEXP_PROPGRID wxPGChoiceAndButtonEditor : public wxPGChoiceEditor
{
public:
wxPGChoiceAndButtonEditor() {}
virtual ~wxPGChoiceAndButtonEditor();
virtual wxString GetName() const;
// Macro is used for convenience due to different signature with wxPython
wxPG_DECLARE_CREATECONTROLS
DECLARE_DYNAMIC_CLASS(wxPGChoiceAndButtonEditor)
};
class WXDLLIMPEXP_PROPGRID
wxPGTextCtrlAndButtonEditor : public wxPGTextCtrlEditor
{
public:
wxPGTextCtrlAndButtonEditor() {}
virtual ~wxPGTextCtrlAndButtonEditor();
virtual wxString GetName() const;
wxPG_DECLARE_CREATECONTROLS
DECLARE_DYNAMIC_CLASS(wxPGTextCtrlAndButtonEditor)
};
#endif // !SWIG
#if wxPG_INCLUDE_CHECKBOX || defined(DOXYGEN)
//
// Use custom check box code instead of native control
// for cleaner (ie. more integrated) look.
//
class WXDLLIMPEXP_PROPGRID wxPGCheckBoxEditor : public wxPGEditor
{
#ifndef SWIG
DECLARE_DYNAMIC_CLASS(wxPGCheckBoxEditor)
#endif
public:
wxPGCheckBoxEditor() {}
virtual ~wxPGCheckBoxEditor();
virtual wxString GetName() const;
WX_PG_IMPLEMENT_EDITOR_CLASS_STD_METHODS()
virtual void DrawValue( wxDC& dc,
const wxRect& rect,
wxPGProperty* property,
const wxString& text ) const;
//virtual wxPGCellRenderer* GetCellRenderer() const;
virtual void SetControlIntValue( wxPGProperty* property,
wxWindow* ctrl,
int value ) const;
};
#endif
// -----------------------------------------------------------------------
// Editor class registeration macros
#define wxPGRegisterEditorClass(EDITOR) \
if ( wxPGEditor_##EDITOR == (wxPGEditor*) NULL ) \
{ \
wxPGEditor_##EDITOR = wxPropertyGrid::RegisterEditorClass( \
wxPGConstruct##EDITOR##EditorClass(), wxS(#EDITOR) ); \
}
// Use this in RegisterDefaultEditors.
#define wxPGRegisterDefaultEditorClass(EDITOR) \
if ( wxPGEditor_##EDITOR == (wxPGEditor*) NULL ) \
{ \
wxPGEditor_##EDITOR = wxPropertyGrid::RegisterEditorClass( \
wxPGConstruct##EDITOR##EditorClass(), wxS(#EDITOR), true ); \
}
#define wxPG_INIT_REQUIRED_EDITOR(T) \
wxPGRegisterEditorClass(T)
// -----------------------------------------------------------------------
/** @class wxPGEditorDialogAdapter
Derive a class from this to adapt an existing editor dialog or function to
be used when editor button of a property is pushed.
You only need to derive class and implement DoShowDialog() to create and
show the dialog, and finally submit the value returned by the dialog
via SetValue().
@library{wxpropgrid}
@category{propgrid}
*/
class WXDLLIMPEXP_PROPGRID wxPGEditorDialogAdapter : public wxObject
{
#ifndef SWIG
DECLARE_ABSTRACT_CLASS(wxPGEditorDialogAdapter)
#endif
public:
wxPGEditorDialogAdapter()
: wxObject()
{
m_clientData = NULL;
}
virtual ~wxPGEditorDialogAdapter() { }
bool ShowDialog( wxPropertyGrid* propGrid, wxPGProperty* property );
virtual bool DoShowDialog( wxPropertyGrid* propGrid,
wxPGProperty* property ) = 0;
void SetValue( wxVariant value )
{
m_value = value;
}
/**
This method is typically only used if deriving class from existing
adapter with value conversion purposes.
*/
wxVariant& GetValue() { return m_value; }
//
// This member is public so scripting language bindings
// wrapper code can access it freely.
void* m_clientData;
private:
wxVariant m_value;
};
// -----------------------------------------------------------------------
/** @class wxPGMultiButton
This class can be used to have multiple buttons in a property editor.
You will need to create a new property editor class, override
CreateControls, and have it return wxPGMultiButton instance in
wxPGWindowList::SetSecondary(). For instance, here we add three buttons to
a textctrl editor:
@code
#include <wx/propgrid/editors.h>
class wxMultiButtonTextCtrlEditor : public wxPGTextCtrlEditor
{
WX_PG_DECLARE_EDITOR_CLASS(wxMultiButtonTextCtrlEditor)
public:
wxMultiButtonTextCtrlEditor() {}
virtual ~wxMultiButtonTextCtrlEditor() {}
wxPG_DECLARE_CREATECONTROLS
virtual bool OnEvent( wxPropertyGrid* propGrid,
wxPGProperty* property,
wxWindow* ctrl,
wxEvent& event ) const;
};
WX_PG_IMPLEMENT_EDITOR_CLASS(MultiButtonTextCtrlEditor,
wxMultiButtonTextCtrlEditor,
wxPGTextCtrlEditor)
wxPGWindowList
wxMultiButtonTextCtrlEditor::CreateControls( wxPropertyGrid* propGrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& sz ) const
{
// Create and populate buttons-subwindow
wxPGMultiButton* buttons = new wxPGMultiButton( propGrid, sz );
// Add two regular buttons
buttons->Add( "..." );
buttons->Add( "A" );
// Add a bitmap button
buttons->Add( wxArtProvider::GetBitmap(wxART_FOLDER) );
// Create the 'primary' editor control (textctrl in this case)
wxPGWindowList wndList = wxPGTextCtrlEditor::CreateControls(
propGrid,
property,
pos,
buttons->GetPrimarySize()
);
// Finally, move buttons-subwindow to correct position and make sure
// returned wxPGWindowList contains our custom button list.
buttons->FinalizePosition(pos);
wndList.SetSecondary( buttons );
return wndList;
}
bool wxMultiButtonTextCtrlEditor::OnEvent( wxPropertyGrid* propGrid,
wxPGProperty* property,
wxWindow* ctrl,
wxEvent& event ) const
{
if ( event.GetEventType() == wxEVT_COMMAND_BUTTON_CLICKED )
{
wxPGMultiButton* buttons = (wxPGMultiButton*)
propGrid->GetEditorControlSecondary();
if ( event.GetId() == buttons->GetButtonId(0) )
{
// Do something when first button is pressed
return true;
}
if ( event.GetId() == buttons->GetButtonId(1) )
{
// Do something when first button is pressed
return true;
}
if ( event.GetId() == buttons->GetButtonId(2) )
{
// Do something when second button is pressed
return true;
}
}
return wxPGTextCtrlEditor::OnEvent(propGrid, property, ctrl, event);
}
@endcode
Further to use this editor, code like this can be used:
@code
// Register editor class - needs only to be called once
wxPGRegisterEditorClass( MultiButtonTextCtrlEditor );
// Insert the property that will have multiple buttons
propGrid->Append( new wxLongStringProperty("MultipleButtons",
wxPG_LABEL) );
// Change property to use editor created in the previous code segment
propGrid->SetPropertyEditor( "MultipleButtons",
wxPG_EDITOR(MultiButtonTextCtrlEditor) );
@endcode
@library{wxpropgrid}
@category{propgrid}
*/
class WXDLLIMPEXP_PROPGRID wxPGMultiButton : public wxWindow
{
public:
wxPGMultiButton( wxPropertyGrid* pg, const wxSize& sz );
wxWindow* GetButton( unsigned int i ) { return (wxWindow*) m_buttons[i]; }
const wxWindow* GetButton( unsigned int i ) const
{ return (const wxWindow*) m_buttons[i]; }
/** Utility function to be used in event handlers.
*/
int GetButtonId( unsigned int i ) const { return GetButton(i)->GetId(); }
/** Returns number of buttons.
*/
int GetCount() const { return m_buttons.Count(); }
void Add( const wxString& label, int id = -2 );
#if wxUSE_BMPBUTTON
void Add( const wxBitmap& bitmap, int id = -2 );
#endif
wxSize GetPrimarySize() const
{
return wxSize(m_fullEditorSize.x - m_buttonsWidth, m_fullEditorSize.y);
}
void FinalizePosition( const wxPoint& pos )
{
Move( pos.x + m_fullEditorSize.x - m_buttonsWidth, pos.y );
}
#ifndef DOXYGEN
protected:
int GenId( int id ) const;
wxArrayPtrVoid m_buttons;
wxSize m_fullEditorSize;
int m_buttonsWidth;
#endif // !DOXYGEN
};
// -----------------------------------------------------------------------
#endif // wxUSE_PROPGRID
#endif // _WX_PROPGRID_EDITORS_H_