wxWidgets/include/wx/propgrid/editors.h
Artur Wieczorek 8a9e5e5ac7 Implement method to set items of wxPGChoiceEditor
In addition to the current methods to add/delete one item to the control
we would need a method to replace all existing control items with new ones
at once.
2020-05-01 17:57:46 +02:00

500 lines
19 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: wx/propgrid/editors.h
// Purpose: wxPropertyGrid editors
// Author: Jaakko Salli
// Modified by:
// Created: 2007-04-14
// Copyright: (c) Jaakko Salli
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_PROPGRID_EDITORS_H_
#define _WX_PROPGRID_EDITORS_H_
#include "wx/defs.h"
#if wxUSE_PROPGRID
#include "wx/window.h"
class WXDLLIMPEXP_FWD_PROPGRID wxPGCell;
class WXDLLIMPEXP_FWD_PROPGRID wxPGProperty;
class WXDLLIMPEXP_FWD_PROPGRID wxPropertyGrid;
// -----------------------------------------------------------------------
// wxPGWindowList contains list of editor windows returned by CreateControls.
class wxPGWindowList
{
public:
wxPGWindowList(wxWindow* primary, wxWindow* secondary = NULL)
: m_primary(primary)
, m_secondary(secondary)
{
}
void SetSecondary(wxWindow* secondary) { m_secondary = secondary; }
wxWindow* GetPrimary() const { return m_primary; }
wxWindow* GetSecondary() const { return m_secondary; }
wxWindow* m_primary;
wxWindow* m_secondary;
};
// -----------------------------------------------------------------------
// Base class for custom wxPropertyGrid editors.
// - 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
// (e.g. wxPGEditor_TextCtrl).
// - To add new editor you need to register it first using static function
// wxPropertyGrid::RegisterEditorClass(), with code like this:
// wxPGEditor *editorPointer = wxPropertyGrid::RegisterEditorClass(
// new MyEditorClass(), "MyEditor");
// 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().
class WXDLLIMPEXP_PROPGRID wxPGEditor : public wxObject
{
wxDECLARE_ABSTRACT_CLASS(wxPGEditor);
public:
// Constructor.
wxPGEditor()
: wxObject()
{
m_clientData = NULL;
}
// Destructor.
virtual ~wxPGEditor();
// Returns pointer to the name of the editor. For example,
// wxPGEditor_TextCtrl has name "TextCtrl". If you don't need to access
// your custom editor by string name, then you do not need to implement
// this function.
virtual wxString GetName() const;
// Instantiates editor controls.
// propgrid- wxPropertyGrid to which the property belongs
// (use as parent for control).
// property - Property for which this method is called.
// pos - Position, inside wxPropertyGrid, to create control(s) to.
// size - Initial size for control(s).
// Unlike in previous version of wxPropertyGrid, it is no longer
// necessary to call wxEvtHandler::Connect() for interesting editor
// events. Instead, all events from control are now automatically
// forwarded to wxPGEditor::OnEvent() and wxPGProperty::OnEvent().
virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& size) const = 0;
// 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).
// wxPropertyGrid will automatically unfocus the editor when
// wxEVT_TEXT_ENTER is received and when it results in
// property value being modified. This happens regardless of
// editor type (i.e. behaviour is same for any wxTextCtrl and
// wxComboBox based editor).
virtual bool OnEvent( wxPropertyGrid* propgrid, wxPGProperty* property,
wxWindow* wnd_primary, wxEvent& event ) const = 0;
// 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;
// Sets new appearance for the control. Default implementation
// sets foreground colour, background colour, font, plus text
// for wxTextCtrl and wxComboCtrl.
// appearance - New appearance to be applied.
// oldAppearance - Previously applied appearance. Used to detect
// which control attributes need to be changed (e.g. so we only
// change background colour if really needed).
// unspecified - true if the new appearance represents an unspecified
// property value.
virtual void SetControlAppearance( wxPropertyGrid* pg,
wxPGProperty* property,
wxWindow* ctrl,
const wxPGCell& appearance,
const wxPGCell& oldAppearance,
bool unspecified ) const;
// Sets value in control to unspecified.
virtual void SetValueToUnspecified( wxPGProperty* property,
wxWindow* ctrl ) const;
// 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;
// Sets items of existing control.
// Default implementation does nothing.
virtual void SetItems(wxWindow* ctrl, const wxArrayString& labels) 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;
};
#define WX_PG_IMPLEMENT_INTERNAL_EDITOR_CLASS(EDITOR,CLASSNAME,BASECLASS) \
wxIMPLEMENT_DYNAMIC_CLASS(CLASSNAME, BASECLASS); \
wxString CLASSNAME::GetName() const \
{ \
return wxS(#EDITOR); \
} \
wxPGEditor* wxPGEditor_##EDITOR = NULL;
//
// Following are the built-in editor classes.
//
class WXDLLIMPEXP_PROPGRID wxPGTextCtrlEditor : public wxPGEditor
{
wxDECLARE_DYNAMIC_CLASS(wxPGTextCtrlEditor);
public:
wxPGTextCtrlEditor() {}
virtual ~wxPGTextCtrlEditor();
virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& size) const wxOVERRIDE;
virtual void UpdateControl( wxPGProperty* property,
wxWindow* ctrl ) const wxOVERRIDE;
virtual bool OnEvent( wxPropertyGrid* propgrid,
wxPGProperty* property,
wxWindow* primaryCtrl,
wxEvent& event ) const wxOVERRIDE;
virtual bool GetValueFromControl( wxVariant& variant,
wxPGProperty* property,
wxWindow* ctrl ) const wxOVERRIDE;
virtual wxString GetName() const wxOVERRIDE;
//virtual wxPGCellRenderer* GetCellRenderer() const;
virtual void SetControlStringValue( wxPGProperty* property,
wxWindow* ctrl,
const wxString& txt ) const wxOVERRIDE;
virtual void OnFocus( wxPGProperty* property, wxWindow* wnd ) const wxOVERRIDE;
// 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
{
wxDECLARE_DYNAMIC_CLASS(wxPGChoiceEditor);
public:
wxPGChoiceEditor() {}
virtual ~wxPGChoiceEditor();
virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& size) const wxOVERRIDE;
virtual void UpdateControl( wxPGProperty* property,
wxWindow* ctrl ) const wxOVERRIDE;
virtual bool OnEvent( wxPropertyGrid* propgrid,
wxPGProperty* property,
wxWindow* primaryCtrl,
wxEvent& event ) const wxOVERRIDE;
virtual bool GetValueFromControl( wxVariant& variant,
wxPGProperty* property,
wxWindow* ctrl ) const wxOVERRIDE;
virtual void SetValueToUnspecified( wxPGProperty* property,
wxWindow* ctrl ) const wxOVERRIDE;
virtual wxString GetName() const wxOVERRIDE;
virtual void SetControlIntValue( wxPGProperty* property,
wxWindow* ctrl,
int value ) const wxOVERRIDE;
virtual void SetControlStringValue( wxPGProperty* property,
wxWindow* ctrl,
const wxString& txt ) const wxOVERRIDE;
virtual int InsertItem( wxWindow* ctrl,
const wxString& label,
int index ) const wxOVERRIDE;
virtual void DeleteItem( wxWindow* ctrl, int index ) const wxOVERRIDE;
virtual void SetItems(wxWindow* ctrl, const wxArrayString& labels) const wxOVERRIDE;
virtual bool CanContainCustomImage() const wxOVERRIDE;
// 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
{
wxDECLARE_DYNAMIC_CLASS(wxPGComboBoxEditor);
public:
wxPGComboBoxEditor() {}
virtual ~wxPGComboBoxEditor();
virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& size) const wxOVERRIDE;
virtual wxString GetName() const wxOVERRIDE;
virtual void UpdateControl( wxPGProperty* property, wxWindow* ctrl ) const wxOVERRIDE;
virtual bool OnEvent( wxPropertyGrid* propgrid, wxPGProperty* property,
wxWindow* ctrl, wxEvent& event ) const wxOVERRIDE;
virtual bool GetValueFromControl( wxVariant& variant,
wxPGProperty* property,
wxWindow* ctrl ) const wxOVERRIDE;
virtual void OnFocus( wxPGProperty* property, wxWindow* wnd ) const wxOVERRIDE;
};
class WXDLLIMPEXP_PROPGRID wxPGChoiceAndButtonEditor : public wxPGChoiceEditor
{
public:
wxPGChoiceAndButtonEditor() {}
virtual ~wxPGChoiceAndButtonEditor();
virtual wxString GetName() const wxOVERRIDE;
virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& size) const wxOVERRIDE;
wxDECLARE_DYNAMIC_CLASS(wxPGChoiceAndButtonEditor);
};
class WXDLLIMPEXP_PROPGRID
wxPGTextCtrlAndButtonEditor : public wxPGTextCtrlEditor
{
public:
wxPGTextCtrlAndButtonEditor() {}
virtual ~wxPGTextCtrlAndButtonEditor();
virtual wxString GetName() const wxOVERRIDE;
virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& size) const wxOVERRIDE;
wxDECLARE_DYNAMIC_CLASS(wxPGTextCtrlAndButtonEditor);
};
#if wxPG_INCLUDE_CHECKBOX
//
// Use custom check box code instead of native control
// for cleaner (i.e. more integrated) look.
//
class WXDLLIMPEXP_PROPGRID wxPGCheckBoxEditor : public wxPGEditor
{
wxDECLARE_DYNAMIC_CLASS(wxPGCheckBoxEditor);
public:
wxPGCheckBoxEditor() {}
virtual ~wxPGCheckBoxEditor();
virtual wxString GetName() const wxOVERRIDE;
virtual wxPGWindowList CreateControls(wxPropertyGrid* propgrid,
wxPGProperty* property,
const wxPoint& pos,
const wxSize& size) const wxOVERRIDE;
virtual void UpdateControl( wxPGProperty* property,
wxWindow* ctrl ) const wxOVERRIDE;
virtual bool OnEvent( wxPropertyGrid* propgrid,
wxPGProperty* property,
wxWindow* primaryCtrl,
wxEvent& event ) const wxOVERRIDE;
virtual bool GetValueFromControl( wxVariant& variant,
wxPGProperty* property,
wxWindow* ctrl ) const wxOVERRIDE;
virtual void SetValueToUnspecified( wxPGProperty* property,
wxWindow* ctrl ) const wxOVERRIDE;
virtual void DrawValue( wxDC& dc,
const wxRect& rect,
wxPGProperty* property,
const wxString& text ) const wxOVERRIDE;
//virtual wxPGCellRenderer* GetCellRenderer() const;
virtual void SetControlIntValue( wxPGProperty* property,
wxWindow* ctrl,
int value ) const wxOVERRIDE;
};
#endif
// -----------------------------------------------------------------------
// Editor class registration macro (mostly for internal use)
#define wxPGRegisterEditorClass(EDITOR) \
if ( wxPGEditor_##EDITOR == NULL ) \
{ \
wxPGEditor_##EDITOR = wxPropertyGrid::RegisterEditorClass( \
new wxPG##EDITOR##Editor ); \
}
// -----------------------------------------------------------------------
// 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().
class WXDLLIMPEXP_PROPGRID wxPGEditorDialogAdapter : public wxObject
{
wxDECLARE_ABSTRACT_CLASS(wxPGEditorDialogAdapter);
public:
wxPGEditorDialogAdapter()
: wxObject()
{
m_clientData = NULL;
}
virtual ~wxPGEditorDialogAdapter() { }
bool ShowDialog( wxPropertyGrid* propGrid, wxPGProperty* property );
virtual bool DoShowDialog( wxPropertyGrid* propGrid,
wxPGProperty* property ) = 0;
void SetValue( const 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;
};
// -----------------------------------------------------------------------
// 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().
class WXDLLIMPEXP_PROPGRID wxPGMultiButton : public wxWindow
{
public:
wxPGMultiButton( wxPropertyGrid* pg, const wxSize& sz );
virtual ~wxPGMultiButton() {}
wxWindow* GetButton( unsigned int i ) { return m_buttons[i]; }
const wxWindow* GetButton( unsigned int i ) const
{ return 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.
unsigned int GetCount() const { return (unsigned int) m_buttons.size(); }
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 Finalize( wxPropertyGrid* propGrid, const wxPoint& pos );
protected:
void DoAddButton( wxWindow* button, const wxSize& sz );
int GenId( int id ) const;
wxVector<wxWindow*> m_buttons;
wxSize m_fullEditorSize;
int m_buttonsWidth;
};
// -----------------------------------------------------------------------
#endif // wxUSE_PROPGRID
#endif // _WX_PROPGRID_EDITORS_H_