mirror of https://github.com/PCSX2/pcsx2.git
116 lines
4.6 KiB
C++
116 lines
4.6 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// Name: wx/univ/inphand.h
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// Purpose: wxInputHandler class maps the keyboard and mouse events to the
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// actions which then are performed by the control
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// Author: Vadim Zeitlin
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// Modified by:
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// Created: 18.08.00
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// Copyright: (c) 2000 SciTech Software, Inc. (www.scitechsoft.com)
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// Licence: wxWindows licence
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_UNIV_INPHAND_H_
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#define _WX_UNIV_INPHAND_H_
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#include "wx/univ/inpcons.h" // for wxControlAction(s)
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// ----------------------------------------------------------------------------
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// types of the standard input handlers which can be passed to
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// wxTheme::GetInputHandler()
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// ----------------------------------------------------------------------------
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#define wxINP_HANDLER_DEFAULT wxT("")
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#define wxINP_HANDLER_BUTTON wxT("button")
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#define wxINP_HANDLER_CHECKBOX wxT("checkbox")
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#define wxINP_HANDLER_CHECKLISTBOX wxT("checklistbox")
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#define wxINP_HANDLER_COMBOBOX wxT("combobox")
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#define wxINP_HANDLER_LISTBOX wxT("listbox")
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#define wxINP_HANDLER_NOTEBOOK wxT("notebook")
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#define wxINP_HANDLER_RADIOBTN wxT("radiobtn")
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#define wxINP_HANDLER_SCROLLBAR wxT("scrollbar")
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#define wxINP_HANDLER_SLIDER wxT("slider")
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#define wxINP_HANDLER_SPINBTN wxT("spinbtn")
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#define wxINP_HANDLER_STATUSBAR wxT("statusbar")
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#define wxINP_HANDLER_TEXTCTRL wxT("textctrl")
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#define wxINP_HANDLER_TOOLBAR wxT("toolbar")
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#define wxINP_HANDLER_TOPLEVEL wxT("toplevel")
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// ----------------------------------------------------------------------------
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// wxInputHandler: maps the events to the actions
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_CORE wxInputHandler : public wxObject
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{
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public:
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// map a keyboard event to one or more actions (pressed == true if the key
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// was pressed, false if released), returns true if something was done
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virtual bool HandleKey(wxInputConsumer *consumer,
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const wxKeyEvent& event,
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bool pressed) = 0;
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// map a mouse (click) event to one or more actions
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virtual bool HandleMouse(wxInputConsumer *consumer,
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const wxMouseEvent& event) = 0;
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// handle mouse movement (or enter/leave) event: it is separated from
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// HandleMouse() for convenience as many controls don't care about mouse
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// movements at all
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virtual bool HandleMouseMove(wxInputConsumer *consumer,
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const wxMouseEvent& event);
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// do something with focus set/kill event: this is different from
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// HandleMouseMove() as the mouse maybe over the control without it having
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// focus
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//
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// return true to refresh the control, false otherwise
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virtual bool HandleFocus(wxInputConsumer *consumer, const wxFocusEvent& event);
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// react to the app getting/losing activation
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//
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// return true to refresh the control, false otherwise
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virtual bool HandleActivation(wxInputConsumer *consumer, bool activated);
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// virtual dtor for any base class
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virtual ~wxInputHandler();
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};
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// ----------------------------------------------------------------------------
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// wxStdInputHandler is just a base class for all other "standard" handlers
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// and also provides the way to chain input handlers together
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_CORE wxStdInputHandler : public wxInputHandler
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{
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public:
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wxStdInputHandler(wxInputHandler *handler) : m_handler(handler) { }
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virtual bool HandleKey(wxInputConsumer *consumer,
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const wxKeyEvent& event,
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bool pressed)
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{
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return m_handler ? m_handler->HandleKey(consumer, event, pressed)
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: false;
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}
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virtual bool HandleMouse(wxInputConsumer *consumer,
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const wxMouseEvent& event)
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{
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return m_handler ? m_handler->HandleMouse(consumer, event) : false;
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}
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virtual bool HandleMouseMove(wxInputConsumer *consumer, const wxMouseEvent& event)
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{
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return m_handler ? m_handler->HandleMouseMove(consumer, event) : false;
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}
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virtual bool HandleFocus(wxInputConsumer *consumer, const wxFocusEvent& event)
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{
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return m_handler ? m_handler->HandleFocus(consumer, event) : false;
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}
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private:
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wxInputHandler *m_handler;
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};
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#endif // _WX_UNIV_INPHAND_H_
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