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1 | ///////////////////////////////////////////////////////////////////////////// | |
2 | // Name: customwidgets.h | |
3 | // Purpose: topic overview | |
4 | // Author: wxWidgets team | |
5 | // RCS-ID: $Id$ | |
6 | // Licence: wxWindows licence | |
7 | ///////////////////////////////////////////////////////////////////////////// | |
8 | ||
9 | /** | |
10 | ||
11 | @page overview_customwidgets Creating a Custom Widget | |
12 | ||
13 | @tableofcontents | |
14 | ||
15 | Typically combining the existing @ref group_class_ctrl controls in wxDialogs | |
16 | and wxFrames is sufficient to fullfill any GUI design. Using the wxWidgets | |
17 | standard controls makes your GUI looks native on all ports and is obviously | |
18 | easier and faster. | |
19 | ||
20 | However there are situations where you need to show some particular kind of | |
21 | data which is not suited to any existing control. In these cases rather than | |
22 | hacking an existing control for something it has not been conceived for, it's | |
23 | better to write a new widget. | |
24 | ||
25 | ||
26 | ||
27 | @section overview_customwidgets_how Writing a Custom Widget | |
28 | ||
29 | There are at least two very different ways to implement a new widget. | |
30 | ||
31 | The first is to build it upon wxWidgets existing classes, thus deriving it from | |
32 | wxControl or wxWindow. In this way you'll get a @b generic widget. This method | |
33 | has the advantage that writing a single implementation works on all ports; the | |
34 | disadvantage is that it the widget will look the same on all platforms, and | |
35 | thus it may not integrate well with the native look and feel. | |
36 | ||
37 | The second method is to build it directly upon the native toolkits of the | |
38 | platforms you want to support (e.g. GTK+, Carbon and GDI). In this way you'll | |
39 | get a @b native widget. This method in fact has the advantage of a native look | |
40 | and feel but requires different implementations and thus more work. | |
41 | ||
42 | In both cases you'll want to better explore some hot topics like: | |
43 | - @ref overview_windowsizing | |
44 | - @ref overview_events_custom to implement your custom widget's events. | |
45 | ||
46 | You will probably need also to gain some familiarity with the wxWidgets | |
47 | sources, since you'll need to interface with some undocumented wxWidgets | |
48 | internal mechanisms. | |
49 | ||
50 | ||
51 | ||
52 | @subsection overview_customwidgets_how_generic Writing a Generic Widget | |
53 | ||
54 | Generic widgets are typically derived from wxControl or wxWindow. | |
55 | They are easy to write. The typical "template" is as follows: | |
56 | ||
57 | @code | |
58 | enum MySpecialWidgetStyles | |
59 | { | |
60 | SWS_LOOK_CRAZY = 1, | |
61 | SWS_LOOK_SERIOUS = 2, | |
62 | SWS_SHOW_BUTTON = 4, | |
63 | ||
64 | SWS_DEFAULT_STYLE = (SWS_SHOW_BUTTON|SWS_LOOK_SERIOUS) | |
65 | }; | |
66 | ||
67 | class MySpecialWidget : public wxControl | |
68 | { | |
69 | public: | |
70 | MySpecialWidget() { Init(); } | |
71 | ||
72 | MySpecialWidget(wxWindow *parent, | |
73 | wxWindowID winid, | |
74 | const wxString& label, | |
75 | const wxPoint& pos = wxDefaultPosition, | |
76 | const wxSize& size = wxDefaultSize, | |
77 | long style = SWS_DEFAULT_STYLE, | |
78 | const wxValidator& val = wxDefaultValidator, | |
79 | const wxString& name = "MySpecialWidget") | |
80 | { | |
81 | Init(); | |
82 | ||
83 | Create(parent, winid, label, pos, size, style, val, name); | |
84 | } | |
85 | ||
86 | bool Create(wxWindow *parent, | |
87 | wxWindowID winid, | |
88 | const wxString& label, | |
89 | const wxPoint& pos = wxDefaultPosition, | |
90 | const wxSize& size = wxDefaultSize, | |
91 | long style = SWS_DEFAULT_STYLE, | |
92 | const wxValidator& val = wxDefaultValidator, | |
93 | const wxString& name = wxCollapsiblePaneNameStr); | |
94 | ||
95 | // accessors... | |
96 | ||
97 | protected: | |
98 | ||
99 | void Init() { | |
100 | // init widget's internals... | |
101 | } | |
102 | ||
103 | virtual wxSize DoGetBestSize() const { | |
104 | // we need to calculate and return the best size of the widget... | |
105 | } | |
106 | ||
107 | void OnPaint(wxPaintEvent&) { | |
108 | // draw the widget on a wxDC... | |
109 | } | |
110 | ||
111 | private: | |
112 | DECLARE_DYNAMIC_CLASS(MySpecialWidget) | |
113 | DECLARE_EVENT_TABLE() | |
114 | }; | |
115 | @endcode | |
116 | ||
117 | ||
118 | ||
119 | @subsection overview_customwidgets_how_native Writing a Native Widget | |
120 | ||
121 | Writing a native widget is typically more difficult as it requires you to know | |
122 | the APIs of the platforms you want to support. See @ref page_port_nativedocs | |
123 | for links to the documentation manuals of the various toolkits. | |
124 | ||
125 | The organization used by wxWidgets consists in: | |
126 | - declaring the common interface of the control in a generic header, using | |
127 | the 'Base' postfix; e.g. MySpecialWidgetBase. | |
128 | See for example the wxWidgets' @c "wx/button.h" file. | |
129 | ||
130 | - declaring the real widget class inheriting from the Base version in | |
131 | platform-specific headers; see for example the wxWidgets' @c "wx/gtk/button.h" file. | |
132 | ||
133 | - separating the different implementations in different source files, putting | |
134 | all common stuff in a separate source. | |
135 | See for example the wxWidgets' @c "src/common/btncmn.cpp", @c "src/gtk/button.cpp" | |
136 | and @c "src/msw/button.cpp" files. | |
137 | ||
138 | */ |