// Modified by:
// Created: 18.08.00
// RCS-ID: $Id$
-// Copyright: (c) 2000 Vadim Zeitlin <zeitlin@dptmaths.ens-cachan.fr>
-// Licence: wxWindows license
+// Copyright: (c) 2000 SciTech Software, Inc. (www.scitechsoft.com)
+// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
#ifndef _WX_UNIV_INPHAND_H_
#define _WX_UNIV_INPHAND_H_
-#ifdef __GNUG__
+#if defined(__GNUG__) && !defined(NO_GCC_PRAGMA)
#pragma interface "inphand.h"
#endif
-#include "wx/control.h" // for wxControlAction(s)
+#include "wx/univ/inpcons.h" // for wxControlAction(s)
// ----------------------------------------------------------------------------
// types of the standard input handlers which can be passed to
#define wxINP_HANDLER_SCROLLBAR _T("scrollbar")
#define wxINP_HANDLER_SLIDER _T("slider")
#define wxINP_HANDLER_SPINBTN _T("spinbtn")
+#define wxINP_HANDLER_STATUSBAR _T("statusbar")
#define wxINP_HANDLER_TEXTCTRL _T("textctrl")
+#define wxINP_HANDLER_TOOLBAR _T("toolbar")
+#define wxINP_HANDLER_TOPLEVEL _T("toplevel")
// ----------------------------------------------------------------------------
// wxInputHandler: maps the events to the actions
// ----------------------------------------------------------------------------
-class WXDLLEXPORT wxInputHandler
+class WXDLLEXPORT wxInputHandler : public wxObject
{
public:
- // map a keyboard event to one or more actions (pressed == TRUE if the key
- // was pressed, FALSE if released), returns TRUE if something was done
- virtual bool HandleKey(wxControl *control,
+ // map a keyboard event to one or more actions (pressed == true if the key
+ // was pressed, false if released), returns true if something was done
+ virtual bool HandleKey(wxInputConsumer *consumer,
const wxKeyEvent& event,
bool pressed) = 0;
// map a mouse (click) event to one or more actions
- virtual bool HandleMouse(wxControl *control,
+ virtual bool HandleMouse(wxInputConsumer *consumer,
const wxMouseEvent& event) = 0;
// handle mouse movement (or enter/leave) event: it is separated from
// HandleMouse() for convenience as many controls don't care about mouse
// movements at all
- virtual bool HandleMouseMove(wxControl *control,
+ virtual bool HandleMouseMove(wxInputConsumer *consumer,
const wxMouseEvent& event);
// do something with focus set/kill event: this is different from
// HandleMouseMove() as the mouse maybe over the control without it having
// focus
//
- // return TRUE to refresh the control, FALSE otherwise
- virtual bool HandleFocus(wxControl *control, const wxFocusEvent& event);
+ // return true to refresh the control, false otherwise
+ virtual bool HandleFocus(wxInputConsumer *consumer, const wxFocusEvent& event);
// react to the app getting/losing activation
//
- // return TRUE to refresh the control, FALSE otherwise
- virtual bool HandleActivation(wxControl *control, bool activated);
+ // return true to refresh the control, false otherwise
+ virtual bool HandleActivation(wxInputConsumer *consumer, bool activated);
// virtual dtor for any base class
virtual ~wxInputHandler();
public:
wxStdInputHandler(wxInputHandler *handler) : m_handler(handler) { }
- virtual bool HandleKey(wxControl *control,
+ virtual bool HandleKey(wxInputConsumer *consumer,
const wxKeyEvent& event,
bool pressed)
{
- return m_handler ? m_handler->HandleKey(control, event, pressed)
- : FALSE;
+ return m_handler ? m_handler->HandleKey(consumer, event, pressed)
+ : false;
}
- virtual bool HandleMouse(wxControl *control,
+ virtual bool HandleMouse(wxInputConsumer *consumer,
const wxMouseEvent& event)
{
- return m_handler ? m_handler->HandleMouse(control, event) : FALSE;
+ return m_handler ? m_handler->HandleMouse(consumer, event) : false;
}
- virtual bool HandleMouseMove(wxControl *control, const wxMouseEvent& event)
+ virtual bool HandleMouseMove(wxInputConsumer *consumer, const wxMouseEvent& event)
{
- return m_handler ? m_handler->HandleMouseMove(control, event) : FALSE;
+ return m_handler ? m_handler->HandleMouseMove(consumer, event) : false;
}
- virtual bool HandleFocus(wxControl *control, const wxFocusEvent& event)
+ virtual bool HandleFocus(wxInputConsumer *consumer, const wxFocusEvent& event)
{
- return m_handler ? m_handler->HandleFocus(control, event) : FALSE;
+ return m_handler ? m_handler->HandleFocus(consumer, event) : false;
}
private: