#ifndef _WX_UNIV_INPHAND_H_
#define _WX_UNIV_INPHAND_H_
-#ifdef __GNUG__
- #pragma interface "inphand.h"
-#endif
-
#include "wx/univ/inpcons.h" // for wxControlAction(s)
// ----------------------------------------------------------------------------
// wxInputHandler: maps the events to the actions
// ----------------------------------------------------------------------------
-class WXDLLEXPORT wxInputHandler : public wxObject
+class WXDLLIMPEXP_CORE 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
+ // 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;
// HandleMouseMove() as the mouse maybe over the control without it having
// focus
//
- // return TRUE to refresh the control, FALSE otherwise
+ // 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
+ // return true to refresh the control, false otherwise
virtual bool HandleActivation(wxInputConsumer *consumer, bool activated);
// virtual dtor for any base class
// and also provides the way to chain input handlers together
// ----------------------------------------------------------------------------
-class WXDLLEXPORT wxStdInputHandler : public wxInputHandler
+class WXDLLIMPEXP_CORE wxStdInputHandler : public wxInputHandler
{
public:
wxStdInputHandler(wxInputHandler *handler) : m_handler(handler) { }
bool pressed)
{
return m_handler ? m_handler->HandleKey(consumer, event, pressed)
- : FALSE;
+ : false;
}
virtual bool HandleMouse(wxInputConsumer *consumer,
const wxMouseEvent& event)
{
- return m_handler ? m_handler->HandleMouse(consumer, event) : FALSE;
+ return m_handler ? m_handler->HandleMouse(consumer, event) : false;
}
virtual bool HandleMouseMove(wxInputConsumer *consumer, const wxMouseEvent& event)
{
- return m_handler ? m_handler->HandleMouseMove(consumer, event) : FALSE;
+ return m_handler ? m_handler->HandleMouseMove(consumer, event) : false;
}
virtual bool HandleFocus(wxInputConsumer *consumer, const wxFocusEvent& event)
{
- return m_handler ? m_handler->HandleFocus(consumer, event) : FALSE;
+ return m_handler ? m_handler->HandleFocus(consumer, event) : false;
}
private: