#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_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,
+ 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
// focus
//
// return TRUE to refresh the control, FALSE otherwise
- virtual bool HandleFocus(wxControl *control, const wxFocusEvent& event);
+ 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);
+ 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)
+ 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: