wxEventHashTable wxEvtHandler::sm_eventHashTable(wxEvtHandler::sm_eventTable);
const wxEventTableEntry wxEvtHandler::sm_eventTableEntries[] =
- { DECLARE_EVENT_TABLE_TERMINATOR() };
+ { wxDECLARE_EVENT_TABLE_TERMINATOR() };
// wxUSE_MEMORY_TRACING considers memory freed from the static objects dtors
const wxEventType wxEVT_FIRST = 10000;
const wxEventType wxEVT_USER_FIRST = wxEVT_FIRST + 2000;
+const wxEventType wxEVT_NULL = wxNewEventType();
-DEFINE_EVENT_TYPE(wxEVT_NULL)
wxDEFINE_EVENT( wxEVT_IDLE, wxIdleEvent );
#endif // wxUSE_BASE
// Character input event type
wxDEFINE_EVENT( wxEVT_CHAR, wxKeyEvent );
+wxDEFINE_EVENT( wxEVT_AFTER_CHAR, wxKeyEvent );
wxDEFINE_EVENT( wxEVT_CHAR_HOOK, wxKeyEvent );
wxDEFINE_EVENT( wxEVT_NAVIGATION_KEY, wxNavigationKeyEvent );
wxDEFINE_EVENT( wxEVT_KEY_DOWN, wxKeyEvent );
m_id = theId;
m_skipped = false;
m_callbackUserData = NULL;
+ m_handlerToProcessOnlyIn = NULL;
m_isCommandEvent = false;
m_propagationLevel = wxEVENT_PROPAGATE_NONE;
m_wasProcessed = false;
, m_timeStamp(src.m_timeStamp)
, m_id(src.m_id)
, m_callbackUserData(src.m_callbackUserData)
+ , m_handlerToProcessOnlyIn(NULL)
, m_propagationLevel(src.m_propagationLevel)
, m_skipped(src.m_skipped)
, m_isCommandEvent(src.m_isCommandEvent)
m_timeStamp = src.m_timeStamp;
m_id = src.m_id;
m_callbackUserData = src.m_callbackUserData;
+ m_handlerToProcessOnlyIn = NULL;
m_propagationLevel = src.m_propagationLevel;
m_skipped = src.m_skipped;
m_isCommandEvent = src.m_isCommandEvent;
((win->GetExtraStyle() & wxWS_EX_PROCESS_UI_UPDATES) == 0)))
return false;
+ // Don't update children of the hidden windows: this is useless as any
+ // change to their state won't be seen by the user anyhow. Notice that this
+ // argument doesn't apply to the hidden windows (with visible parent)
+ // themselves as they could be shown by their EVT_UPDATE_UI handler.
+ if ( win->GetParent() && !win->GetParent()->IsShownOnScreen() )
+ return false;
+
if (sm_updateInterval == -1)
return false;
wxKeyEvent::wxKeyEvent(wxEventType type)
{
m_eventType = type;
- m_keyCode = 0;
+ m_keyCode = WXK_NONE;
#if wxUSE_UNICODE
- m_uniChar = 0;
+ m_uniChar = WXK_NONE;
#endif
}
return (category & WXK_CATEGORY_JUMP) != 0;
case WXK_TAB:
+ case WXK_NUMPAD_TAB:
return (category & WXK_CATEGORY_TAB) != 0;
case WXK_BACK:
delete eTTnode;
}
- delete[] m_eventTypeTable;
- m_eventTypeTable = NULL;
+ wxDELETEA(m_eventTypeTable);
m_size = 0;
}
table = table->baseTable;
}
- // Lets free some memory.
+ // Let's free some memory.
size_t i;
for(i = 0; i < m_size; i++)
{
bool wxEvtHandler::TryAfter(wxEvent& event)
{
+ // We only want to pass the window to the application object once even if
+ // there are several chained handlers. Ensure that this is what happens by
+ // only calling DoTryApp() if there is no next handler (which would do it).
+ //
+ // Notice that, unlike simply calling TryAfter() on the last handler in the
+ // chain only from ProcessEvent(), this also works with wxWindow object in
+ // the middle of the chain: its overridden TryAfter() will still be called
+ // and propagate the event upwards the window hierarchy even if it's not
+ // the last one in the chain (which, admittedly, shouldn't happen often).
+ if ( GetNextHandler() )
+ return GetNextHandler()->TryAfter(event);
+
#if WXWIN_COMPATIBILITY_2_8
// as above, call the old virtual function for compatibility
return TryParent(event);
bool wxEvtHandler::ProcessEvent(wxEvent& event)
{
- // allow the application to hook into event processing
+ // The very first thing we do is to allow the application to hook into
+ // event processing in order to globally pre-process all events.
//
- // note that we should only do it if we're the first event handler called
+ // Note that we should only do it if we're the first event handler called
// to avoid calling FilterEvent() multiple times as the event goes through
- // the event handler chain and possibly upwards the window hierarchy
+ // the event handler chain and possibly upwards the window hierarchy.
if ( !event.WasProcessed() )
{
if ( wxTheApp )
}
}
- if ( ProcessEventHere(event) )
+ // Short circuit the event processing logic if we're requested to process
+ // this event in this handler only, see DoTryChain() for more details.
+ if ( event.ShouldProcessOnlyIn(this) )
+ return TryBeforeAndHere(event);
+
+
+ // Try to process the event in this handler itself.
+ if ( ProcessEventLocally(event) )
+ {
+ // It is possible that DoTryChain() called from ProcessEventLocally()
+ // returned true but the event was not really processed: this happens
+ // if a custom handler ignores the request to process the event in this
+ // handler only and in this case we should skip the post processing
+ // done in TryAfter() but still return the correct value ourselves to
+ // indicate whether we did or did not find a handler for this event.
+ return !event.GetSkipped();
+ }
+
+ // If we still didn't find a handler, propagate the event upwards the
+ // window chain and/or to the application object.
+ if ( TryAfter(event) )
return true;
- // pass the event to the next handler, notice that we shouldn't call
- // TryAfter() even if it doesn't handle the event as the last handler in
- // the chain will do it
- if ( GetNextHandler() )
- return GetNextHandler()->ProcessEvent(event);
- // propagate the event upwards the window chain and/or to the application
- // object if it wasn't processed at this level
- return TryAfter(event);
+ // No handler found anywhere, bail out.
+ return false;
+}
+
+bool wxEvtHandler::ProcessEventLocally(wxEvent& event)
+{
+ // Try the hooks which should be called before our own handlers and this
+ // handler itself first. Notice that we should not call ProcessEvent() on
+ // this one as we're already called from it, which explains why we do it
+ // here and not in DoTryChain()
+ return TryBeforeAndHere(event) || DoTryChain(event);
}
-bool wxEvtHandler::ProcessEventHere(wxEvent& event)
+bool wxEvtHandler::DoTryChain(wxEvent& event)
+{
+ for ( wxEvtHandler *h = GetNextHandler(); h; h = h->GetNextHandler() )
+ {
+ // We need to process this event at the level of this handler only
+ // right now, the pre-/post-processing was either already done by
+ // ProcessEvent() from which we were called or will be done by it when
+ // we return.
+ //
+ // However we must call ProcessEvent() and not TryHereOnly() because the
+ // existing code (including some in wxWidgets itself) expects the
+ // overridden ProcessEvent() in its custom event handlers pushed on a
+ // window to be called.
+ //
+ // So we must call ProcessEvent() but it must not do what it usually
+ // does. To resolve this paradox we set up a special flag inside the
+ // object itself to let ProcessEvent() know that it shouldn't do any
+ // pre/post-processing for this event if it gets it. Note that this
+ // only applies to this handler, if the event is passed to another one
+ // by explicitly calling its ProcessEvent(), pre/post-processing should
+ // be done as usual.
+ //
+ // Final complication is that if the implementation of ProcessEvent()
+ // called wxEvent::DidntHonourProcessOnlyIn() (as the gross hack that
+ // is wxScrollHelperEvtHandler::ProcessEvent() does) and ignored our
+ // request to process event in this handler only, we have to compensate
+ // for it by not processing the event further because this was already
+ // done by that rogue event handler.
+ wxEventProcessInHandlerOnly processInHandlerOnly(event, h);
+ if ( h->ProcessEvent(event) )
+ {
+ // Make sure "skipped" flag is not set as the event was really
+ // processed in this case. Normally it shouldn't be set anyhow but
+ // make sure just in case the user code does something strange.
+ event.Skip(false);
+
+ return true;
+ }
+
+ if ( !event.ShouldProcessOnlyIn(h) )
+ {
+ // Still return true to indicate that no further processing should
+ // be undertaken but ensure that "skipped" flag is set so that the
+ // caller knows that the event was not really processed.
+ event.Skip();
+
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool wxEvtHandler::TryHereOnly(wxEvent& event)
{
// If the event handler is disabled it doesn't process any events
if ( !GetEvtHandlerEnabled() )
return false;
- // Try the hooks which should be called before our own handlers
- if ( TryBefore(event) )
- return true;
-
// Handle per-instance dynamic event tables first
if ( m_dynamicEvents && SearchDynamicEventTable(event) )
return true;