/**
@class wxSymbolPickerDialog
- @headerfile richtextsymboldlg.h wx/richtext/richtextsymboldlg.h
wxSymbolPickerDialog presents the user with a choice of fonts and a grid
of available characters. This modal dialog provides the application with
is generic and can be used in other contexts.
To use the dialog, pass a default symbol specified as a string, an initial font
- name,
- and a current font name. The difference between the initial font and
+ name, and a current font name. The difference between the initial font and
current font is that the initial font determines what the font control will be
- set to when the dialog shows - an empty string will show the selection @e
- normal text.
+ set to when the dialog shows - an empty string will show the selection
+ @e normal text.
The current font, on the other hand, is used by the dialog to determine what
- font
- to display the characters in, even when no initial font is selected.
+ font to display the characters in, even when no initial font is selected.
This allows the user (and application) to distinguish between inserting a
symbol in the current font, and inserting it with a specified font.
When the dialog is dismissed, the application can get the selected symbol
- with GetSymbol and test whether a font was specified with UseNormalFont,
- fetching the specified font with GetFontName.
+ with wxSymbolPickerDialog::GetSymbol and test whether a font was specified
+ with wxSymbolPickerDialog::UseNormalFont,fetching the specified font with
+ wxSymbolPickerDialog::GetFontName.
Here's a realistic example, inserting the supplied symbol into a
rich text control in either the current font or specified font.
@code
- wxRichTextCtrl* ctrl = (wxRichTextCtrl*) FindWindow(ID_RICHTEXT_CTRL);
+ wxRichTextCtrl* ctrl = (wxRichTextCtrl*) FindWindow(ID_RICHTEXT_CTRL);
wxTextAttr attr;
attr.SetFlags(wxTEXT_ATTR_FONT);
- ctrl-GetStyle(ctrl-GetInsertionPoint(), attr);
+ ctrl-GetStyle(ctrl->GetInsertionPoint(), attr);
wxString currentFontName;
- if (attr.HasFont() && attr.GetFont().Ok())
+ if (attr.HasFont() && attr.GetFont().IsOk())
currentFontName = attr.GetFont().GetFaceName();
// Don't set the initial font in the dialog (so the user is choosing
// 'normal text', i.e. the current font) but do tell the dialog
// what 'normal text' is.
- wxSymbolPickerDialog dlg(wxT("*"), wxEmptyString, currentFontName, this);
+ wxSymbolPickerDialog dlg("*", wxEmptyString, currentFontName, this);
if (dlg.ShowModal() == wxID_OK)
{
{
long insertionPoint = ctrl-GetInsertionPoint();
- ctrl-WriteText(dlg.GetSymbol());
+ ctrl->WriteText(dlg.GetSymbol());
if (!dlg.UseNormalFont())
{
class wxSymbolPickerDialog : public wxDialog
{
public:
- //@{
/**
- Constructors.
-
+ Default ctor.
+ */
+ wxSymbolPickerDialog();
+
+ /**
+ Constructor.
+
@param symbol
- The initial symbol to show. Specify a single character in a string, or an
- empty string.
+ The initial symbol to show.
+ Specify a single character in a string, or an empty string.
@param initialFont
- The initial font to be displayed in the font list. If empty, the item
- normal text will be selected.
+ The initial font to be displayed in the font list.
+ If empty, the item normal text will be selected.
@param normalTextFont
- The font the dialog will use to display the symbols if the initial font is
- empty.
+ The font the dialog will use to display the symbols if the
+ initial font is empty.
@param parent
The dialog's parent.
@param id
const wxString& initialFont,
const wxString& normalTextFont,
wxWindow* parent,
- wxWindowID id = wxID_ANY);
- const wxSize& size = wxDefaultSize, long style = wxDEFAULT_DIALOG_STYLE|wxRESIZE_BORDER|wxCLOSE_BOX)
- wxSymbolPickerDialog();
- //@}
+ wxWindowID id = wxID_ANY,
+ const wxString& title = _("Symbols"),
+ const wxPoint& pos = wxDefaultPosition,
+ const wxSize& size = wxDefaultSize,
+ long style = wxDEFAULT_DIALOG_STYLE|wxRESIZE_BORDER|wxCLOSE_BOX);
/**
- , wxPoint&@e pos = wxDefaultPosition, wxSize&@e size = wxDefaultSize, @b
- long@e style = wxDEFAULT_DIALOG_STYLE|wxRESIZE_BORDER|wxCLOSE_BOX)
- Creation: see @ref wxsymbolpickerdialog() "the constructor" for details about
+ Creation: see @ref wxSymbolPickerDialog() "the constructor" for details about
the parameters.
*/
bool Create(const wxString& symbol, const wxString& initialFont,
- const wxString& normalTextFont,
- wxWindow* parent,
- wxWindowID id = wxID_ANY) const;
+ const wxString& normalTextFont, wxWindow* parent,
+ wxWindowID id = wxID_ANY,
+ const wxString& caption = wxGetTranslation("Symbols"), const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxSize(400, 300), long style = wxDEFAULT_DIALOG_STYLE|wxRESIZE_BORDER|wxCLOSE_BOX);
/**
Returns the font name (the font reflected in the font list).
bool GetFromUnicode() const;
/**
- Gets the font name used for displaying symbols in the absence of a selected
- font.
+ Gets the font name used for displaying symbols in the absence of a selected font.
*/
wxString GetNormalTextFontName() const;
/**
Sets the initial/selected font name.
*/
- void SetFontName(const wxString& value);
+ void SetFontName(wxString value);
/**
Sets the internal flag indicating that the full Unicode range should be
/**
Sets the name of the font to be used in the absence of a selected font.
*/
- void SetNormalTextFontName(const wxString& value);
+ void SetNormalTextFontName(wxString value);
/**
Sets the symbol as a one or zero character string.
*/
- void SetSymbol(const wxString& value);
+ void SetSymbol(wxString value);
/**
Sets Unicode display mode.
void SetUnicodeMode(bool unicodeMode);
/**
- Returns @true if the has specified normal text - that is, there is no selected
- font.
+ Returns @true if the has specified normal text - that is, there is no selected font.
*/
bool UseNormalFont() const;
};