// wxEvent-derived classes
// Author: wxWidgets team
// RCS-ID: $Id$
-// Licence: wxWindows license
+// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
/**
The normal order of event table searching is as follows:
-# wxApp::FilterEvent() is called. If it returns anything but @c -1
(default) the processing stops here.
- -# If the object is disabled (via a call to wxEvtHandler::SetEvtHandlerEnabled)
- the function skips to step (7).
-# TryBefore() is called (this is where wxValidator are taken into
account for wxWindow objects). If this returns @true, the function exits.
+ -# If the object is disabled (via a call to wxEvtHandler::SetEvtHandlerEnabled)
+ the function skips to step (7).
-# Dynamic event table of the handlers bound using Bind<>() is
searched. If a handler is found, it is executed and the function
returns @true unless the handler used wxEvent::Skip() to indicate
processed, ProcessEvent() on wxTheApp object is called as the last
step.
- Notice that steps (2)-(6) are performed in ProcessEventHere() which is
- called by this function.
+ Notice that steps (2)-(6) are performed in ProcessEventLocally()
+ which is called by this function.
@param event
Event to process.
virtual bool ProcessEvent(wxEvent& event);
/**
- Try to process the event in this event handler.
+ Try to process the event in this handler and all those chained to it.
- This method is called from ProcessEvent(), please see the detailed
- description of the event processing logic there.
+ As explained in ProcessEvent() documentation, the event handlers may be
+ chained in a doubly-linked list. This function tries to process the
+ event in this handler (including performing any pre-processing done in
+ TryBefore(), e.g. applying validators) and all those following it in
+ the chain until the event is processed or the chain is exhausted.
- It is @em not virtual and so may not be overridden but it does call
- virtual TryBefore() which may be overridden.
+ This function is called from ProcessEvent() and, in turn, calls
+ TryThis() for each handler in turn. It is not virtual and so cannot be
+ overridden but can, and should, be called to forward an event to
+ another handler instead of ProcessEvent() which would result in a
+ duplicate call to TryAfter(), e.g. resulting in all unprocessed events
+ being sent to the application object multiple times.
+
+ @since 2.9.1
@param event
Event to process.
@return
- @true if this object itself defines a handler for this event and
- the handler didn't skip the event.
+ @true if this handler of one of those chained to it processed the
+ event.
*/
- bool ProcessEventHere(wxEvent& event);
+ bool ProcessEventLocally(wxEvent& event);
/**
Processes an event by calling ProcessEvent() and handles any exceptions
};
@endcode
- @see ProcessEvent(), ProcessEventHere()
+ @see ProcessEvent()
*/
virtual bool TryBefore(wxEvent& event);
+ /**
+ Try to process the event in this event handler.
+
+ This method is called from ProcessEventLocally() and thus, indirectly,
+ from ProcessEvent(), please see the detailed description of the event
+ processing logic there.
+
+ It is currently @em not virtual and so may not be overridden.
+
+ @since 2.9.1
+
+ @param event
+ Event to process.
+ @return
+ @true if this object itself defines a handler for this event and
+ the handler didn't skip the event.
+ */
+ bool TryThis(wxEvent& event);
+
/**
Method called by ProcessEvent() as last resort.
};
@endcode
- @see ProcessEvent(), ProcessEventHere()
+ @see ProcessEvent()
*/
virtual bool TryAfter(wxEvent& event);
};
/**
@class wxKeyEvent
- This event class contains information about keypress (character) events.
-
- Notice that there are three different kinds of keyboard events in wxWidgets:
- key down and up events and char events. The difference between the first two
- is clear - the first corresponds to a key press and the second to a key
- release - otherwise they are identical. Just note that if the key is
- maintained in a pressed state you will typically get a lot of (automatically
- generated) down events but only one up so it is wrong to assume that there is
- one up event corresponding to each down one.
-
- Both key events provide untranslated key codes while the char event carries
- the translated one. The untranslated code for alphanumeric keys is always
- an upper case value. For the other keys it is one of @c WXK_XXX values
- from the ::wxKeyCode enumeration.
- The translated key is, in general, the character the user expects to appear
- as the result of the key combination when typing the text into a text entry
- zone, for example.
-
- A few examples to clarify this (all assume that CAPS LOCK is unpressed
- and the standard US keyboard): when the @c 'A' key is pressed, the key down
- event key code is equal to @c ASCII A == 65. But the char event key code
- is @c ASCII a == 97. On the other hand, if you press both SHIFT and
- @c 'A' keys simultaneously , the key code in key down event will still be
- just @c 'A' while the char event key code parameter will now be @c 'A'
- as well.
-
- Although in this simple case it is clear that the correct key code could be
- found in the key down event handler by checking the value returned by
- wxKeyEvent::ShiftDown(), in general you should use @c EVT_CHAR for this as
- for non-alphanumeric keys the translation is keyboard-layout dependent and
- can only be done properly by the system itself.
-
- Another kind of translation is done when the control key is pressed: for
- example, for CTRL-A key press the key down event still carries the
- same key code @c 'a' as usual but the char event will have key code of 1,
- the ASCII value of this key combination.
-
- You may discover how the other keys on your system behave interactively by
- running the @ref page_samples_text wxWidgets sample and pressing some keys
- in any of the text controls shown in it.
-
- @b Tip: be sure to call @c event.Skip() for events that you don't process in
- key event function, otherwise menu shortcuts may cease to work under Windows.
+ This event class contains information about key press and release events.
+
+ The main information carried by this event is the key being pressed or
+ released. It can be accessed using either GetKeyCode() function or
+ GetUnicodeKey(). For the printable characters, the latter should be used as
+ it works for any keys, including non-Latin-1 characters that can be entered
+ when using national keyboard layouts. GetKeyCode() should be used to handle
+ special characters (such as cursor arrows keys or @c HOME or @c INS and so
+ on) which correspond to ::wxKeyCode enum elements above the @c WXK_START
+ constant. While GetKeyCode() also returns the character code for Latin-1
+ keys for compatibility, it doesn't work for Unicode characters in general
+ and will return @c WXK_NONE for any non-Latin-1 ones. For this reason, it's
+ recommended to always use GetUnicodeKey() and only fall back to GetKeyCode()
+ if GetUnicodeKey() returned @c WXK_NONE meaning that the event corresponds
+ to a non-printable special keys.
+
+ While both of these functions can be used with the events of @c
+ wxEVT_KEY_DOWN, @c wxEVT_KEY_UP and @c wxEVT_CHAR types, the values
+ returned by them are different for the first two events and the last one.
+ For the latter, the key returned corresponds to the character that would
+ appear in e.g. a text zone if the user pressed the key in it. As such, its
+ value depends on the current state of the Shift key and, for the letters,
+ on the state of Caps Lock modifier. For example, if @c A key is pressed
+ without Shift being held down, wxKeyEvent of type @c wxEVT_CHAR generated
+ for this key press will return (from either GetKeyCode() or GetUnicodeKey()
+ as their meanings coincide for ASCII characters) key code of 97
+ corresponding the ASCII value of @c a. And if the same key is pressed but
+ with Shift being held (or Caps Lock being active), then the key could would
+ be 65, i.e. ASCII value of capital @c A.
+
+ However for the key down and up events the returned key code will instead
+ be @c A independently of the state of the modifier keys i.e. it depends
+ only on physical key being pressed and is not translated to its logical
+ representation using the current keyboard state. Such untranslated key
+ codes are defined as follows:
+ - For the letters they correspond to the @e upper case value of the
+ letter.
+ - For the other alphanumeric keys (e.g. @c 7 or @c +), the untranslated
+ key code corresponds to the character produced by the key when it is
+ pressed without Shift. E.g. in standard US keyboard layout the
+ untranslated key code for the key @c =/+ in the upper right corner of
+ the keyboard is 61 which is the ASCII value of @c =.
+ - For the rest of the keys (i.e. special non-printable keys) it is the
+ same as the normal key code as no translation is used anyhow.
+
+ Notice that the first rule applies to all Unicode letters, not just the
+ usual Latin-1 ones. However for non-Latin-1 letters only GetUnicodeKey()
+ can be used to retrieve the key code as GetKeyCode() just returns @c
+ WXK_NONE in this case.
+
+ To summarize: you should handle @c wxEVT_CHAR if you need the translated
+ key and @c wxEVT_KEY_DOWN if you only need the value of the key itself,
+ independent of the current keyboard state.
+
+ @note Not all key down events may be generated by the user. As an example,
+ @c wxEVT_KEY_DOWN with @c = key code can be generated using the
+ standard US keyboard layout but not using the German one because the @c
+ = key corresponds to Shift-0 key combination in this layout and the key
+ code for it is @c 0, not @c =. Because of this you should avoid
+ requiring your users to type key events that might be impossible to
+ enter on their keyboard.
+
+
+ Another difference between key and char events is that another kind of
+ translation is done for the latter ones when the Control key is pressed:
+ char events for ASCII letters in this case carry codes corresponding to the
+ ASCII value of Ctrl-Latter, i.e. 1 for Ctrl-A, 2 for Ctrl-B and so on until
+ 26 for Ctrl-Z. This is convenient for terminal-like applications and can be
+ completely ignored by all the other ones (if you need to handle Ctrl-A it
+ is probably a better idea to use the key event rather than the char one).
+ Notice that currently no translation is done for the presses of @c [, @c
+ \\, @c ], @c ^ and @c _ keys which might be mapped to ASCII values from 27
+ to 31.
+
+ Finally, modifier keys only generate key events but no char events at all.
+ The modifiers keys are @c WXK_SHIFT, @c WXK_CONTROL, @c WXK_ALT and various
+ @c WXK_WINDOWS_XXX from ::wxKeyCode enum.
+
+ Modifier keys events are special in one additional aspect: usually the
+ keyboard state associated with a key press is well defined, e.g.
+ wxKeyboardState::ShiftDown() returns @c true only if the Shift key was held
+ pressed when the key that generated this event itself was pressed. There is
+ an ambiguity for the key press events for Shift key itself however. By
+ convention, it is considered to be already pressed when it is pressed and
+ already released when it is released. In other words, @c wxEVT_KEY_DOWN
+ event for the Shift key itself will have @c wxMOD_SHIFT in GetModifiers()
+ and ShiftDown() will return true while the @c wxEVT_KEY_UP event for Shift
+ itself will not have @c wxMOD_SHIFT in its modifiers and ShiftDown() will
+ return false.
+
+
+ @b Tip: You may discover the key codes and modifiers generated by all the
+ keys on your system interactively by running the @ref
+ page_samples_keyboard wxWidgets sample and pressing some keys in it.
@note If a key down (@c EVT_KEY_DOWN) event is caught and the event handler
does not call @c event.Skip() then the corresponding char event
- (@c EVT_CHAR) will not happen.
- This is by design and enables the programs that handle both types of
- events to be a bit simpler.
+ (@c EVT_CHAR) will not happen. This is by design and enables the
+ programs that handle both types of events to avoid processing the
+ same key twice. As a consequence, if you do not want to suppress the
+ @c wxEVT_CHAR events for the keys you handle, always call @c
+ event.Skip() in your @c wxEVT_KEY_DOWN handler. Not doing may also
+ prevent accelerators defined using this key from working.
+
+ @note If a key is maintained in a pressed state, you will typically get a
+ lot of (automatically generated) key down events but only one key up
+ one at the end when the key is released so it is wrong to assume that
+ there is one up event corresponding to each down one.
@note For Windows programmers: The key and char events in wxWidgets are
similar to but slightly different from Windows @c WM_KEYDOWN and
@c WM_CHAR events. In particular, Alt-x combination will generate a
- char event in wxWidgets (unless it is used as an accelerator).
+ char event in wxWidgets (unless it is used as an accelerator) and
+ almost all keys, including ones without ASCII equivalents, generate
+ char events too.
@beginEventTable{wxKeyEvent}
wxKeyEvent(wxEventType keyEventType = wxEVT_NULL);
/**
- Returns the virtual key code. ASCII events return normal ASCII values,
- while non-ASCII events return values such as @b WXK_LEFT for the left cursor
- key. See ::wxKeyCode for a full list of the virtual key codes.
+ Returns the key code of the key that generated this event.
- Note that in Unicode build, the returned value is meaningful only if the
- user entered a character that can be represented in current locale's default
- charset. You can obtain the corresponding Unicode character using GetUnicodeKey().
+ ASCII symbols return normal ASCII values, while events from special
+ keys such as "left cursor arrow" (@c WXK_LEFT) return values outside of
+ the ASCII range. See ::wxKeyCode for a full list of the virtual key
+ codes.
+
+ Note that this method returns a meaningful value only for special
+ non-alphanumeric keys or if the user entered a character that can be
+ represented in current locale's default charset. Otherwise, e.g. if the
+ user enters a Japanese character in a program not using Japanese
+ locale, this method returns @c WXK_NONE and GetUnicodeKey() should be
+ used to obtain the corresponding Unicode character.
+
+ Using GetUnicodeKey() is in general the right thing to do if you are
+ interested in the characters typed by the user, GetKeyCode() should be
+ only used for special keys (for which GetUnicodeKey() returns @c
+ WXK_NONE). To handle both kinds of keys you might write:
+ @code
+ void MyHandler::OnChar(wxKeyEvent& event)
+ {
+ if ( event.GetUnicodeKey() != WXK_NONE )
+ {
+ // It's a printable character
+ wxLogMessage("You pressed '%c'", event.GetUnicodeKey());
+ }
+ else
+ {
+ // It's a special key, deal with all the known ones:
+ switch ( keycode )
+ {
+ case WXK_LEFT:
+ case WXK_RIGHT:
+ ... move cursor ...
+ break;
+
+ case WXK_F1:
+ ... give help ...
+ break;
+ }
+ }
+ }
+ @endcode
*/
int GetKeyCode() const;
//@}
/**
- Returns the raw key code for this event. This is a platform-dependent scan code
- which should only be used in advanced applications.
+ Returns the raw key code for this event.
+
+ The flags are platform-dependent and should only be used if the
+ functionality provided by other wxKeyEvent methods is insufficient.
+
+ Under MSW, the raw key code is the value of @c wParam parameter of the
+ corresponding message.
+
+ Under GTK, the raw key code is the @c keyval field of the corresponding
+ GDK event.
+
+ Under OS X, the raw key code is the @c keyCode field of the
+ corresponding NSEvent.
@note Currently the raw key codes are not supported by all ports, use
@ifdef_ wxHAS_RAW_KEY_CODES to determine if this feature is available.
wxUint32 GetRawKeyCode() const;
/**
- Returns the low level key flags for this event. The flags are
- platform-dependent and should only be used in advanced applications.
+ Returns the low level key flags for this event.
+
+ The flags are platform-dependent and should only be used if the
+ functionality provided by other wxKeyEvent methods is insufficient.
+
+ Under MSW, the raw flags are just the value of @c lParam parameter of
+ the corresponding message.
+
+ Under GTK, the raw flags contain the @c hardware_keycode field of the
+ corresponding GDK event.
+
+ Under OS X, the raw flags contain the modifiers state.
@note Currently the raw key flags are not supported by all ports, use
@ifdef_ wxHAS_RAW_KEY_CODES to determine if this feature is available.
/**
Returns the Unicode character corresponding to this key event.
+ If the key pressed doesn't have any character value (e.g. a cursor key)
+ this method will return @c WXK_NONE. In this case you should use
+ GetKeyCode() to retrieve the value of the key.
+
This function is only available in Unicode build, i.e. when
@c wxUSE_UNICODE is 1.
*/
A paint event is sent when a window's contents needs to be repainted.
- Please notice that in general it is impossible to change the drawing of a
- standard control (such as wxButton) and so you shouldn't attempt to handle
- paint events for them as even if it might work on some platforms, this is
- inherently not portable and won't work everywhere.
-
- @remarks
- Note that in a paint event handler, the application must always create a
- wxPaintDC object, even if you do not use it. Otherwise, under MS Windows,
- refreshing for this and other windows will go wrong.
- For example:
+ The handler of this event must create a wxPaintDC object and use it for
+ painting the window contents. For example:
@code
void MyWindow::OnPaint(wxPaintEvent& event)
{
DrawMyDocument(dc);
}
@endcode
+
+ Notice that you must @e not create other kinds of wxDC (e.g. wxClientDC or
+ wxWindowDC) in EVT_PAINT handlers and also don't create wxPaintDC outside
+ of this event handlers.
+
+
You can optimize painting by retrieving the rectangles that have been damaged
and only repainting these. The rectangles are in terms of the client area,
and are unscrolled, so you will need to do some calculations using the current
}
@endcode
+ @remarks
+ Please notice that in general it is impossible to change the drawing of a
+ standard control (such as wxButton) and so you shouldn't attempt to handle
+ paint events for them as even if it might work on some platforms, this is
+ inherently not portable and won't work everywhere.
+
@beginEventTable{wxPaintEvent}
@event{EVT_PAINT(func)}
@event{EVT_RIGHT_DCLICK(func)}
Process a @c wxEVT_RIGHT_DCLICK event.
@event{EVT_MOUSE_AUX1_DOWN(func)}
- Process a @c wxEVT_MOUSE_AUX1_DOWN event.
+ Process a @c wxEVT_AUX1_DOWN event.
@event{EVT_MOUSE_AUX1_UP(func)}
- Process a @c wxEVT_MOUSE_AUX1_UP event.
+ Process a @c wxEVT_AUX1_UP event.
@event{EVT_MOUSE_AUX1_DCLICK(func)}
- Process a @c wxEVT_MOUSE_AUX1_DCLICK event.
+ Process a @c wxEVT_AUX1_DCLICK event.
@event{EVT_MOUSE_AUX2_DOWN(func)}
- Process a @c wxEVT_MOUSE_AUX2_DOWN event.
+ Process a @c wxEVT_AUX2_DOWN event.
@event{EVT_MOUSE_AUX2_UP(func)}
- Process a @c wxEVT_MOUSE_AUX2_UP event.
+ Process a @c wxEVT_AUX2_UP event.
@event{EVT_MOUSE_AUX2_DCLICK(func)}
- Process a @c wxEVT_MOUSE_AUX2_DCLICK event.
+ Process a @c wxEVT_AUX2_DCLICK event.
@event{EVT_MOTION(func)}
Process a @c wxEVT_MOTION event.
@event{EVT_ENTER_WINDOW(func)}
@class wxShowEvent
An event being sent when the window is shown or hidden.
+ The event is triggered by calls to wxWindow::Show(), and any user
+ action showing a previously hidden window or vice versa (if allowed by
+ the current platform and/or window manager).
+ Notice that the event is not triggered when the application is iconized
+ (minimized) or restored under wxMSW.
Currently only wxMSW, wxGTK and wxOS2 generate such events.
*/
wxEventType wxEVT_NULL;
-/**
- Initializes a new event type using wxNewEventType().
-
- @deprecated Use wxDEFINE_EVENT() instead
-*/
-#define DEFINE_EVENT_TYPE(name) const wxEventType name = wxNewEventType();
-
/**
Generates a new unique event type.
...
- BEGIN_EVENT_TABLE(MyFrame, wxFrame)
+ wxBEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MY(wxID_ANY, MyFrame::OnMyEvent)
- END_EVENT_TABLE()
+ wxEND_EVENT_TABLE()
@endcode
@param evt
#define wx__DECLARE_EVT0(evt, fn) \
wx__DECLARE_EVT1(evt, wxID_ANY, fn)
-
/**
Use this macro inside a class declaration to declare a @e static event table
for that class.
- In the implementation file you'll need to use the BEGIN_EVENT_TABLE()
- and the END_EVENT_TABLE() macros, plus some additional @c EVT_xxx macro
+ In the implementation file you'll need to use the wxBEGIN_EVENT_TABLE()
+ and the wxEND_EVENT_TABLE() macros, plus some additional @c EVT_xxx macro
to capture events.
+
+ Note that this macro requires a final semicolon.
@see @ref overview_events_eventtables
*/
-#define DECLARE_EVENT_TABLE()
+#define wxDECLARE_EVENT_TABLE()
/**
Use this macro in a source file to start listing @e static event handlers
for a specific class.
- Use END_EVENT_TABLE() to terminate the event-declaration block.
+ Use wxEND_EVENT_TABLE() to terminate the event-declaration block.
@see @ref overview_events_eventtables
*/
-#define BEGIN_EVENT_TABLE(theClass, baseClass)
+#define wxBEGIN_EVENT_TABLE(theClass, baseClass)
/**
Use this macro in a source file to end listing @e static event handlers
for a specific class.
- Use BEGIN_EVENT_TABLE() to start the event-declaration block.
+ Use wxBEGIN_EVENT_TABLE() to start the event-declaration block.
@see @ref overview_events_eventtables
*/
-#define END_EVENT_TABLE()
+#define wxEND_EVENT_TABLE()
/**
In a GUI application, this function posts @a event to the specified @e dest