+/// Add an event handler
+bool wxRichTextBuffer::AddEventHandler(wxEvtHandler* handler)
+{
+ m_eventHandlers.Append(handler);
+ return true;
+}
+
+/// Remove an event handler
+bool wxRichTextBuffer::RemoveEventHandler(wxEvtHandler* handler, bool deleteHandler)
+{
+ wxList::compatibility_iterator node = m_eventHandlers.Find(handler);
+ if (node)
+ {
+ m_eventHandlers.Erase(node);
+ if (deleteHandler)
+ delete handler;
+
+ return true;
+ }
+ else
+ return false;
+}
+
+/// Clear event handlers
+void wxRichTextBuffer::ClearEventHandlers()
+{
+ m_eventHandlers.Clear();
+}
+
+/// Send event to event handlers. If sendToAll is true, will send to all event handlers,
+/// otherwise will stop at the first successful one.
+bool wxRichTextBuffer::SendEvent(wxEvent& event, bool sendToAll)
+{
+ bool success = false;
+ for (wxList::compatibility_iterator node = m_eventHandlers.GetFirst(); node; node = node->GetNext())
+ {
+ wxEvtHandler* handler = (wxEvtHandler*) node->GetData();
+ if (handler->ProcessEvent(event))
+ {
+ success = true;
+ if (!sendToAll)
+ return true;
+ }
+ }
+ return success;
+}
+
+/// Set style sheet and notify of the change
+bool wxRichTextBuffer::SetStyleSheetAndNotify(wxRichTextStyleSheet* sheet)
+{
+ wxRichTextStyleSheet* oldSheet = GetStyleSheet();
+
+ wxWindowID id = wxID_ANY;
+ if (GetRichTextCtrl())
+ id = GetRichTextCtrl()->GetId();
+
+ wxRichTextEvent event(wxEVT_COMMAND_RICHTEXT_STYLESHEET_REPLACING, id);
+ event.SetEventObject(GetRichTextCtrl());
+ event.SetOldStyleSheet(oldSheet);
+ event.SetNewStyleSheet(sheet);
+ event.Allow();
+
+ if (SendEvent(event) && !event.IsAllowed())
+ {
+ if (sheet != oldSheet)
+ delete sheet;
+
+ return false;
+ }
+
+ if (oldSheet && oldSheet != sheet)
+ delete oldSheet;
+
+ SetStyleSheet(sheet);
+
+ event.SetEventType(wxEVT_COMMAND_RICHTEXT_STYLESHEET_REPLACED);
+ event.SetOldStyleSheet(NULL);
+ event.Allow();
+
+ return SendEvent(event);
+}
+
+/// Set renderer, deleting old one
+void wxRichTextBuffer::SetRenderer(wxRichTextRenderer* renderer)
+{
+ if (sm_renderer)
+ delete sm_renderer;
+ sm_renderer = renderer;
+}
+
+bool wxRichTextStdRenderer::DrawStandardBullet(wxRichTextParagraph* paragraph, wxDC& dc, const wxTextAttrEx& bulletAttr, const wxRect& rect)
+{
+ if (bulletAttr.GetTextColour().Ok())
+ {
+ dc.SetPen(wxPen(bulletAttr.GetTextColour()));
+ dc.SetBrush(wxBrush(bulletAttr.GetTextColour()));
+ }
+ else
+ {
+ dc.SetPen(*wxBLACK_PEN);
+ dc.SetBrush(*wxBLACK_BRUSH);
+ }
+
+ wxFont font;
+ if (bulletAttr.GetFont().Ok())
+ font = bulletAttr.GetFont();
+ else
+ font = (*wxNORMAL_FONT);
+
+ dc.SetFont(font);
+
+ int charHeight = dc.GetCharHeight();
+
+ int bulletWidth = (int) (((float) charHeight) * wxRichTextBuffer::GetBulletProportion());
+ int bulletHeight = bulletWidth;
+
+ int x = rect.x;
+
+ // Calculate the top position of the character (as opposed to the whole line height)
+ int y = rect.y + (rect.height - charHeight);
+
+ // Calculate where the bullet should be positioned
+ y = y + (charHeight+1)/2 - (bulletHeight+1)/2;
+
+ // The margin between a bullet and text.
+ int margin = paragraph->ConvertTenthsMMToPixels(dc, wxRichTextBuffer::GetBulletRightMargin());
+
+ if (bulletAttr.GetBulletStyle() & wxTEXT_ATTR_BULLET_STYLE_ALIGN_RIGHT)
+ x = rect.x + rect.width - bulletWidth - margin;
+ else if (bulletAttr.GetBulletStyle() & wxTEXT_ATTR_BULLET_STYLE_ALIGN_CENTRE)
+ x = x + (rect.width)/2 - bulletWidth/2;
+
+ if (bulletAttr.GetBulletName() == wxT("standard/square"))
+ {
+ dc.DrawRectangle(x, y, bulletWidth, bulletHeight);
+ }
+ else if (bulletAttr.GetBulletName() == wxT("standard/diamond"))
+ {
+ wxPoint pts[5];
+ pts[0].x = x; pts[0].y = y + bulletHeight/2;
+ pts[1].x = x + bulletWidth/2; pts[1].y = y;
+ pts[2].x = x + bulletWidth; pts[2].y = y + bulletHeight/2;
+ pts[3].x = x + bulletWidth/2; pts[3].y = y + bulletHeight;
+
+ dc.DrawPolygon(4, pts);
+ }
+ else if (bulletAttr.GetBulletName() == wxT("standard/triangle"))
+ {
+ wxPoint pts[3];
+ pts[0].x = x; pts[0].y = y;
+ pts[1].x = x + bulletWidth; pts[1].y = y + bulletHeight/2;
+ pts[2].x = x; pts[2].y = y + bulletHeight;
+
+ dc.DrawPolygon(3, pts);
+ }
+ else // "standard/circle", and catch-all
+ {
+ dc.DrawEllipse(x, y, bulletWidth, bulletHeight);
+ }
+
+ return true;
+}
+
+bool wxRichTextStdRenderer::DrawTextBullet(wxRichTextParagraph* paragraph, wxDC& dc, const wxTextAttrEx& attr, const wxRect& rect, const wxString& text)
+{
+ if (!text.empty())
+ {
+ wxFont font;
+ if ((attr.GetBulletStyle() & wxTEXT_ATTR_BULLET_STYLE_SYMBOL) && !attr.GetBulletFont().IsEmpty() && attr.GetFont().Ok())
+ {
+ font = (*wxTheFontList->FindOrCreateFont(attr.GetFont().GetPointSize(), attr.GetFont().GetFamily(),
+ attr.GetFont().GetStyle(), attr.GetFont().GetWeight(), attr.GetFont().GetUnderlined(),
+ attr.GetBulletFont()));
+ }
+ else if (attr.GetFont().Ok())
+ font = attr.GetFont();
+ else
+ font = (*wxNORMAL_FONT);
+
+ dc.SetFont(font);
+
+ if (attr.GetTextColour().Ok())
+ dc.SetTextForeground(attr.GetTextColour());
+
+ dc.SetBackgroundMode(wxTRANSPARENT);
+
+ int charHeight = dc.GetCharHeight();
+ wxCoord tw, th;
+ dc.GetTextExtent(text, & tw, & th);
+
+ int x = rect.x;
+
+ // Calculate the top position of the character (as opposed to the whole line height)
+ int y = rect.y + (rect.height - charHeight);
+
+ // The margin between a bullet and text.
+ int margin = paragraph->ConvertTenthsMMToPixels(dc, wxRichTextBuffer::GetBulletRightMargin());
+
+ if (attr.GetBulletStyle() & wxTEXT_ATTR_BULLET_STYLE_ALIGN_RIGHT)
+ x = (rect.x + rect.width) - tw - margin;
+ else if (attr.GetBulletStyle() & wxTEXT_ATTR_BULLET_STYLE_ALIGN_CENTRE)
+ x = x + (rect.width)/2 - tw/2;
+
+ dc.DrawText(text, x, y);
+
+ return true;
+ }
+ else
+ return false;
+}
+
+bool wxRichTextStdRenderer::DrawBitmapBullet(wxRichTextParagraph* WXUNUSED(paragraph), wxDC& WXUNUSED(dc), const wxTextAttrEx& WXUNUSED(attr), const wxRect& WXUNUSED(rect))
+{
+ // Currently unimplemented. The intention is to store bitmaps by name in a media store associated
+ // with the buffer. The store will allow retrieval from memory, disk or other means.
+ return false;
+}
+
+/// Enumerate the standard bullet names currently supported
+bool wxRichTextStdRenderer::EnumerateStandardBulletNames(wxArrayString& bulletNames)
+{
+ bulletNames.Add(wxT("standard/circle"));
+ bulletNames.Add(wxT("standard/square"));
+ bulletNames.Add(wxT("standard/diamond"));
+ bulletNames.Add(wxT("standard/triangle"));
+
+ return true;
+}