X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/3b111dbe5329143c501d4ff8853691a832b7d2ab..f55d21ebb5d3392dd7e5990f7bdbb523f3089f6d:/contrib/include/wx/canvas/canvas.h diff --git a/contrib/include/wx/canvas/canvas.h b/contrib/include/wx/canvas/canvas.h index b4a9b46dc8..521c27ef86 100644 --- a/contrib/include/wx/canvas/canvas.h +++ b/contrib/include/wx/canvas/canvas.h @@ -19,59 +19,506 @@ #include "wx/image.h" #include "wx/txtstrm.h" - -class wxCanvas; +#include "wx/geometry.h" +#include "wx/matrix.h" +#include "bbox.h" -// WDR: class declarations + +//---------------------------------------------------------------------------- +// decls +//---------------------------------------------------------------------------- + +class wxCanvas; +class wxCanvasAdmin; //---------------------------------------------------------------------------- // wxCanvasObject //---------------------------------------------------------------------------- +enum wxDRAG_MODE +{ + wxDRAG_RECTANGLE, + wxDRAG_ONTOP, + wxDRAG_REDRAW +}; +//:defenition +// wxCanvasObject is the base class for Canvas Objects. +// All Objects for drawing one the canvas are derived from this class. +// It supports dragging and moving methods that can be used in derived +// classes for defining several ways of dragging. +// Also it is possible to plug in events handlers to do this for all derived classes at once. +// +// wxCanvasObjects have themselves as their event handlers by default, +// but their event handlers could be set to another object entirely. This +// separation can reduce the amount of derivation required, and allow +// alteration of a wxCanvasObject functionality class wxCanvasObject: public wxEvtHandler { public: - wxCanvasObject( int x, int y, int width, int height ); - - virtual void Move( int x, int y ); - virtual void Render( int clip_x, int clip_y, int clip_width, int clip_height ); + + wxCanvasObject(); + + //If the position (x,y) is within the object this return a pointer to the object + //Normally this function needs to be defined for each derived wxCanvasObject. + //The default is a simple bounding box test. + virtual wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 ); + + //render this object to the canvas (either on its buffer or directly on the canvas) + //this depends on the wxDC that is set for the active canvas. + virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height ); + + //x position in world coordinates of the object + virtual double GetPosX()=0; + //y position in world coordinates of the object + virtual double GetPosY()=0; + + //set position in world coordinates for the object + virtual void SetPosXY( double x, double y)=0; + + //absolute moving the object to position x,y in world coordinates + //also does an update of the old and new area + virtual void MoveAbsolute( double x, double y ); + + //relative moving the object to position x,y in world coordinates + //also does an update of the old and new area + virtual void MoveRelative( double x, double y ); + + //relative translate the object to position x,y in world coordinates + //does NOT update the old and new area + //this function must be defined for each derived object, + //it is used internally for dragging and moving objects. + virtual void TransLate( double x, double y )=0; + + //choose one of the three diffrenet drag methods | + //DRAG_RECTANGLE = as a rectangle when drag is in progress | + //DRAG_ONTOP = only redraw the object when dragging | + //DRAG_REDRAW = redraw the damaged areas when dragging + void SetDragMode(wxDRAG_MODE mode) { m_dragmode=mode; }; + + //return the dragmode + wxDRAG_MODE GetDragMode() { return m_dragmode; }; + + //called when starting a drag + virtual void DragStart(); + //called when dragging is in progress + virtual void DragRelative( double x, double y); + //called when dragging is ended + virtual void DragEnd(); + + //return the object if it is part of the given object or + //if the given object is part of a group within this object. + //For group objects this means recursively search for it. + virtual wxCanvasObject* Contains( wxCanvasObject* obj ); + + //calculate the boundingbox in world coordinates + virtual void CalcBoundingBox()=0; + + //write the object as SVG (scalable vector grafhics virtual void WriteSVG( wxTextOutputStream &stream ); - - wxCanvas *GetOwner() { return m_owner; } - void SetOwner( wxCanvas *owner ) { m_owner = owner; } - + + //get the administrator for the object, + //this will give access to the canvas's where it is displayed upon. + //It is used to render the object to the active canvas. + //Conversion from world to Device coordinates and visa versa is + //done using the Active canvas at that moment. + wxCanvasAdmin *GetAdmin() { return m_admin; } + + //set the administrator + virtual void SetAdmin( wxCanvasAdmin *admin ) { m_admin = admin; } + + //is this a control type of canvas object bool IsControl() { return m_isControl; } + //is this a vector type of canvas object bool IsVector() { return m_isVector; } + //is this an Image type of canvas object bool IsImage() { return m_isImage; } - inline int GetX() { return m_area.x; } - inline int GetY() { return m_area.y; } - inline int GetWidth() { return m_area.width; } - inline int GetHeight() { return m_area.height; } + + //get minimum X of the boundingbox in world coordinates + inline double GetXMin() { return m_bbox.GetMinX(); } + //get minimum Y of the boundingbox in world coordinates + inline double GetYMin() { return m_bbox.GetMinY(); } + //get maximum X of the boundingbox in world coordinates + inline double GetXMax() { return m_bbox.GetMaxX(); } + //get maximum Y of the boundingbox in world coordinates + inline double GetYMax() { return m_bbox.GetMaxY(); } + + //get boundingbox + inline wxBoundingBox GetBbox() { return m_bbox; } + + //redirect all mouse events for the canvas to this object + void CaptureMouse(); + //release the mouse capture for this object + void ReleaseMouse(); + //is the mouse captured for this object + bool IsCapturedMouse(); + + //set if this object will visible (be rendered or not) + inline void SetVisible(bool visible) { m_visible=visible; } + //get visibility + inline bool GetVisible() {return m_visible; } + + //can the object be dragged + inline void SetDraggable(bool drag) { m_dragable=drag; } + //get if the object can be dragged + inline bool GetDraggable() {return m_dragable; } + + //get absolute area in the device coordinates where the object + //its boundingbox in world coordinates is first translated using the matrix. + wxRect GetAbsoluteArea(const wxTransformMatrix& cworld); + + //get currently used eventhandler (always the first in the list) + wxEvtHandler *GetEventHandler() const { return m_eventHandler; } + + //process an event for the object, starting with the first eventhandler + // in the list. + bool ProcessCanvasObjectEvent(wxEvent& event); + + // push/pop event handler: allows to chain a custom event handler to + // already existing ones + void PushEventHandler( wxEvtHandler *handler ); + + //remove first eventhandler in the list (one will be always stay in) + wxEvtHandler *PopEventHandler( bool deleteHandler = FALSE ); + //append an eventhandler to the list, this event handler will be called + //if the other skipped the event to process. + void AppendEventHandler(wxEvtHandler *handler); + //remove last event handler in the list (one will always stay in) + wxEvtHandler *RemoveLastEventHandler(bool deleteHandler); protected: - wxCanvas *m_owner; - bool m_isControl; - bool m_isVector; - bool m_isImage; - wxRect m_area; - + + //administator for rendering and accessing the canvas's + wxCanvasAdmin* m_admin; + + //active event handler, default the object itself + wxEvtHandler* m_eventHandler; + + bool m_isControl:1; + bool m_isVector:1; + bool m_isImage:1; + bool m_visible:1; + bool m_dragable:1; + wxDRAG_MODE m_dragmode:3; + + //boundingbox in world coordinates + wxBoundingBox m_bbox; + + //used for dragging + wxBitmap m_atnewpos; +}; + +//:defenition +// wxCanvasObjectGroup is a container for wxCanvas derived Objects. +// It renders itself by calling the render methods of the wxCanvasObjects it contains. +// It can have nested groups also, in the same way as the other wxCanvasObjects it already contains. +// The group has a matrix to position/rotate/scale the group. +class wxCanvasObjectGroup: public wxCanvasObject +{ +public: + wxCanvasObjectGroup(double x, double y); + virtual ~wxCanvasObjectGroup(); + + void SetAdmin(wxCanvasAdmin* admin); + + //prepend a wxCanvasObject to this group + virtual void Prepend( wxCanvasObject* obj ); + //append a wxCanvasObject to this group + virtual void Append( wxCanvasObject* obj ); + //insert a wxCanvasObject to this group + virtual void Insert( size_t before, wxCanvasObject* obj ); + //remove the given object from the group + virtual void Remove( wxCanvasObject* obj ); + + //those this group contain the given object. + //in case of nested groups also search in there to the lowwest level. + virtual wxCanvasObject* Contains( wxCanvasObject* obj ); + + //returns index of the given wxCanvasObject in this group + virtual int IndexOf( wxCanvasObject* obj ); + + double GetPosX() { return lworld.GetValue(2,0); } + double GetPosY() { return lworld.GetValue(2,1); } + void SetPosXY( double x, double y) {lworld.SetValue(2,0,x);lworld.SetValue(2,1,y);CalcBoundingBox();}; + + void TransLate( double x, double y ); + + void CalcBoundingBox(); + //remove all wxCanvasObjects from the group (flag for deletion of the objectsalso) + void DeleteContents( bool ); + virtual void Render(wxTransformMatrix* cworld,int x, int y, int width, int height ); + virtual void WriteSVG( wxTextOutputStream &stream ); + + //recursive call the IsHitWorld on all contained objects, the first + //one that is hit will be returned + wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 ); + + //recursive calls for contained objects to set eventhandlers, + //and also sets its own eventhandler + void PushEventHandler( wxEvtHandler *handler ); + //recursive calls for contained objects to set eventhandlers, + //and also sets its own eventhandler + wxEvtHandler *PopEventHandler( bool deleteHandler = FALSE ); + //recursive calls for contained objects to set eventhandlers, + //and also sets its own eventhandler + void AppendEventHandler(wxEvtHandler *handler); + //recursive calls for contained objects to set eventhandlers, + //and also sets its own eventhandler + wxEvtHandler *RemoveLastEventHandler(bool deleteHandler); + +protected: + + //to position the object + wxTransformMatrix lworld; + + wxList m_objects; + friend class wxCanvas; }; +//:defenition +// wxCanvasObjectRef is a reference to any wxCanvasObject derived class. +// It does not duplicate the referenced object. +// It has a matrix to reposition/rotate/scale the object it references. +// The position/matrix of the referenced Object is accumulated with the one here. +class wxCanvasObjectRef: public wxCanvasObject +{ +public: + wxCanvasObjectRef(double x, double y,wxCanvasObject* obj); + + //set rotation for the reference + void SetRotation(double rotation); + + //set scale in x and y ( > zero) + void SetScale( double scalex, double scaley ); + + void SetAdmin(wxCanvasAdmin* admin); + + double GetPosX() { return lworld.GetValue(2,0); } + double GetPosY() { return lworld.GetValue(2,1); } + void SetPosXY( double x, double y) {lworld.SetValue(2,0,x);lworld.SetValue(2,1,y);CalcBoundingBox();}; + + void TransLate( double x, double y ); + void CalcBoundingBox(); + virtual void Render(wxTransformMatrix* cworld,int x, int y, int width, int height ); + virtual void WriteSVG( wxTextOutputStream &stream ); + + //return this object if one of the objects it references is hit + wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 ); + virtual wxCanvasObject* Contains( wxCanvasObject* obj ); + + //recursive calls for contained objects to set eventhandlers, + //and also sets its own eventhandler + void PushEventHandler( wxEvtHandler *handler ); + //recursive calls for contained objects to set eventhandlers, + //and also sets its own eventhandler + wxEvtHandler *PopEventHandler( bool deleteHandler = FALSE ); + //recursive calls for contained objects to set eventhandlers, + //and also sets its own eventhandler + void AppendEventHandler(wxEvtHandler *handler); + //recursive calls for contained objects to set eventhandlers, + //and also sets its own eventhandler + wxEvtHandler *RemoveLastEventHandler(bool deleteHandler); + +protected: + + //to position the object + wxTransformMatrix lworld; + + //reference to another wxCanvasObject + wxCanvasObject* m_obj; +}; + +//:defenition +// wxCanvasRect +class wxCanvasRect: public wxCanvasObject +{ +public: + wxCanvasRect( double x, double y, double w, double h , double radius=0 ); + void SetBrush( const wxBrush& brush) { m_brush = brush; }; + void SetPen( const wxPen& pen) { m_pen = pen; CalcBoundingBox(); }; + + double GetPosX() { return m_x; } + double GetPosY() { return m_y; } + void SetPosXY( double x, double y) {m_x=x; m_y=y; CalcBoundingBox();}; + + void TransLate( double x, double y ); + void CalcBoundingBox(); + + virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height ); + virtual void WriteSVG( wxTextOutputStream &stream ); + +private: + wxPen m_pen; + wxBrush m_brush; + + double m_x; + double m_y; + double m_width; + double m_height; + double m_radius; +}; + //---------------------------------------------------------------------------- -// wxCanvasImage +// wxCanvasCircle //---------------------------------------------------------------------------- +class wxCanvasCircle: public wxCanvasObject +{ +public: + wxCanvasCircle( double x, double y, double radius ); + void SetBrush( const wxBrush& brush) { m_brush = brush; }; + void SetPen( const wxPen& pen) { m_pen = pen; CalcBoundingBox(); }; + + double GetPosX() { return m_x; } + double GetPosY() { return m_y; } + void SetPosXY( double x, double y) {m_x=x; m_y=y;CalcBoundingBox(); }; + + void TransLate( double x, double y ); + + void CalcBoundingBox(); + + virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height ); + virtual void WriteSVG( wxTextOutputStream &stream ); + + wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 ); + +private: + wxPen m_pen; + wxBrush m_brush; + + double m_x; + double m_y; + double m_radius; +}; + +//:defenition +// wxCanvasEllipse +class wxCanvasEllipse: public wxCanvasObject +{ +public: + wxCanvasEllipse( double x, double y, double width, double height ); + void SetBrush( const wxBrush& brush) { m_brush = brush; }; + void SetPen( const wxPen& pen) { m_pen = pen; CalcBoundingBox(); }; + + double GetPosX() { return m_x; } + double GetPosY() { return m_y; } + void SetPosXY( double x, double y) {m_x=x; m_y=y; CalcBoundingBox();}; + + void TransLate( double x, double y ); + + void CalcBoundingBox(); + + virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height ); + virtual void WriteSVG( wxTextOutputStream &stream ); + + wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 ); + +private: + wxPen m_pen; + wxBrush m_brush; + + double m_x; + double m_y; + double m_width; + double m_height; +}; + +//:defenition +// wxCanvasEllipticArc +class wxCanvasEllipticArc: public wxCanvasObject +{ +public: + wxCanvasEllipticArc( double x, double y, double width, double height, double start, double end ); + void SetBrush( const wxBrush& brush) { m_brush = brush; }; + void SetPen( const wxPen& pen) { m_pen = pen; CalcBoundingBox(); }; + + double GetPosX() { return m_x; } + double GetPosY() { return m_y; } + void SetPosXY( double x, double y) {m_x=x; m_y=y; CalcBoundingBox();}; + + void TransLate( double x, double y ); + void CalcBoundingBox(); + + virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height ); + virtual void WriteSVG( wxTextOutputStream &stream ); + + wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 ); + +private: + wxPen m_pen; + wxBrush m_brush; + double m_x; + double m_y; + double m_width; + double m_height; + double m_start; + double m_end; +}; + +//:defenition +// wxCanvasLine +class wxCanvasLine: public wxCanvasObject +{ +public: + wxCanvasLine( double x1, double y1, double x2, double y2 ); + void SetPen( const wxPen& pen) { m_pen = pen; CalcBoundingBox(); }; + + + double GetPosX() { return m_x1; } + double GetPosY() { return m_y1; } + void SetPosXY( double x, double y) {m_x1=x; m_y1=y; CalcBoundingBox();}; + + void TransLate( double x, double y ); + + void CalcBoundingBox(); + + virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height ); + virtual void WriteSVG( wxTextOutputStream &stream ); + + wxCanvasObject* IsHitWorld( double x, double y, double margin = 0 ); + +private: + wxPen m_pen; + + double m_x1; + double m_y1; + double m_x2; + double m_y2; +}; + +//:defenition +// wxCanvasImage class wxCanvasImage: public wxCanvasObject { public: - wxCanvasImage( const wxImage &image, int x, int y ); - - virtual void Render( int clip_x, int clip_y, int clip_width, int clip_height ); + wxCanvasImage( const wxImage &image, double x, double y, double w, double h ); + + double GetPosX() { return m_x; } + double GetPosY() { return m_y; } + void SetPosXY( double x, double y); + + void TransLate( double x, double y ); + + void CalcBoundingBox(); + + virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height ); virtual void WriteSVG( wxTextOutputStream &stream ); - + private: + double m_x; + double m_y; + double m_width; + double m_height; + wxImage m_image; + int m_orgw,m_orgh; + + // cache + wxBitmap m_cBitmap; + wxImage m_cImage; + int m_cW; + int m_cH; + double m_cR; }; //---------------------------------------------------------------------------- @@ -83,58 +530,176 @@ class wxCanvasControl: public wxCanvasObject public: wxCanvasControl( wxWindow *control ); ~wxCanvasControl(); - - virtual void Move( int x, int y ); - void UpdateSize(); - + + double GetPosX(); + double GetPosY(); + void SetPosXY( double x, double y); + + void TransLate( double x, double y ); + void MoveRelative( double x, double y ); + + void CalcBoundingBox(); + private: wxWindow *m_control; }; -//---------------------------------------------------------------------------- -// wxCanvas -//---------------------------------------------------------------------------- +//:defenition +// wxCanvasText +class wxCanvasText: public wxCanvasObject +{ +public: + wxCanvasText( const wxString &text, double x, double y, const wxString &foneFile, int size ); + ~wxCanvasText(); + + double GetPosX() { return m_x; } + double GetPosY() { return m_y; } + void SetPosXY( double x, double y) {m_x=x; m_y=y;CalcBoundingBox(); }; + + void TransLate( double x, double y ); + + void CalcBoundingBox(); + + virtual void Render(wxTransformMatrix* cworld, int clip_x, int clip_y, int clip_width, int clip_height ); + virtual void WriteSVG( wxTextOutputStream &stream ); + void SetRGB( unsigned char red, unsigned char green, unsigned char blue ); + void SetFlag( int flag ); + int GetFlag() { return m_flag; } + +private: + wxString m_text; + double m_x; + double m_y; + unsigned char *m_alpha; + void *m_faceData; + int m_flag; + int m_red; + int m_green; + int m_blue; + wxString m_fontFileName; + int m_size; +}; + +//:defenition +// wxCanvas is used to display a wxCanvasGroupObject, which contains wxCanvasObject derived +// drawable objects. The group to draw is called the root. +// All objects are defined in world coordinates, relative to its parent (e.g. nested groups) +// There are methods to convert from world to device coordinates and visa versa. +// Rendering a draw is normally started on the root, it to a buffer, afterwords +// an update of the damaged parts will blitted from the buffer to the screen. +// This is done in Idle time, but can also be forced. +// World coordinates can be with the Y axis going up are down. +// The area of the drawing in world coordinates that is visible on the canvas +// can be set. Parts of this area can be zoomed into resulting in scroll bars +// to be displayed. class wxCanvas: public wxScrolledWindow { public: // constructors and destructors - wxCanvas( wxWindow *parent, wxWindowID id = -1, + wxCanvas( wxCanvasAdmin* admin ,wxWindow *parent, wxWindowID id = -1, const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize, long style = wxScrolledWindowStyle ); virtual ~wxCanvas(); - - virtual void SetArea( int width, int height ); - virtual void Update( int x, int y, int width, int height ); + + //background colour for the canvas + virtual void SetColour( const wxColour& background ); + + //update the area given in device coordinates + virtual void Update( int x, int y, int width, int height, bool blit = TRUE ); + + //blit all updated areas now to the screen, else it will happen in idle time. + //Use this to support dragging for instance, becuase in such cases idle time + //will take to long. virtual void UpdateNow(); - - virtual void Prepend( wxCanvasObject* obj ); - virtual void Append( wxCanvasObject* obj ); - virtual void Insert( size_t before, wxCanvasObject* obj ); - virtual void Remove( wxCanvasObject* obj ); - - wxImage *GetBuffer() { return &m_buffer; } + + //prevent canvas activety + virtual void Freeze(); + //allow canvas activety + virtual void Thaw(); + + //get the buffer that is used for rendering in general + inline wxBitmap *GetBuffer() { return &m_buffer; } + //get the DC that is used for rendering + inline wxDC *GetDC() { return m_renderDC; } + //set the DC that is used for rendering + inline void SetDC(wxDC* dc) { m_renderDC=dc; } + + inline int GetBufferWidth() { return m_buffer.GetWidth(); } + inline int GetBufferHeight() { return m_buffer.GetHeight(); } + + //updating is needed for the canvas if the buffer did change bool NeedUpdate() { return m_needUpdate; } - + bool IsFrozen() { return m_frozen; } + + //blit damaged areas in the buffer to the screen void BlitBuffer( wxDC &dc ); + + //redirect events to this canvas object + void SetCaptureMouse( wxCanvasObject *obj ); + //are events redirected, if so return the object else NULL + inline wxCanvasObject* GetCaptured() { return m_captureMouse;} + + //set the root group where the objects for this canvas are stored + void SetRoot(wxCanvasObjectGroup* aroot){m_root=aroot;} + + //get root group that is displayed on the canvas + wxCanvasObjectGroup* GetRoot(){return m_root;} + + //scroll the window in device coordinates + virtual void ScrollWindow( int dx, int dy, + const wxRect* rect = (wxRect *) NULL ); + + //get y axis orientation + virtual bool GetYaxis() { return FALSE; } -private: - wxImage m_buffer; - bool m_needUpdate; - wxList m_updateRects; - wxList m_objects; + //get the visible part in world coordinates + virtual double GetMinX() const; + virtual double GetMinY() const; + virtual double GetMaxX() const; + virtual double GetMaxY() const; + + //convert from window to virtual coordinates + virtual double DeviceToLogicalX(int x) const; + virtual double DeviceToLogicalY(int y) const; + virtual double DeviceToLogicalXRel(int x) const; + virtual double DeviceToLogicalYRel(int y) const; + virtual int LogicalToDeviceX(double x) const; + virtual int LogicalToDeviceY(double y) const; + virtual int LogicalToDeviceXRel(double x) const; + virtual int LogicalToDeviceYRel(double y) const; + +protected: + wxBitmap m_buffer; + + //always available and m_buffer selected + wxDC* m_renderDC; - friend class wxCanvasObject; + bool m_needUpdate; + wxList m_updateRects; + wxCanvasObjectGroup* m_root; + + wxColour m_background; + bool m_frozen; + wxCanvasObject *m_lastMouse; + wxCanvasObject *m_captureMouse; + + int m_oldDeviceX,m_oldDeviceY; + + wxCanvasAdmin* m_admin; private: - void OnChar( wxKeyEvent &event ); - void OnPaint( wxPaintEvent &event ); + int m_bufferX,m_bufferY; + +protected: void OnMouse( wxMouseEvent &event ); + void OnPaint( wxPaintEvent &event ); void OnSize( wxSizeEvent &event ); void OnIdle( wxIdleEvent &event ); void OnSetFocus( wxFocusEvent &event ); void OnKillFocus( wxFocusEvent &event ); + void OnEraseBackground( wxEraseEvent &event ); private: DECLARE_CLASS(wxCanvas) @@ -142,6 +707,153 @@ private: }; + +class wxVectorCanvas: public wxCanvas +{ +public: + // constructors and destructors + wxVectorCanvas( wxCanvasAdmin* admin ,wxWindow *parent, wxWindowID id = -1, + const wxPoint& pos = wxDefaultPosition, + const wxSize& size = wxDefaultSize, + long style = wxScrolledWindowStyle ); + + //scroll the window in device coordinates + virtual void ScrollWindow( int dx, int dy, + const wxRect* rect = (wxRect *) NULL ); + + //set if the Yaxis goes up or down + void SetYaxis(bool up) { m_yaxis=up; } + + //get currently used Yaxis setting + virtual bool GetYaxis() { return m_yaxis; } + + //to set the total area in world coordinates that can be scrolled. + // when totaly zoomed out (SetMappingScroll same size as given here), + // this will be the area displayed. + // To display all of a drawing, set this here to the boundingbox of the root group + // of the canvas. + void SetScroll(double vx1,double vy1,double vx2,double vy2); + + //given the virtual size to be displayed, the mappingmatrix will be calculated + //in such a manner that it fits (same ratio in width and height) to the window size. + //The window size is used to intitialize the mapping. + //The virtual size is just an indication, it will be ajusted to fit in the client window ratio. + //When border is set an extra margin is added so that the drawing will fit nicely. + // To display all of a drawing, set this here to the boundingbox of the root group + // of the canvas. + void SetMappingScroll(double vx1,double vy1,double vx2,double vy2,bool border); + + //matrix for calculating the virtual coordinate given a screen coordinate + wxTransformMatrix GetInverseMappingMatrix(); + + //matrix for calculating the screen coordinate given a virtual coordinate + wxTransformMatrix GetMappingMatrix(); + + //get minimum X of the visible part in world coordinates + virtual double GetMinX() const; + virtual double GetMinY() const; + virtual double GetMaxX() const; + virtual double GetMaxY() const; + + //convert from window to virtual coordinates and back + virtual double DeviceToLogicalX(int x) const; + virtual double DeviceToLogicalY(int y) const; + virtual double DeviceToLogicalXRel(int x) const; + virtual double DeviceToLogicalYRel(int y) const; + virtual int LogicalToDeviceX(double x) const; + virtual int LogicalToDeviceY(double y) const; + virtual int LogicalToDeviceXRel(double x) const; + virtual int LogicalToDeviceYRel(double y) const; + +protected: + // up or down + bool m_yaxis; + + // holds the matrix for mapping from virtual to screen coordinates + wxTransformMatrix m_mapping_matrix; + + // holds the inverse of the mapping matrix + wxTransformMatrix m_inverse_mapping; + + //virtual coordinates of total drawing + double m_virtm_minX, m_virtm_minY, m_virtm_maxX, m_virtm_maxY; + + // virtual coordinates box + double m_virt_minX, m_virt_minY, m_virt_maxX, m_virt_maxY; + + // bounding box + double m_minX, m_minY, m_maxX, m_maxY; + + //are scroll bars active? + bool m_scrolled; + +private: + void OnScroll(wxScrollWinEvent& event); + void OnChar( wxKeyEvent &event ); + void OnSize( wxSizeEvent &event ); + +private: + DECLARE_CLASS(wxVectorCanvas) + DECLARE_EVENT_TABLE() +}; + + + +//:defenition +//Contains a list of wxCanvas Objects that will be maintained through this class. +//Each wxCanvasObject can be displayed on several wxCanvas Objects at the same time. +//The active wxCanvas is used to render and convert coordinates from world to device. +//So it is important to set the active wxCanvas based on the wxCanvas that has the focus +//or is scrolled etc. This is normally done within wxCanvas when appropriate. +class wxCanvasAdmin +{ +public: + // constructors and destructors + wxCanvasAdmin(); + virtual ~wxCanvasAdmin(); + + //convert from window to virtual coordinates + double DeviceToLogicalX(int x) const; + //convert from window to virtual coordinates + double DeviceToLogicalY(int y) const; + //convert from window to virtual coordinates relatif + double DeviceToLogicalXRel(int x) const; + //convert from window to virtual coordinates relatif + double DeviceToLogicalYRel(int y) const; + //convert from virtual to window coordinates + int LogicalToDeviceX(double x) const; + //convert from virtual to window coordinates + int LogicalToDeviceY(double y) const; + //convert from virtual to window coordinates relatif + int LogicalToDeviceXRel(double x) const; + //convert from virtual to window coordinates relatif + int LogicalToDeviceYRel(double y) const; + + //update in the buffer off all canvases, the area given in world coordinates + virtual void Update(wxCanvasObject* obj, double x, double y, double width, double height); + + //blit all updated areas now to the screen, else it will happen in idle time. + //Use this to support dragging for instance, becuase in such cases idle time + //will take to long. + virtual void UpdateNow(); + + //append another canvas + virtual void Append( wxCanvas* canvas ); + + //remove a canvas + virtual void Remove( wxCanvas* canvas ); + + //set the given canvas as active (for rendering, coordinate conversion etc.) + void SetActive(wxCanvas* activate); + + //get active canvas + inline wxCanvas* GetActive() {return m_active;}; + +private: + wxList m_canvaslist; + wxCanvas* m_active; +}; + #endif // WXCANVAS