📄 inphand.h
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///////////////////////////////////////////////////////////////////////////////// Name: wx/univ/inphand.h// Purpose: wxInputHandler class maps the keyboard and mouse events to the// actions which then are performed by the control// Author: Vadim Zeitlin// Modified by:// Created: 18.08.00// RCS-ID: $Id: inphand.h,v 1.13 2005/09/23 12:50:46 MR Exp $// Copyright: (c) 2000 SciTech Software, Inc. (www.scitechsoft.com)// Licence: wxWindows licence///////////////////////////////////////////////////////////////////////////////#ifndef _WX_UNIV_INPHAND_H_#define _WX_UNIV_INPHAND_H_#include "wx/univ/inpcons.h" // for wxControlAction(s)// ----------------------------------------------------------------------------// types of the standard input handlers which can be passed to// wxTheme::GetInputHandler()// ----------------------------------------------------------------------------#define wxINP_HANDLER_DEFAULT _T("")#define wxINP_HANDLER_BUTTON _T("button")#define wxINP_HANDLER_CHECKBOX _T("checkbox")#define wxINP_HANDLER_CHECKLISTBOX _T("checklistbox")#define wxINP_HANDLER_COMBOBOX _T("combobox")#define wxINP_HANDLER_LISTBOX _T("listbox")#define wxINP_HANDLER_NOTEBOOK _T("notebook")#define wxINP_HANDLER_RADIOBTN _T("radiobtn")#define wxINP_HANDLER_SCROLLBAR _T("scrollbar")#define wxINP_HANDLER_SLIDER _T("slider")#define wxINP_HANDLER_SPINBTN _T("spinbtn")#define wxINP_HANDLER_STATUSBAR _T("statusbar")#define wxINP_HANDLER_TEXTCTRL _T("textctrl")#define wxINP_HANDLER_TOOLBAR _T("toolbar")#define wxINP_HANDLER_TOPLEVEL _T("toplevel")// ----------------------------------------------------------------------------// wxInputHandler: maps the events to the actions// ----------------------------------------------------------------------------class WXDLLEXPORT wxInputHandler : public wxObject{public: // map a keyboard event to one or more actions (pressed == true if the key // was pressed, false if released), returns true if something was done virtual bool HandleKey(wxInputConsumer *consumer, const wxKeyEvent& event, bool pressed) = 0; // map a mouse (click) event to one or more actions virtual bool HandleMouse(wxInputConsumer *consumer, const wxMouseEvent& event) = 0; // handle mouse movement (or enter/leave) event: it is separated from // HandleMouse() for convenience as many controls don't care about mouse // movements at all virtual bool HandleMouseMove(wxInputConsumer *consumer, const wxMouseEvent& event); // do something with focus set/kill event: this is different from // HandleMouseMove() as the mouse maybe over the control without it having // focus // // return true to refresh the control, false otherwise virtual bool HandleFocus(wxInputConsumer *consumer, const wxFocusEvent& event); // react to the app getting/losing activation // // return true to refresh the control, false otherwise virtual bool HandleActivation(wxInputConsumer *consumer, bool activated); // virtual dtor for any base class virtual ~wxInputHandler();};// ----------------------------------------------------------------------------// wxStdInputHandler is just a base class for all other "standard" handlers// and also provides the way to chain input handlers together// ----------------------------------------------------------------------------class WXDLLEXPORT wxStdInputHandler : public wxInputHandler{public: wxStdInputHandler(wxInputHandler *handler) : m_handler(handler) { } virtual bool HandleKey(wxInputConsumer *consumer, const wxKeyEvent& event, bool pressed) { return m_handler ? m_handler->HandleKey(consumer, event, pressed) : false; } virtual bool HandleMouse(wxInputConsumer *consumer, const wxMouseEvent& event) { return m_handler ? m_handler->HandleMouse(consumer, event) : false; } virtual bool HandleMouseMove(wxInputConsumer *consumer, const wxMouseEvent& event) { return m_handler ? m_handler->HandleMouseMove(consumer, event) : false; } virtual bool HandleFocus(wxInputConsumer *consumer, const wxFocusEvent& event) { return m_handler ? m_handler->HandleFocus(consumer, event) : false; }private: wxInputHandler *m_handler;};#endif // _WX_UNIV_INPHAND_H_
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