minimal.cpp
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// ============================================================================
// declarations
// ============================================================================
// ----------------------------------------------------------------------------
// headers
// ----------------------------------------------------------------------------
// For compilers that support precompilation, includes "wx/wx.h".
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif
// for all others, include the necessary headers (this file is usually all you
// need because it includes almost all "standard" wxWindows headers)
#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif
#include <list>
using namespace std;
// ----------------------------------------------------------------------------
// resources
// ----------------------------------------------------------------------------
// the application icon (under Windows and OS/2 it is in resources)
#if defined(__WXGTK__) || defined(__WXMOTIF__) || defined(__WXMAC__) || defined(__WXMGL__) || defined(__WXX11__)
#include "mondrian.xpm"
#endif
// ----------------------------------------------------------------------------
// private classes
// ----------------------------------------------------------------------------
// Define a new application type, each program should derive a class from wxApp
class MyApp : public wxApp
{
public:
// override base class virtuals
// ----------------------------
// this one is called on application startup and is a good place for the app
// initialization (doing it here and not in the ctor allows to have an error
// return: if OnInit() returns false, the application terminates)
virtual bool OnInit();
};
// Plots a line from one point to the other
class DoodleLine
{
public:
wxInt32 x1;
wxInt32 y1;
wxInt32 x2;
wxInt32 y2;
};
// Contains a list of lines: represents a mouse-down doodle
class DoodleSegment
{
public:
list<DoodleLine> lines;
bool empty() {return lines.begin()==lines.end();};
void clear(){lines.clear();};
void Draw(wxDC *dc);
};
// Define a new canvas type
class MyCanvas : public wxScrolledWindow
{
private:
DoodleSegment currentSegment;
list<DoodleSegment> segments;
int xpos;
int ypos;
protected:
public:
MyCanvas(wxFrame *parent, const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize,
long style = 0)
:wxScrolledWindow(parent, -1, pos, size, style)
{
SetScrollbars(1, 1, 1024, 768);
SetBackgroundColour(wxColour(_T("YELLOW")));
};
~MyCanvas(void){};
void OnPaint(wxPaintEvent& event);
void OnMouse(wxMouseEvent& event);
DECLARE_EVENT_TABLE()
};
// Define a new frame type: this is going to be our main frame
class MyFrame : public wxFrame
{
public:
// ctor(s)
MyFrame(const wxString& title, const wxPoint& pos, const wxSize& size,
long style = wxDEFAULT_FRAME_STYLE);
// event handlers (these functions should _not_ be virtual)
void OnQuit(wxCommandEvent& event);
void OnAbout(wxCommandEvent& event);
private:
// any class wishing to process wxWindows events must use this macro
DECLARE_EVENT_TABLE()
};
// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------
// IDs for the controls and the menu commands
enum
{
// menu items
Minimal_Quit = 1,
// it is important for the id corresponding to the "About" command to have
// this standard value as otherwise it won't be handled properly under Mac
// (where it is special and put into the "Apple" menu)
Minimal_About = wxID_ABOUT
};
// ----------------------------------------------------------------------------
// event tables and other macros for wxWindows
// ----------------------------------------------------------------------------
// the event tables connect the wxWindows events with the functions (event
// handlers) which process them. It can be also done at run-time, but for the
// simple menu events like this the static method is much simpler.
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MENU(Minimal_Quit, MyFrame::OnQuit)
EVT_MENU(Minimal_About, MyFrame::OnAbout)
END_EVENT_TABLE()
// Create a new application object: this macro will allow wxWindows to create
// the application object during program execution (it's better than using a
// static object for many reasons) and also implements the accessor function
// wxGetApp() which will return the reference of the right type (i.e. MyApp and
// not wxApp)
IMPLEMENT_APP(MyApp)
// ============================================================================
// implementation
// ============================================================================
// ----------------------------------------------------------------------------
// the application class
// ----------------------------------------------------------------------------
// 'Main program' equivalent: the program execution "starts" here
bool MyApp::OnInit()
{
// create the main application window
MyFrame *frame = new MyFrame(_T("Minimal wxWindows App"),
wxPoint(50, 50), wxSize(450, 340));
// and show it (the frames, unlike simple controls, are not shown when
// created initially)
frame->Show(TRUE);
// success: wxApp::OnRun() will be called which will enter the main message
// loop and the application will run. If we returned FALSE here, the
// application would exit immediately.
return TRUE;
}
// ----------------------------------------------------------------------------
// main frame
// ----------------------------------------------------------------------------
// frame constructor
MyFrame::MyFrame(const wxString& title, const wxPoint& pos, const wxSize& size, long style)
: wxFrame(NULL, -1, title, pos, size, style)
{
// set the frame icon
SetIcon(wxICON(mondrian));
#if wxUSE_MENUS
// create a menu bar
wxMenu *menuFile = new wxMenu;
// the "About" item should be in the help menu
wxMenu *helpMenu = new wxMenu;
helpMenu->Append(Minimal_About, _T("&About...\tF1"), _T("Show about dialog"));
menuFile->Append(Minimal_Quit, _T("E&xit\tAlt-X"), _T("Quit this program"));
// now append the freshly created menu to the menu bar...
wxMenuBar *menuBar = new wxMenuBar();
menuBar->Append(menuFile, _T("&File"));
menuBar->Append(helpMenu, _T("&Help"));
// ... and attach this menu bar to the frame
SetMenuBar(menuBar);
#endif // wxUSE_MENUS
#if wxUSE_STATUSBAR
// create a status bar just for fun (by default with 1 pane only)
CreateStatusBar(2);
SetStatusText(_T("Welcome to wxWindows!"));
#endif // wxUSE_STATUSBAR
new MyCanvas(this);
}
// event handlers
void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
{
// TRUE is to force the frame to close
Close(TRUE);
}
void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
{
wxString msg;
msg.Printf( _T("This is the About dialog of the minimal sample.\n")
_T("Welcome to %s"), wxVERSION_STRING);
wxMessageBox(msg, _T("About Minimal"), wxOK | wxICON_INFORMATION, this);
}
BEGIN_EVENT_TABLE(MyCanvas, wxScrolledWindow)
EVT_PAINT(MyCanvas::OnPaint)
EVT_MOUSE_EVENTS(MyCanvas::OnMouse)
END_EVENT_TABLE()
void MyCanvas::OnPaint(wxPaintEvent& event)
{
wxSize size=GetSize();
wxPaintDC dc(this);
PrepareDC(dc);
wxPen redPen(_T("RED"), 1, wxSOLID);
wxBrush yellowBrush(_T("YELLOW"),wxSOLID);
dc.SetPen(redPen);
list<DoodleSegment>::iterator i;
for(i=segments.begin();i!=segments.end();++i)
i->Draw(&dc);
dc.SetPen(wxNullPen);
dc.SetBrush(wxNullBrush);
}
void MyCanvas::OnMouse(wxMouseEvent& event)
{
wxClientDC dc(this);
PrepareDC(dc);
wxPen redPen(_T("RED"), 1, wxSOLID);
dc.SetPen(redPen);
int x,y;
event.GetPosition(&x,&y);
wxPoint pt(event.GetLogicalPosition(dc));
if (HasCapture() && event.LeftUp())
{
ReleaseMouse();
if (!currentSegment.empty())
{
// We've got a valid segment on mouse left up, so store it.
segments.push_back(currentSegment);
currentSegment.clear();
}
}
if (HasCapture() && event.Dragging())
{
DoodleLine newLine;
newLine.x1 = (long)xpos;
newLine.y1 = (long)ypos;
newLine.x2 = pt.x;
newLine.y2 = pt.y;
currentSegment.lines.push_back(newLine);
dc.DrawLine( (long)xpos, (long)ypos, pt.x, pt.y);
xpos = pt.x;
ypos = pt.y;
}
if(event.LeftDown())
{
CaptureMouse();
currentSegment.clear();
xpos = pt.x;
ypos = pt.y;
}
}
void DoodleSegment::Draw(wxDC *dc)
{
list<DoodleLine>::iterator i;
for(i=lines.begin();i!=lines.end();++i)
dc->DrawLine(i->x1, i->y1, i->x2, i->y2);
}