Beispiel #1
0
void CDatabase::AddDefaultAttributeParameter(const char *pElementType, const char *pName, bool Const)
{
	CArray<CDefaultAttribute> *paDefaultAttributes = GetDefaultAttributes(pElementType);
	if(!paDefaultAttributes)
	{
		printf("error: can't add default attribute '%s', type '%s' does not exist\n", pName, pElementType);
		return;
	}
	CDefaultAttribute *pDefaultAttribute = &paDefaultAttributes->Add();
	pDefaultAttribute->m_Name = pName;
	pDefaultAttribute->m_Parameter = true;
	pDefaultAttribute->m_Value = 0;
	pDefaultAttribute->m_Const = Const;
}
Beispiel #2
0
void PoeditListCtrl::SetCustomFont(wxFont font_)
{
    wxFont font(font_);

    if ( !font.IsOk() )
        font = GetDefaultAttributes().font;

    m_attrNormal[0].SetFont(font);
    m_attrNormal[1].SetFont(font);

    wxFont fontb = font;
    fontb.SetWeight(wxFONTWEIGHT_BOLD);

    m_attrUntranslated[0].SetFont(fontb);
    m_attrUntranslated[1].SetFont(fontb);

    m_attrFuzzy[0].SetFont(fontb);
    m_attrFuzzy[1].SetFont(fontb);

    m_attrInvalid[0].SetFont(fontb);
    m_attrInvalid[1].SetFont(fontb);
}
Beispiel #3
0
PoeditListCtrl::PoeditListCtrl(wxWindow *parent,
               wxWindowID id,
               const wxPoint &pos,
               const wxSize &size,
               long style,
               bool dispIDs,
               const wxValidator& validator,
               const wxString &name)
     : wxListView(parent, id, pos, size, style | wxLC_VIRTUAL, validator, name)
{
    m_catalog = NULL;
    m_displayIDs = dispIDs;

    m_isRTL = false;
    m_appIsRTL = (wxTheApp->GetLayoutDirection() == wxLayout_RightToLeft);

    sortOrder = SortOrder::Default();

    CreateColumns();

    int i;
    wxImageList *list = new wxImageList(16, 16);

    // IMG_NOTHING:
    list->Add(wxArtProvider::GetBitmap("poedit-status-nothing"));

    // IMG_AUTOMATIC:
    list->Add(wxArtProvider::GetBitmap("poedit-status-automatic"));
    // IMG_COMMENT:
    list->Add(wxArtProvider::GetBitmap("poedit-status-comment"));
    // IMG_AUTOMATIC | IMG_COMMENT:
    list->Add(MergeBitmaps(wxArtProvider::GetBitmap("poedit-status-automatic"),
                           wxArtProvider::GetBitmap("poedit-status-comment")));

    // IMG_MODIFIED
    list->Add(wxArtProvider::GetBitmap("poedit-status-modified"));

    // IMG_MODIFIED variations:
    for (i = 1; i < IMG_MODIFIED; i++)
    {
        list->Add(MergeBitmaps(BitmapFromList(list, i),
                               wxArtProvider::GetBitmap("poedit-status-modified")));
    }

    // BK_XX variations:
    for (int bk = 0; bk < 10; bk++)
    {
        for(i = 0; i <= (IMG_AUTOMATIC|IMG_COMMENT|IMG_MODIFIED); i++)
        {
            wxBitmap bmp = BitmapFromList(list, i);
            list->Add(AddDigit(bk, 0, 0, bmp));
        }
    }

    AssignImageList(list, wxIMAGE_LIST_SMALL);

    // configure items colors & fonts:

    wxVisualAttributes visual = GetDefaultAttributes();
    wxColour shaded = visual.colBg;

#ifdef __WXMSW__
    // On Windows 7, shaded list items make it impossible to see the selection,
    // so use different color for it (see bug #336).
    int verMaj, verMin;
    wxGetOsVersion(&verMaj, &verMin);
    if ( verMaj > 6 || (verMaj == 6 && verMin >= 1) )
    {
        shaded.Set(int(0.99 * shaded.Red()),
                   int(0.99 * shaded.Green()),
                   shaded.Blue());
    }
    else
#endif // __WXMSW__
#ifdef __WXOSX__
    if ( shaded == *wxWHITE )
    {
        // use standard shaded color from finder/databrowser:
        shaded.Set("#f0f5fd");
    }
    else
#endif // __WXOSX__
    {
        shaded.Set(int(DARKEN_FACTOR * shaded.Red()),
                   int(DARKEN_FACTOR * shaded.Green()),
                   int(DARKEN_FACTOR * shaded.Blue()));
    }

    m_attrNormal[1].SetBackgroundColour(shaded);
    m_attrUntranslated[1].SetBackgroundColour(shaded);
    m_attrFuzzy[1].SetBackgroundColour(shaded);
    m_attrInvalid[1].SetBackgroundColour(shaded);

    // FIXME: make this user-configurable
    if ( IsAlmostWhite(visual.colBg) )
    {
        m_attrUntranslated[0].SetTextColour(gs_UntranslatedForWhite);
        m_attrUntranslated[1].SetTextColour(gs_UntranslatedForWhite);
        m_attrFuzzy[0].SetTextColour(gs_FuzzyForWhite);
        m_attrFuzzy[1].SetTextColour(gs_FuzzyForWhite);
    }
    else if ( IsAlmostBlack(visual.colBg) )
    {
        m_attrUntranslated[0].SetTextColour(gs_UntranslatedForBlack);
        m_attrUntranslated[1].SetTextColour(gs_UntranslatedForBlack);
        m_attrFuzzy[0].SetTextColour(gs_FuzzyForBlack);
        m_attrFuzzy[1].SetTextColour(gs_FuzzyForBlack);
    }
    // else: we don't know if the default colors would be well-visible on
    //       user's background color, so play it safe and don't highlight
    //       anything

    // FIXME: todo; use appropriate font for fuzzy/trans/untrans
    m_attrInvalid[0].SetBackgroundColour(gs_ErrorColor);
    m_attrInvalid[1].SetBackgroundColour(gs_ErrorColor);

    // Use gray for IDs
    if ( IsAlmostBlack(visual.colFg) )
        m_attrId.SetTextColour(wxColour("#A1A1A1"));

    SetCustomFont(wxNullFont);
}
Beispiel #4
0
PoeditListCtrl::PoeditListCtrl(wxWindow *parent,
               wxWindowID id,
               const wxPoint &pos,
               const wxSize &size,
               long style,
               bool dispIDs,
               const wxValidator& validator,
               const wxString &name)
     : wxListView(parent, id, pos, size, style | wxLC_VIRTUAL, validator, name)
{
#ifdef __WXMSW__
    if (wxApp::GetComCtl32Version() >= 600)
    {
        ::SendMessage(GetHwnd(), LVM_SETEXTENDEDLISTVIEWSTYLE, LVS_EX_DOUBLEBUFFER, LVS_EX_DOUBLEBUFFER);
    }
#endif

    m_displayIDs = dispIDs;

    m_isRTL = false;
    m_appIsRTL = (wxTheApp->GetLayoutDirection() == wxLayout_RightToLeft);

    sortOrder = SortOrder::Default();

    CreateColumns();

    wxImageList *list = new wxImageList(PX(16), PX(16));

    // IMG_XXX:
#ifndef __WXMSW__
    list->Add(wxArtProvider::GetBitmap("poedit-status-nothing"));
#endif
    list->Add(wxArtProvider::GetBitmap("poedit-status-automatic"));
    list->Add(wxArtProvider::GetBitmap("poedit-status-comment"));
    list->Add(wxArtProvider::GetBitmap("poedit-status-bookmark"));

    AssignImageList(list, wxIMAGE_LIST_SMALL);

    // configure items colors & fonts:

    wxVisualAttributes visual = GetDefaultAttributes();
    wxColour shaded = visual.colBg;

#ifdef __WXMSW__
    // On Windows 7, shaded list items make it impossible to see the selection,
    // so use different color for it (see bug #336).
    if (IsWindows7OrGreater())
    {
        shaded.Set(int(0.99 * shaded.Red()),
                   int(0.99 * shaded.Green()),
                   shaded.Blue());
    }
    else
#endif // __WXMSW__
#ifdef __WXOSX__
    if ( shaded == *wxWHITE )
    {
        // use standard shaded color from finder/databrowser:
        shaded.Set("#f0f5fd");
    }
    else
#endif // __WXOSX__
    {
        shaded.Set(int(DARKEN_FACTOR * shaded.Red()),
                   int(DARKEN_FACTOR * shaded.Green()),
                   int(DARKEN_FACTOR * shaded.Blue()));
    }

    m_attrNormal[1].SetBackgroundColour(shaded);
    m_attrUntranslated[1].SetBackgroundColour(shaded);
    m_attrFuzzy[1].SetBackgroundColour(shaded);
    m_attrInvalid[1].SetBackgroundColour(shaded);

    // FIXME: make this user-configurable
    if ( IsAlmostWhite(visual.colBg) )
    {
        m_attrUntranslated[0].SetTextColour(gs_UntranslatedForWhite);
        m_attrUntranslated[1].SetTextColour(gs_UntranslatedForWhite);
        m_attrFuzzy[0].SetTextColour(gs_FuzzyForWhite);
        m_attrFuzzy[1].SetTextColour(gs_FuzzyForWhite);
    }
    else if ( IsAlmostBlack(visual.colBg) )
    {
        m_attrUntranslated[0].SetTextColour(gs_UntranslatedForBlack);
        m_attrUntranslated[1].SetTextColour(gs_UntranslatedForBlack);
        m_attrFuzzy[0].SetTextColour(gs_FuzzyForBlack);
        m_attrFuzzy[1].SetTextColour(gs_FuzzyForBlack);
    }
    // else: we don't know if the default colors would be well-visible on
    //       user's background color, so play it safe and don't highlight
    //       anything

    // FIXME: todo; use appropriate font for fuzzy/trans/untrans
    m_attrInvalid[0].SetBackgroundColour(gs_ErrorColor);
    m_attrInvalid[1].SetBackgroundColour(gs_ErrorColor);

    // Use gray for IDs
    if ( IsAlmostBlack(visual.colFg) )
        m_attrId.SetTextColour(wxColour("#A1A1A1"));

    SetCustomFont(wxNullFont);
}
Beispiel #5
0
bool wxTextCtrl::Create(wxWindow *parent, wxWindowID id,
                        const wxString& value,
                        const wxPoint& pos,
                        const wxSize& size,
                        long style,
                        const wxValidator& validator,
                        const wxString& name)
{
    if ( (style & wxBORDER_MASK) == wxBORDER_DEFAULT )
        style |= wxBORDER_SIMPLE;

    SetWindowStyle(style);

    WXDWORD exStyle = 0;
    WXDWORD msStyle = MSWGetStyle(GetWindowStyle(), & exStyle) ;

    wxSize sizeText(size), sizeBtn(size);
    sizeBtn.x = GetBestSpinnerSize(IsVertical(style)).x / 2;

    if ( sizeText.x == wxDefaultCoord )
    {
        // DEFAULT_ITEM_WIDTH is the default width for the text control
        sizeText.x = DEFAULT_ITEM_WIDTH + MARGIN_BETWEEN + sizeBtn.x;
    }

    sizeText.x -= sizeBtn.x + MARGIN_BETWEEN;
    if ( sizeText.x <= 0 )
    {
        wxLogDebug(_T("not enough space for wxSpinCtrl!"));
    }

    wxPoint posBtn(pos);
    posBtn.x += sizeText.x + MARGIN_BETWEEN;

    // we need to turn '\n's into "\r\n"s for the multiline controls
    wxString valueWin;
    if ( m_windowStyle & wxTE_MULTILINE )
    {
        valueWin = wxTextFile::Translate(value, wxTextFileType_Dos);
    }
    else // single line
    {
        valueWin = value;
    }

    // we must create the list control before the spin button for the purpose
    // of the dialog navigation: if there is a static text just before the spin
    // control, activating it by Alt-letter should give focus to the text
    // control, not the spin and the dialog navigation code will give focus to
    // the next control (at Windows level), not the one after it

    // create the text window

    m_hwndBuddy = (WXHWND)::CreateWindowEx
                    (
                     exStyle,                // sunken border
                     _T("EDIT"),             // window class
                     valueWin,               // no window title
                     msStyle,                // style (will be shown later)
                     pos.x, pos.y,           // position
                     0, 0,                   // size (will be set later)
                     GetHwndOf(parent),      // parent
                     (HMENU)-1,              // control id
                     wxGetInstance(),        // app instance
                     NULL                    // unused client data
                    );

    if ( !m_hwndBuddy )
    {
        wxLogLastError(wxT("CreateWindow(buddy text window)"));

        return false;
    }

    // initialize wxControl
    if ( !CreateControl(parent, id, posBtn, sizeBtn, style, validator, name) )
        return false;

    // now create the real HWND
    WXDWORD spiner_style = WS_VISIBLE |
                           UDS_ALIGNRIGHT |
                           UDS_EXPANDABLE |
                           UDS_NOSCROLL;

    if ( !IsVertical(style) )
        spiner_style |= UDS_HORZ;

    if ( style & wxSP_WRAP )
        spiner_style |= UDS_WRAP;

    if ( !MSWCreateControl(UPDOWN_CLASS, spiner_style, posBtn, sizeBtn, _T(""), 0) )
        return false;

    // subclass the text ctrl to be able to intercept some events
    wxSetWindowUserData(GetBuddyHwnd(), this);
    m_wndProcBuddy = (WXFARPROC)wxSetWindowProc(GetBuddyHwnd(),
                                                wxBuddyTextCtrlWndProc);

    // set up fonts and colours  (This is nomally done in MSWCreateControl)
    InheritAttributes();
    if (!m_hasFont)
        SetFont(GetDefaultAttributes().font);

    // set the size of the text window - can do it only now, because we
    // couldn't call DoGetBestSize() before as font wasn't set
    if ( sizeText.y <= 0 )
    {
        int cx, cy;
        wxGetCharSize(GetHWND(), &cx, &cy, GetFont());

        sizeText.y = EDIT_HEIGHT_FROM_CHAR_HEIGHT(cy);
    }

    SetInitialSize(size);

    (void)::ShowWindow(GetBuddyHwnd(), SW_SHOW);

    // associate the list window with the spin button
    (void)::SendMessage(GetHwnd(), UDM_SETBUDDY, (WPARAM)GetBuddyHwnd(), 0);

    // do it after finishing with m_hwndBuddy creation to avoid generating
    // initial wxEVT_COMMAND_TEXT_UPDATED message
    ms_allTextSpins.Add(this);

    return true;
}
Beispiel #6
0
bool wxControl::MSWCreateControl(const wxChar *classname,
                                 WXDWORD style,
                                 const wxPoint& pos,
                                 const wxSize& size,
                                 const wxString& label,
                                 WXDWORD exstyle)
{
    // if no extended style given, determine it ourselves
    if ( exstyle == (WXDWORD)-1 )
    {
        exstyle = 0;
        (void) MSWGetStyle(GetWindowStyle(), &exstyle);
    }

    // all controls should have this style
    style |= WS_CHILD;

    // create the control visible if it's currently shown for wxWidgets
    if ( m_isShown )
    {
        style |= WS_VISIBLE;
    }

    // choose the position for the control: we have a problem with default size
    // here as we can't calculate the best size before the control exists
    // (DoGetBestSize() may need to use m_hWnd), so just choose the minimal
    // possible but non 0 size because 0 window width/height result in problems
    // elsewhere
    int x = pos.x == wxDefaultCoord ? 0 : pos.x,
        y = pos.y == wxDefaultCoord ? 0 : pos.y,
        w = size.x == wxDefaultCoord ? 1 : size.x,
        h = size.y == wxDefaultCoord ? 1 : size.y;

    // ... and adjust it to account for a possible parent frames toolbar
    AdjustForParentClientOrigin(x, y);

    m_hWnd = (WXHWND)::CreateWindowEx
                       (
                        exstyle,            // extended style
                        classname,          // the kind of control to create
                        label,              // the window name
                        style,              // the window style
                        x, y, w, h,         // the window position and size
                        GetHwndOf(GetParent()),  // parent
                        (HMENU)GetId(),     // child id
                        wxGetInstance(),    // app instance
                        NULL                // creation parameters
                       );

    if ( !m_hWnd )
    {
#ifdef __WXDEBUG__
        wxFAIL_MSG(wxString::Format
                   (
                    _T("CreateWindowEx(\"%s\", flags=%08x, ex=%08x) failed"),
                    classname, (unsigned int)style, (unsigned int)exstyle
                   ));
#endif // __WXDEBUG__

        return false;
    }

    // install wxWidgets window proc for this window
    SubclassWin(m_hWnd);

    // set up fonts and colours
    InheritAttributes();
    if (!m_hasFont)
        SetFont(GetDefaultAttributes().font);

    // set the size now if no initial size specified
    SetInitialBestSize(size);

    return true;
}
Beispiel #7
0
bool wxSpinCtrl::Create(wxWindow *parent,
                        wxWindowID id,
                        const wxString& value,
                        const wxPoint& pos,
                        const wxSize& size,
                        long style,
                        int min, int max, int initial,
                        const wxString& name)
{
    // this should be in ctor/init function but I don't want to add one to 2.8
    // to avoid problems with default ctor which can be inlined in the user
    // code and so might not get this fix without recompilation
    m_oldValue = INT_MIN;

    // before using DoGetBestSize(), have to set style to let the base class
    // know whether this is a horizontal or vertical control (we're always
    // vertical)
    style |= wxSP_VERTICAL;

    if ( (style & wxBORDER_MASK) == wxBORDER_DEFAULT )
#ifdef __WXWINCE__
        style |= wxBORDER_SIMPLE;
#else
        style |= wxBORDER_SUNKEN;
#endif

    SetWindowStyle(style);

    WXDWORD exStyle = 0;
    WXDWORD msStyle = MSWGetStyle(GetWindowStyle(), & exStyle) ;

    // calculate the sizes: the size given is the toal size for both controls
    // and we need to fit them both in the given width (height is the same)
    wxSize sizeText(size), sizeBtn(size);
    sizeBtn.x = wxSpinButton::DoGetBestSize().x;
    if ( sizeText.x <= 0 )
    {
        // DEFAULT_ITEM_WIDTH is the default width for the text control
        sizeText.x = DEFAULT_ITEM_WIDTH + MARGIN_BETWEEN + sizeBtn.x;
    }

    sizeText.x -= sizeBtn.x + MARGIN_BETWEEN;
    if ( sizeText.x <= 0 )
    {
        wxLogDebug(_T("not enough space for wxSpinCtrl!"));
    }

    wxPoint posBtn(pos);
    posBtn.x += sizeText.x + MARGIN_BETWEEN;

    // we must create the text control before the spin button for the purpose
    // of the dialog navigation: if there is a static text just before the spin
    // control, activating it by Alt-letter should give focus to the text
    // control, not the spin and the dialog navigation code will give focus to
    // the next control (at Windows level), not the one after it

    // create the text window

    m_hwndBuddy = (WXHWND)::CreateWindowEx
                    (
                     exStyle,                // sunken border
                     _T("EDIT"),             // window class
                     NULL,                   // no window title
                     msStyle,                // style (will be shown later)
                     pos.x, pos.y,           // position
                     0, 0,                   // size (will be set later)
                     GetHwndOf(parent),      // parent
                     (HMENU)-1,              // control id
                     wxGetInstance(),        // app instance
                     NULL                    // unused client data
                    );

    if ( !m_hwndBuddy )
    {
        wxLogLastError(wxT("CreateWindow(buddy text window)"));

        return false;
    }


    // create the spin button
    if ( !wxSpinButton::Create(parent, id, posBtn, sizeBtn, style, name) )
    {
        return false;
    }

    wxSpinButtonBase::SetRange(min, max);

    // subclass the text ctrl to be able to intercept some events
    wxSetWindowUserData(GetBuddyHwnd(), this);
    m_wndProcBuddy = (WXFARPROC)wxSetWindowProc(GetBuddyHwnd(),
                                                wxBuddyTextWndProc);

    // set up fonts and colours  (This is nomally done in MSWCreateControl)
    InheritAttributes();
    if (!m_hasFont)
        SetFont(GetDefaultAttributes().font);

    // set the size of the text window - can do it only now, because we
    // couldn't call DoGetBestSize() before as font wasn't set
    if ( sizeText.y <= 0 )
    {
        int cx, cy;
        wxGetCharSize(GetHWND(), &cx, &cy, GetFont());

        sizeText.y = EDIT_HEIGHT_FROM_CHAR_HEIGHT(cy);
    }

    SetInitialSize(size);

    (void)::ShowWindow(GetBuddyHwnd(), SW_SHOW);

    // associate the text window with the spin button
    (void)::SendMessage(GetHwnd(), UDM_SETBUDDY, (WPARAM)m_hwndBuddy, 0);

    SetValue(initial);

    // Set the range in the native control
    SetRange(min, max);

    if ( !value.empty() )
    {
        SetValue(value);
        m_oldValue = (int) wxAtol(value);
    }
    else
    {
        SetValue(wxString::Format(wxT("%d"), initial));
        m_oldValue = initial;
    }

    // do it after finishing with m_hwndBuddy creation to avoid generating
    // initial wxEVT_COMMAND_TEXT_UPDATED message
    ms_allSpins.Add(this);

    return true;
}
Beispiel #8
0
bool wxControl::MSWCreateControl(const wxChar *classname,
                                 WXDWORD style,
                                 const wxPoint& pos,
                                 const wxSize& size,
                                 const wxString& label,
                                 WXDWORD exstyle)
{
    // if no extended style given, determine it ourselves
    if ( exstyle == (WXDWORD)-1 )
    {
        exstyle = 0;
        (void) MSWGetStyle(GetWindowStyle(), &exstyle);
    }

    // all controls should have this style
    style |= WS_CHILD;

    // create the control visible if it's currently shown for wxWidgets
    if ( m_isShown )
    {
        style |= WS_VISIBLE;
    }

    // choose the position for the control: we have a problem with default size
    // here as we can't calculate the best size before the control exists
    // (DoGetBestSize() may need to use m_hWnd), so just choose the minimal
    // possible but non 0 size because 0 window width/height result in problems
    // elsewhere
    int x = pos.x == wxDefaultCoord ? 0 : pos.x,
        y = pos.y == wxDefaultCoord ? 0 : pos.y,
        w = size.x == wxDefaultCoord ? 1 : size.x,
        h = size.y == wxDefaultCoord ? 1 : size.y;

    // ... and adjust it to account for a possible parent frames toolbar
    AdjustForParentClientOrigin(x, y);

    m_hWnd = (WXHWND)::CreateWindowEx
                       (
                        exstyle,            // extended style
                        classname,          // the kind of control to create
                        label.t_str(),      // the window name
                        style,              // the window style
                        x, y, w, h,         // the window position and size
                        GetHwndOf(GetParent()),         // parent
                        (HMENU)wxUIntToPtr(GetId()),    // child id
                        wxGetInstance(),    // app instance
                        NULL                // creation parameters
                       );

    if ( !m_hWnd )
    {
        wxLogLastError(wxString::Format
                       (
                        wxT("CreateWindowEx(\"%s\", flags=%08lx, ex=%08lx)"),
                        classname, style, exstyle
                       ));

        return false;
    }

#if !wxUSE_UNICODE
    // Text labels starting with the character 0xff (which is a valid character
    // in many code pages) don't appear correctly as CreateWindowEx() has some
    // special treatment for this case, apparently the strings starting with -1
    // are not really strings but something called "ordinals". There is no
    // documentation about it but the fact is that the label gets mangled or
    // not displayed at all if we don't do this, see #9572.
    //
    // Notice that 0xffff is not a valid Unicode character so the problem
    // doesn't arise in Unicode build.
    if ( !label.empty() && label[0] == -1 )
        ::SetWindowText(GetHwnd(), label.t_str());
#endif // !wxUSE_UNICODE

    // saving the label in m_labelOrig to return it verbatim
    // later in GetLabel()
    m_labelOrig = label;

    // install wxWidgets window proc for this window
    SubclassWin(m_hWnd);

    // set up fonts and colours
    InheritAttributes();
    if ( !m_hasFont )
    {
        bool setFont = true;

        wxFont font = GetDefaultAttributes().font;

        // if we set a font for {list,tree}ctrls and the font size is changed in
        // the display properties then the font size for these controls doesn't
        // automatically adjust when they receive WM_SETTINGCHANGE

        // FIXME: replace the dynamic casts with virtual function calls!!
#if wxUSE_LISTCTRL || wxUSE_TREECTRL
        bool testFont = false;
#if wxUSE_LISTCTRL
        if ( wxDynamicCastThis(wxListCtrl) )
            testFont = true;
#endif // wxUSE_LISTCTRL
#if wxUSE_TREECTRL
        if ( wxDynamicCastThis(wxTreeCtrl) )
            testFont = true;
#endif // wxUSE_TREECTRL

        if ( testFont )
        {
            // not sure if we need to explicitly set the font here for Win95/NT4
            // but we definitely can't do it for any newer version
            // see wxGetCCDefaultFont() in src/msw/settings.cpp for explanation
            // of why this test works

            // TODO: test Win95/NT4 to see if this is needed or breaks the
            // font resizing as it does on newer versions
            if ( font != wxSystemSettings::GetFont(wxSYS_DEFAULT_GUI_FONT) )
            {
                setFont = false;
            }
        }
#endif // wxUSE_LISTCTRL || wxUSE_TREECTRL

        if ( setFont )
        {
            SetFont(GetDefaultAttributes().font);
        }
    }

    // set the size now if no initial size specified
    SetInitialSize(size);

    return true;
}
Beispiel #9
0
bool wxSpinCtrl::Create(wxWindow *parent,
                        wxWindowID id,
                        const wxString& value,
                        const wxPoint& pos,
                        const wxSize& size,
                        long style,
                        int min, int max, int initial,
                        const wxString& name)
{
    // before using DoGetBestSize(), have to set style to let the base class
    // know whether this is a horizontal or vertical control (we're always
    // vertical)
    style |= wxSP_VERTICAL;

    if ( (style & wxBORDER_MASK) == wxBORDER_DEFAULT )
#ifdef __WXWINCE__
        style |= wxBORDER_SIMPLE;
#else
        style |= wxBORDER_SUNKEN;
#endif

    SetWindowStyle(style);

    WXDWORD exStyle = 0;
    WXDWORD msStyle = MSWGetStyle(GetWindowStyle(), & exStyle) ;

    // Scroll text automatically if there is not enough space to show all of
    // it, this is better than not allowing to enter more digits at all.
    msStyle |= ES_AUTOHSCROLL;

    // propagate text alignment style to text ctrl
    if ( style & wxALIGN_RIGHT )
        msStyle |= ES_RIGHT;
    else if ( style & wxALIGN_CENTER )
        msStyle |= ES_CENTER;

    // calculate the sizes: the size given is the total size for both controls
    // and we need to fit them both in the given width (height is the same)
    wxSize sizeText(size), sizeBtn(size);
    sizeBtn.x = wxSpinButton::DoGetBestSize().x;
    if ( sizeText.x <= 0 )
    {
        // DEFAULT_ITEM_WIDTH is the default width for the text control
        sizeText.x = DEFAULT_ITEM_WIDTH + MARGIN_BETWEEN + sizeBtn.x;
    }

    sizeText.x -= sizeBtn.x + MARGIN_BETWEEN;
    if ( sizeText.x <= 0 )
    {
        wxLogDebug(wxT("not enough space for wxSpinCtrl!"));
    }

    wxPoint posBtn(pos);
    posBtn.x += sizeText.x + MARGIN_BETWEEN;

    // we must create the text control before the spin button for the purpose
    // of the dialog navigation: if there is a static text just before the spin
    // control, activating it by Alt-letter should give focus to the text
    // control, not the spin and the dialog navigation code will give focus to
    // the next control (at Windows level), not the one after it

    // create the text window

    m_hwndBuddy = (WXHWND)::CreateWindowEx
                    (
                     exStyle,                // sunken border
                     wxT("EDIT"),             // window class
                     NULL,                   // no window title
                     msStyle,                // style (will be shown later)
                     pos.x, pos.y,           // position
                     0, 0,                   // size (will be set later)
                     GetHwndOf(parent),      // parent
                     (HMENU)-1,              // control id
                     wxGetInstance(),        // app instance
                     NULL                    // unused client data
                    );

    if ( !m_hwndBuddy )
    {
        wxLogLastError(wxT("CreateWindow(buddy text window)"));

        return false;
    }


    // create the spin button
    if ( !wxSpinButton::Create(parent, id, posBtn, sizeBtn, style, name) )
    {
        return false;
    }

    wxSpinButtonBase::SetRange(min, max);

    // subclass the text ctrl to be able to intercept some events
    gs_spinForTextCtrl[GetBuddyHwnd()] = this;

    m_wndProcBuddy = (WXFARPROC)wxSetWindowProc(GetBuddyHwnd(),
                                                wxBuddyTextWndProc);

    // set up fonts and colours  (This is nomally done in MSWCreateControl)
    InheritAttributes();
    if (!m_hasFont)
        SetFont(GetDefaultAttributes().font);

    // set the size of the text window - can do it only now, because we
    // couldn't call DoGetBestSize() before as font wasn't set
    if ( sizeText.y <= 0 )
    {
        int cx, cy;
        wxGetCharSize(GetHWND(), &cx, &cy, GetFont());

        sizeText.y = EDIT_HEIGHT_FROM_CHAR_HEIGHT(cy);
    }

    SetInitialSize(size);

    (void)::ShowWindow(GetBuddyHwnd(), SW_SHOW);

    // associate the text window with the spin button
    (void)::SendMessage(GetHwnd(), UDM_SETBUDDY, (WPARAM)m_hwndBuddy, 0);

    // If the initial text value is actually a number, it overrides the
    // "initial" argument specified later.
    long initialFromText;
    if ( value.ToLong(&initialFromText) )
        initial = initialFromText;

    SetValue(initial);

    m_oldValue = initial;

    // Set the range in the native control
    SetRange(min, max);

    // Also set the text part of the control if it was specified independently
    // but don't generate an event for this, it would be unexpected.
    m_blockEvent = true;
    if ( !value.empty() )
        SetValue(value);
    m_blockEvent = false;

    return true;
}
QuickGuideDialog::QuickGuideDialog(wxWindow * parent) : wxDialog(parent, wxID_ANY, "Quick guide", wxDefaultPosition, wxSize(640, 480))
{
	auto vbox = new wxBoxSizer(wxVERTICAL);

  const char * guideText = "QUICK GUIDE - OVERVIEW OF EDITOR FUNCTIONALITY\n"
	                         "==============================================\n\n"
	                         "To create new files from scratch, use \"File -> New\" menu or Ctrl+N hotkey.\n\n"
	                         "To open existing files, use \"File -> Open\" menu or Ctrl+O hotkey.\n\n"
	                         "To save files, use \"File -> Save\" menu or Ctrl+S hotkey.\n\n"
	                         "For opening and saving you will need to provide paths to files. If at least one of the sprites, "
	                         "currently being edited, contains alpha-transparency, you must check corresponding "
	                         "checkbox in the save dialog and provide path to .alp file. If you edited some advanced object attributes "
													 "(described below) you also must check corresponding checkbox and provide path to .aoa file.\n\n"
	                         "After new files have been created or existing have been loaded, "
	                         "you can switch objects category using dropdown in the top-left corner. "
	                         "Then you can select existing object in the listbox under the dropdown.\n"
	                         "In case if there are large number of objects in the list, you can quickly jump to the object by its ID "
													 "using \"Edit -> Find\" menu or pressing Ctrl+F hotkey and entering object ID in the popup dialog.\n\n"
	                         "To create new object in the current category, press \"New object\" button "
	                         "in the bottom-left corner.\n\n"
	                         "If existing object is selected and it has some sprites, they will be displayed on the right side in the "
	                         "\"Object sprites\" tab.\n\n"
	                         "To import new sprites in the editor, select \"New sprites\" tab next to \"Object sprites\", then "
	                         "press \"Import sprites\" button at the bottom right corner. You'll be able to select one or multiple "
	                         "image files, which must be in PNG format.\n\n"
	                         "In the middle area of the editor, you can manage object sprites layout and animations.\n\n"
	                         "Main thing here is the sprites grid, surrounded by the orientation buttons. By default, new object will have "
	                         "only one grid cell. Amount of cells can be changed by modifying \"Width\" and \"Height\" parameters.\n\n"
	                         "You can drag & drop sprites from \"Object sprites\" / \"New sprites\" tabs to these grid cells. "
	                         "Imported sprites, that are larger than 32x32 pixels, will be automatically layout into current grid.\n\n"
	                         "Right-click on the sprite cell will bring popup menu.\n\n"
	                         "First item in this menu - \"Export this sprite into PNG-file\" - allows you to export this particular 32x32 sprite, "
													 "stored in current cell.\n\n"
	                         "Second item - \"Export composed frame into PNG-file\" allows to export whole current frame, consisting of "
	                         "multiple sprites, into single picture as you see it in the editor. This menu item is only shown when object width > 1 "
	                         "or height > 1.\n\n"
	                         "Third item - \"Export animation into GIF-file\" - allows to export an animation (of selected orientation) into animated "
	                         "GIF-file. After selecting path to save the file, you'll see the dialog, where you can select animation background "
	                         "color (GIF format doesn't support transparent background) and you can set starting and ending frame of animation. "
	                         "Selecting frames range can be useful for creatures animation: usually first frame determines \"standing still\" "
													 "position, while all other frames contain some \"walking\" or other kind of animation, so it may be needed to cut out "
	                         "first frame to export just \"walking\" animation by setting [1..<framesCount>] range.\n"
													 "Keep in mind, that by default animation FPS will be equal to \"Preview FPS\" setting (see below), but will be "
	                         "overridden by frame time setting (see below as well) which may be set for each individual frame.\n"
													 "This menu item is only shown when object frames count > 1.\n\n"
	                         "Next item in this menu - \"Delete this sprite\" - will delete this sprite from current animation frame.\n\n"
	                         "Next two items are related to so-called \"sprites blocking states\". This \"blocking\" state determines whether that "
	                         "object sprite will be path or movement blocking piece of that object when colliding with other objects. "
	                         "For example, if you're animating big monster creature, you may want his foot to be blocking for player, while upper "
	                         "body may not be blocking to its tallness (when looking from top-down perspective).\n"
	                         "Thus, using \"Toggle sprite 'blocking' state\" you can toggle on and off sprite's \"blocking\" state, while using "
	                         "\"Toggle spite 'blocking' state on all frames\" you can toggle this state for all sprites which are on the same "
	                         "position in the animation grid across all frames of current orientation. This can be useful if you, for example, "
	                         "are animating creature with multiple frames and want some sprites to be blocking on all that frames.\n\n"
													 "In addition to grid menu actions, you can also export or delete sprite by right-clicking it in \"Object sprites\" "
	                         "list.\n\n"
													 "If you've deleted sprite either in animation grid or in sprites list, it will be disassociated with "
	                         "curret object, but it will still persist in .spr file. To completely remove unused sprites you will need "
													 "to use \"Tools\" menu (described below) \n\n"
													 "Next to other animation controls.\n\n"
                           "By pressing green arrow buttons you can switch orientation of animation, mostly used for character "
                           "animations.\n\n"
													 "\"Pattern width\" / \"Pattern height\" are used for repeating tiled objects, like grounds or walls, "
													 "so you can make variations of such tiles which will be placed depending on their in-game drawing coordinates. "
													 "\"Pattern width\" is also in connection with orientation, because orientation is, in fact, certain pattern iteration.\n\n"
													 "You can control current iteration across pattern width or height using \"xDiv\" / \"yDiv\" "
													 "arrows accordingly. Iterating \"xDiv\" is, in fact, the same thing as pressing some orintation arrow. "
													 "But orientation arrows are useful for characters, while \"xDiv\" arrows are useful for tiled objects "
													 "(grounds, walls etc.)\n\n"
													 "\"Layers count\" field modifies amount of layers in the animation and you can switch between layers using "
													 "\"lr #\" arrows. Layers can be drawn separately or blended (merged). This is controlled by \"Blend layers\" "
													 "checkbox.\n\n"
                           "\"Amounf of frames\" field is used to set animation frames number. Current frame can be switched using "
                           "\"fr #\" arrows.\n\n"
                           "\"Frame time\" field sets time for current frame in milliseconds. This means that particular frame will be "
	                         "shown for given amount of milliseconds while playing animation. Default frame time is 0, which means that "
	                         "frame will have some average time set for all animations. E.g. if all frames have default (or zero) frame time, "
	                         "they all will be shown for same amount of predefined time.\n"
	                         "Keep in mind that frame times are stored in advanced object attributes, thus they need to be saved into .aoa file.\n\n"
	                         "\"Always animated\" checkbox is the attribute, used to indicate that object animation must be always "
	                         "played in the game.\n\n"
													 "You can preview animation using \"Preview animation\" button. By modifying \"Preview FPS\" value you can "
													 "control how fast animation will be played.\n\n"
	                         "Below the animation area is the attributes area. It is separated into \"Boolean attributes\" and "
	                         "\"Value attributes\". Boolean attributes are simply values of \"true / false\". Value attributes, "
	                         "though also have boolean toggle, have other (mostly numeric) values as well. When attribute checkbox "
	                         "is not checked, its corresponding value fields are disabled.\n\n"
													 "There is \"Tools\" menu, which contains some helpful tools.\n\n"
													 "\"Edit advanced attributes...\" (Ctrl+E hotkey) brings-up dialog, where you can edit some advanced attributes, "
													 "which will be associated with selected object. What are these attributes exactly depends on object category, "
													 "i.e. items and creatures have separate attributes set. Attributes need to be saved separately into .aoa file "
													 "(selected in save dialog).\n\n"
													 "\"Generate RME resources...\" (Ctrl+G hotkey) allows you to automatically generate some resources for "
													 "Remere's Map Editor. For now these resources are: items.otb, items.xml, creatures.xml and materials.xml. "
													 "Data for these files is taken partially from .dat file and partially from .aoa file, so you have to "
													 "properly set advanced object attributes for these files to be generated properly. For example, both items.xml "
													 "and creatures.xml require \"name\" attribute to be set.\n\n"
													 "\"Clean-up unused sprites...\" tool can be helpful if you've deleted some sprites from the animation(s). "
													 "These sprites remain in memory and got saved into .spr file even if they're disassociated with their objects. "
													 "To get rid of them, you can just run this tool and it will perform required clean-up. Don't forget to save "
													 ".spr file after it has finished working.\n\n"
	                         "The editor also has some genereal preferences accessible using \"Edit -> Preferences\" menu.\n\n"
	                         "First option there is \"Validate signatures\". If it's checked, then loaded files (.dat, .spr and others) will be "
	                         "verified to have correct signatures, which must correspond to Tibia 9.60 format. If you want to load files that belong "
	                         "to another, but compatible version, you may disable validation, but be aware that editor may crash during loading or "
	                         "behave incorrectly later.\n\n"
	                         "Second option in preferences is auto-backup feature. It's enabled by default, and backup will be performed every 10 minutes. "
 	                         "During backup, files are saved into \"autosave\" subdirectory in the editor directory. To be sure everything "
	                         "is backed-up, editor saves files of all known formats (besides mandatory .dat & .spr this includes "
	                         ".blk, .alp and .aoa).\n"
	                         "So in preferences you can turn auto-backup on and off as well as change how often it will performed.\n\n"
													 "At last, keep in mind that you can undo / redo editor operations using standard Ctrl+Z / Ctrl+Y hotkeys.";
	auto text = new wxTextCtrl(this, wxID_ANY, guideText, wxDefaultPosition, wxDefaultSize,
	                           wxTE_MULTILINE | wxTE_READONLY | wxNO_BORDER);
	text->SetBackgroundColour(GetDefaultAttributes().colBg);
	vbox->Add(text, 1, wxALL | wxEXPAND, 10);

	SetSizer(vbox);
	Center();
}
Beispiel #11
0
ColorOut::ColorOut()
{
	FRL_EXCEPT_GUARD();
	GetDefaultAttributes();
}
Beispiel #12
0
ColorOut::ColorOut( frl::Long foreground, frl::Long backgraund )
{
	FRL_EXCEPT_GUARD();
	GetDefaultAttributes();
	SetAttributes( foreground | backgraund );
}