wxSymbolPickerDialog presents the user with a choice of fonts and a grid of available characters. This modal dialog provides the application with a selected symbol and optional font selection.
Although this dialog is contained in the rich text library, the dialog is generic and can be used in other contexts.
To use the dialog, pass a default symbol specified as a string, an initial font name, and a current font name. The difference between the initial font and current font is that the initial font determines what the font control will be set to when the dialog shows - an empty string will show the selection normal text. The current font, on the other hand, is used by the dialog to determine what font to display the characters in, even when no initial font is selected. This allows the user (and application) to distinguish between inserting a symbol in the current font, and inserting it with a specified font.
When the dialog is dismissed, the application can get the selected symbol with GetSymbol and test whether a font was specified with UseNormalFont, fetching the specified font with GetFontName.
Here's a realistic example, inserting the supplied symbol into a rich text control in either the current font or specified font.
wxRichTextCtrl* ctrl = (wxRichTextCtrl*) FindWindow(ID_RICHTEXT_CTRL); wxTextAttrEx attr; attr.SetFlags(wxTEXT_ATTR_FONT); ctrl->GetStyle(ctrl->GetInsertionPoint(), attr); wxString currentFontName; if (attr.HasFont() && attr.GetFont().Ok()) currentFontName = attr.GetFont().GetFaceName(); // Don't set the initial font in the dialog (so the user is choosing // 'normal text', i.e. the current font) but do tell the dialog // what 'normal text' is. wxSymbolPickerDialog dlg(wxT("*"), wxEmptyString, currentFontName, this); if (dlg.ShowModal() == wxID_OK) { if (dlg.HasSelection()) { long insertionPoint = ctrl->GetInsertionPoint(); ctrl->WriteText(dlg.GetSymbol()); if (!dlg.UseNormalFont()) { wxFont font(attr.GetFont()); font.SetFaceName(dlg.GetFontName()); attr.SetFont(font); ctrl->SetStyle(insertionPoint, insertionPoint+1, attr); } } }Derived from
Include files
<wx/richtext/richtextsymboldlg.h>
Data structures
Members
wxSymbolPickerDialog::wxSymbolPickerDialog
wxSymbolPickerDialog::Create
wxSymbolPickerDialog::GetFontName
wxSymbolPickerDialog::GetFromUnicode
wxSymbolPickerDialog::GetNormalTextFontName
wxSymbolPickerDialog::GetSymbol
wxSymbolPickerDialog::GetSymbolChar
wxSymbolPickerDialog::HasSelection
wxSymbolPickerDialog::SetFontName
wxSymbolPickerDialog::SetFromUnicode
wxSymbolPickerDialog::SetNormalTextFontName
wxSymbolPickerDialog::SetSymbol
wxSymbolPickerDialog::SetUnicodeMode
wxSymbolPickerDialog::UseNormalFont
wxSymbolPickerDialog(const wxString& symbol, const wxString& initialFont, const wxString& normalTextFont, wxWindow* parent, wxWindowID id = wxID_ANY, const wxString& title = _("Symbols"), const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize, long style = wxDEFAULT_DIALOG_STYLE|wxRESIZE_BORDER|wxCLOSE_BOX)
wxSymbolPickerDialog()
Constructors.
Parameters
symbol
initialFont
normalTextFont
parent
id
title
pos
size
style
bool Create(const wxString& symbol, const wxString& initialFont, const wxString& normalTextFont, wxWindow* parent, wxWindowID id = wxID_ANY, const wxString& title = _("Symbols"), const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize, long style = wxDEFAULT_DIALOG_STYLE|wxRESIZE_BORDER|wxCLOSE_BOX)
Creation: see the constructor for details about the parameters.
wxString GetFontName() const
Returns the font name (the font reflected in the font list).
bool GetFromUnicode() const
Returns true if the dialog is showing the full range of Unicode characters.
wxString GetNormalTextFontName() const
Gets the font name used for displaying symbols in the absence of a selected font.
wxString GetSymbol() const
Gets the current or initial symbol as a string.
int GetSymbolChar() const
Gets the selected symbol character as an integer.
bool HasSelection() const
Returns true if a symbol is selected.
void SetFontName(const wxString& value)
Sets the initial/selected font name.
void SetFromUnicode(bool value)
Sets the internal flag indicating that the full Unicode range should be displayed.
void SetNormalTextFontName(const wxString& value)
Sets the name of the font to be used in the absence of a selected font.
void SetSymbol(const wxString& value)
Sets the symbol as a one or zero character string.
void SetUnicodeMode(bool unicodeMode)
Sets Unicode display mode.
bool UseNormalFont() const
Returns true if the has specified normal text - that is, there is no selected font.