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1// Name: univ/themes/metal.cpp
2// Purpose: wxUniversal theme implementing Win32-like LNF
3// Author: Vadim Zeitlin, Robert Roebling
4// Modified by:
5// Created: 06.08.00
6// RCS-ID: $Id$
7// Copyright: (c) 2000 SciTech Software, Inc. (www.scitechsoft.com)
6aa89a22 8// Licence: wxWindows licence
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9///////////////////////////////////////////////////////////////////////////////
10
11// ===========================================================================
12// declarations
13// ===========================================================================
14
15// ---------------------------------------------------------------------------
16// headers
17// ---------------------------------------------------------------------------
18
19// For compilers that support precompilation, includes "wx.h".
20#include "wx/wxprec.h"
21
22#ifdef __BORLANDC__
23 #pragma hdrstop
24#endif
25
26#ifndef WX_PRECOMP
27 #include "wx/timer.h"
28 #include "wx/intl.h"
29 #include "wx/dc.h"
30 #include "wx/window.h"
31
32 #include "wx/dcmemory.h"
33
34 #include "wx/button.h"
35 #include "wx/listbox.h"
36 #include "wx/checklst.h"
37 #include "wx/combobox.h"
38 #include "wx/scrolbar.h"
39 #include "wx/slider.h"
40 #include "wx/textctrl.h"
41 #include "wx/toolbar.h"
42
43 #ifdef __WXMSW__
44 // for COLOR_* constants
45 #include "wx/msw/private.h"
46 #endif
47#endif // WX_PRECOMP
48
49#include "wx/notebook.h"
50#include "wx/spinbutt.h"
51#include "wx/settings.h"
52#include "wx/menu.h"
53#include "wx/artprov.h"
54#include "wx/toplevel.h"
55
56#include "wx/univ/scrtimer.h"
57#include "wx/univ/renderer.h"
58#include "wx/univ/inphand.h"
59#include "wx/univ/colschem.h"
60#include "wx/univ/theme.h"
61
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62// wxMetalRenderer: draw the GUI elements in Metal style
63// ----------------------------------------------------------------------------
64
490da436 65class wxMetalRenderer : public wxDelegateRenderer
67d947ba 66{
490da436 67 // FIXME cut'n'paste from Win32
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68 enum wxArrowDirection
69 {
70 Arrow_Left,
71 Arrow_Right,
72 Arrow_Up,
73 Arrow_Down,
74 Arrow_Max
75 };
76
77 enum wxArrowStyle
78 {
79 Arrow_Normal,
80 Arrow_Disabled,
81 Arrow_Pressed,
82 Arrow_Inversed,
83 Arrow_InversedDisabled,
84 Arrow_StateMax
85 };
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86public:
87 wxMetalRenderer(wxRenderer *renderer, wxColourScheme* scheme);
67d947ba 88
193e19cf 89 virtual void DrawButtonSurface(wxDC& dc,
61fef19b 90 const wxColour& WXUNUSED(col),
490da436 91 const wxRect& rect,
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92 int WXUNUSED(flags))
93 { DrawMetal(dc, rect); }
490da436 94
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95 virtual void DrawScrollbarThumb(wxDC& dc,
96 wxOrientation orient,
97 const wxRect& rect,
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98 int flags);
99
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100 virtual void DrawScrollbarShaft(wxDC& dc,
101 wxOrientation orient,
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102 const wxRect& rectBar,
103 int flags);
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104
105 virtual void GetComboBitmaps(wxBitmap *bmpNormal,
106 wxBitmap *bmpFocus,
107 wxBitmap *bmpPressed,
108 wxBitmap *bmpDisabled);
109
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110 virtual void DrawArrow(wxDC& dc,
111 wxDirection dir,
112 const wxRect& rect,
113 int flags = 0);
67d947ba 114protected:
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115 void DrawArrowButton(wxDC& dc,
116 const wxRect& rectAll,
117 wxArrowDirection arrowDir,
118 wxArrowStyle arrowStyle);
67d947ba 119
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120 void DrawRect(wxDC& dc, wxRect *rect, const wxPen& pen);
121
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122 void DrawShadedRect(wxDC& dc, wxRect *rect,
123 const wxPen& pen1, const wxPen& pen2);
124
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125 void DrawArrowBorder(wxDC& dc, wxRect *rect, bool isPressed = FALSE);
126
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127 void DrawArrow(wxDC& dc, const wxRect& rect,
128 wxArrowDirection arrowDir, wxArrowStyle arrowStyle);
129
490da436 130 void DrawMetal(wxDC &dc, const wxRect &rect );
67d947ba 131private:
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132 wxPen m_penBlack,
133 m_penDarkGrey,
134 m_penLightGrey,
135 m_penHighlight;
136
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137 wxBitmap m_bmpArrows[Arrow_StateMax][Arrow_Max];
138};
139
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140// ----------------------------------------------------------------------------
141// wxMetalTheme
142// ----------------------------------------------------------------------------
143
d5d29b8a 144WX_DEFINE_ARRAY_PTR(wxInputHandler *, wxArrayHandlers);
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145
146class wxMetalTheme : public wxTheme
147{
148public:
149 wxMetalTheme();
150 virtual ~wxMetalTheme();
151
152 virtual wxRenderer *GetRenderer();
153 virtual wxArtProvider *GetArtProvider();
154 virtual wxInputHandler *GetInputHandler(const wxString& control);
155 virtual wxColourScheme *GetColourScheme();
67d947ba 156private:
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157 bool GetOrCreateTheme()
158 {
159 if ( !m_win32Theme )
2b5f62a0 160 m_win32Theme = wxTheme::Create( wxT("win32") );
36633c5c 161 return m_win32Theme != NULL;
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162 }
163private:
164 wxTheme *m_win32Theme;
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165 wxMetalRenderer *m_renderer;
166
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167 WX_DECLARE_THEME(Metal)
168};
169
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170// ============================================================================
171// implementation
172// ============================================================================
173
174WX_IMPLEMENT_THEME(wxMetalTheme, Metal, wxTRANSLATE("Metal theme"));
175
176// ----------------------------------------------------------------------------
177// wxMetalTheme
178// ----------------------------------------------------------------------------
179
180wxMetalTheme::wxMetalTheme()
181{
490da436 182 m_win32Theme = NULL;
67d947ba 183 m_renderer = NULL;
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184}
185
186wxMetalTheme::~wxMetalTheme()
187{
490da436 188 delete m_win32Theme;
67d947ba 189 delete m_renderer;
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190}
191
192wxRenderer *wxMetalTheme::GetRenderer()
193{
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194 if ( !GetOrCreateTheme() )
195 return 0;
67d947ba 196 if ( !m_renderer )
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197 m_renderer = new wxMetalRenderer(m_win32Theme->GetRenderer(),
198 m_win32Theme->GetColourScheme());
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199
200 return m_renderer;
201}
202
203wxArtProvider *wxMetalTheme::GetArtProvider()
204{
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205 if ( !GetOrCreateTheme() )
206 return 0;
207 return m_win32Theme->GetArtProvider();
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208}
209
210wxInputHandler *wxMetalTheme::GetInputHandler(const wxString& control)
211{
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212 if ( !GetOrCreateTheme() )
213 return 0;
214 return m_win32Theme->GetInputHandler(control);
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215}
216
217wxColourScheme *wxMetalTheme::GetColourScheme()
218{
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219 if ( !GetOrCreateTheme() )
220 return 0;
221 return m_win32Theme->GetColourScheme();
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222}
223
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224// ----------------------------------------------------------------------------
225// wxMetalRenderer
226// ----------------------------------------------------------------------------
67d947ba 227
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228wxMetalRenderer::wxMetalRenderer(wxRenderer *renderer, wxColourScheme *scheme)
229 : wxDelegateRenderer(renderer)
67d947ba 230{
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231 // init colours and pens
232 m_penBlack = wxPen(wxSCHEME_COLOUR(scheme, SHADOW_DARK), 0, wxSOLID);
490da436 233 m_penDarkGrey = wxPen(wxSCHEME_COLOUR(scheme, SHADOW_OUT), 0, wxSOLID);
67d947ba 234 m_penLightGrey = wxPen(wxSCHEME_COLOUR(scheme, SHADOW_IN), 0, wxSOLID);
490da436 235 m_penHighlight = wxPen(wxSCHEME_COLOUR(scheme, SHADOW_HIGHLIGHT), 0, wxSOLID);
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236
237 // init the arrow bitmaps
238 static const size_t ARROW_WIDTH = 7;
239 static const size_t ARROW_LENGTH = 4;
240
241 wxMask *mask;
242 wxMemoryDC dcNormal,
243 dcDisabled,
244 dcInverse;
245 for ( size_t n = 0; n < Arrow_Max; n++ )
246 {
247 bool isVertical = n > Arrow_Right;
248 int w, h;
249 if ( isVertical )
250 {
251 w = ARROW_WIDTH;
252 h = ARROW_LENGTH;
253 }
254 else
255 {
256 h = ARROW_WIDTH;
257 w = ARROW_LENGTH;
258 }
259
260 // disabled arrow is larger because of the shadow
261 m_bmpArrows[Arrow_Normal][n].Create(w, h);
262 m_bmpArrows[Arrow_Disabled][n].Create(w + 1, h + 1);
263
264 dcNormal.SelectObject(m_bmpArrows[Arrow_Normal][n]);
265 dcDisabled.SelectObject(m_bmpArrows[Arrow_Disabled][n]);
266
267 dcNormal.SetBackground(*wxWHITE_BRUSH);
268 dcDisabled.SetBackground(*wxWHITE_BRUSH);
269 dcNormal.Clear();
270 dcDisabled.Clear();
271
272 dcNormal.SetPen(m_penBlack);
273 dcDisabled.SetPen(m_penDarkGrey);
274
275 // calculate the position of the point of the arrow
276 wxCoord x1, y1;
277 if ( isVertical )
278 {
279 x1 = (ARROW_WIDTH - 1)/2;
280 y1 = n == Arrow_Up ? 0 : ARROW_LENGTH - 1;
281 }
282 else // horizontal
283 {
284 x1 = n == Arrow_Left ? 0 : ARROW_LENGTH - 1;
285 y1 = (ARROW_WIDTH - 1)/2;
286 }
287
288 wxCoord x2 = x1,
289 y2 = y1;
290
291 if ( isVertical )
292 x2++;
293 else
294 y2++;
295
296 for ( size_t i = 0; i < ARROW_LENGTH; i++ )
297 {
298 dcNormal.DrawLine(x1, y1, x2, y2);
299 dcDisabled.DrawLine(x1, y1, x2, y2);
300
301 if ( isVertical )
302 {
303 x1--;
304 x2++;
305
306 if ( n == Arrow_Up )
307 {
308 y1++;
309 y2++;
310 }
311 else // down arrow
312 {
313 y1--;
314 y2--;
315 }
316 }
317 else // left or right arrow
318 {
319 y1--;
320 y2++;
321
322 if ( n == Arrow_Left )
323 {
324 x1++;
325 x2++;
326 }
327 else
328 {
329 x1--;
330 x2--;
331 }
332 }
333 }
334
335 // draw the shadow for the disabled one
336 dcDisabled.SetPen(m_penHighlight);
337 switch ( n )
338 {
339 case Arrow_Left:
340 y1 += 2;
341 dcDisabled.DrawLine(x1, y1, x2, y2);
342 break;
343
344 case Arrow_Right:
345 x1 = ARROW_LENGTH - 1;
346 y1 = (ARROW_WIDTH - 1)/2 + 1;
347 x2 = 0;
348 y2 = ARROW_WIDTH;
349 dcDisabled.DrawLine(x1, y1, x2, y2);
350 dcDisabled.DrawLine(++x1, y1, x2, ++y2);
351 break;
352
353 case Arrow_Up:
354 x1 += 2;
355 dcDisabled.DrawLine(x1, y1, x2, y2);
356 break;
357
358 case Arrow_Down:
359 x1 = ARROW_WIDTH - 1;
360 y1 = 1;
361 x2 = (ARROW_WIDTH - 1)/2;
362 y2 = ARROW_LENGTH;
363 dcDisabled.DrawLine(x1, y1, x2, y2);
364 dcDisabled.DrawLine(++x1, y1, x2, ++y2);
365 break;
366
367 }
368
369 // create the inversed bitmap but only for the right arrow as we only
370 // use it for the menus
371 if ( n == Arrow_Right )
372 {
373 m_bmpArrows[Arrow_Inversed][n].Create(w, h);
374 dcInverse.SelectObject(m_bmpArrows[Arrow_Inversed][n]);
375 dcInverse.Clear();
376 dcInverse.Blit(0, 0, w, h,
377 &dcNormal, 0, 0,
378 wxXOR);
379 dcInverse.SelectObject(wxNullBitmap);
380
381 mask = new wxMask(m_bmpArrows[Arrow_Inversed][n], *wxBLACK);
382 m_bmpArrows[Arrow_Inversed][n].SetMask(mask);
383
384 m_bmpArrows[Arrow_InversedDisabled][n].Create(w, h);
385 dcInverse.SelectObject(m_bmpArrows[Arrow_InversedDisabled][n]);
386 dcInverse.Clear();
387 dcInverse.Blit(0, 0, w, h,
388 &dcDisabled, 0, 0,
389 wxXOR);
390 dcInverse.SelectObject(wxNullBitmap);
391
392 mask = new wxMask(m_bmpArrows[Arrow_InversedDisabled][n], *wxBLACK);
393 m_bmpArrows[Arrow_InversedDisabled][n].SetMask(mask);
394 }
395
396 dcNormal.SelectObject(wxNullBitmap);
397 dcDisabled.SelectObject(wxNullBitmap);
398
399 mask = new wxMask(m_bmpArrows[Arrow_Normal][n], *wxWHITE);
400 m_bmpArrows[Arrow_Normal][n].SetMask(mask);
401 mask = new wxMask(m_bmpArrows[Arrow_Disabled][n], *wxWHITE);
402 m_bmpArrows[Arrow_Disabled][n].SetMask(mask);
403
404 m_bmpArrows[Arrow_Pressed][n] = m_bmpArrows[Arrow_Normal][n];
405 }
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406}
407
408void wxMetalRenderer::DrawScrollbarThumb(wxDC& dc,
61fef19b 409 wxOrientation WXUNUSED(orient),
490da436 410 const wxRect& rect,
61fef19b 411 int WXUNUSED(flags))
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412{
413 // we don't use the flags, the thumb never changes appearance
414 wxRect rectThumb = rect;
415 DrawArrowBorder(dc, &rectThumb);
416 DrawMetal(dc, rectThumb);
417}
67d947ba 418
490da436 419void wxMetalRenderer::DrawScrollbarShaft(wxDC& dc,
61fef19b 420 wxOrientation WXUNUSED(orient),
490da436 421 const wxRect& rectBar,
61fef19b 422 int WXUNUSED(flags))
490da436 423{
61fef19b 424 DrawMetal(dc, rectBar);
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425}
426
490da436 427void wxMetalRenderer::GetComboBitmaps(wxBitmap *bmpNormal,
61fef19b 428 wxBitmap * WXUNUSED(bmpFocus),
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429 wxBitmap *bmpPressed,
430 wxBitmap *bmpDisabled)
431{
432 static const wxCoord widthCombo = 16;
433 static const wxCoord heightCombo = 17;
67d947ba 434
490da436 435 wxMemoryDC dcMem;
67d947ba 436
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437 if ( bmpNormal )
438 {
439 bmpNormal->Create(widthCombo, heightCombo);
440 dcMem.SelectObject(*bmpNormal);
441 DrawArrowButton(dcMem, wxRect(0, 0, widthCombo, heightCombo),
442 Arrow_Down, Arrow_Normal);
443 }
67d947ba 444
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445 if ( bmpPressed )
446 {
447 bmpPressed->Create(widthCombo, heightCombo);
448 dcMem.SelectObject(*bmpPressed);
449 DrawArrowButton(dcMem, wxRect(0, 0, widthCombo, heightCombo),
450 Arrow_Down, Arrow_Pressed);
451 }
67d947ba 452
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453 if ( bmpDisabled )
454 {
455 bmpDisabled->Create(widthCombo, heightCombo);
456 dcMem.SelectObject(*bmpDisabled);
457 DrawArrowButton(dcMem, wxRect(0, 0, widthCombo, heightCombo),
458 Arrow_Down, Arrow_Disabled);
459 }
460}
67d947ba 461
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462void wxMetalRenderer::DrawArrow(wxDC& dc,
463 wxDirection dir,
464 const wxRect& rect,
465 int flags)
466{
467 // get the bitmap for this arrow
468 wxArrowDirection arrowDir;
469 switch ( dir )
470 {
471 case wxLEFT: arrowDir = Arrow_Left; break;
472 case wxRIGHT: arrowDir = Arrow_Right; break;
473 case wxUP: arrowDir = Arrow_Up; break;
474 case wxDOWN: arrowDir = Arrow_Down; break;
67d947ba 475
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476 default:
477 wxFAIL_MSG(_T("unknown arrow direction"));
478 return;
479 }
67d947ba 480
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481 wxArrowStyle arrowStyle;
482 if ( flags & wxCONTROL_PRESSED )
483 {
484 // can't be pressed and disabled
485 arrowStyle = Arrow_Pressed;
486 }
487 else
488 {
489 arrowStyle = flags & wxCONTROL_DISABLED ? Arrow_Disabled : Arrow_Normal;
490 }
67d947ba 491
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492 DrawArrowButton(dc, rect, arrowDir, arrowStyle);
493}
67d947ba 494
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495//
496// protected functions
497//
67d947ba 498
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499void wxMetalRenderer::DrawArrowButton(wxDC& dc,
500 const wxRect& rectAll,
501 wxArrowDirection arrowDir,
502 wxArrowStyle arrowStyle)
503{
504 wxRect rect = rectAll;
505 DrawMetal( dc, rect );
506 DrawArrowBorder(dc, &rect, arrowStyle == Arrow_Pressed);
507 DrawArrow(dc, rect, arrowDir, arrowStyle);
508}
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509
510void wxMetalRenderer::DrawRect(wxDC& dc, wxRect *rect, const wxPen& pen)
511{
512 // draw
513 dc.SetPen(pen);
514 dc.SetBrush(*wxTRANSPARENT_BRUSH);
515 dc.DrawRectangle(*rect);
516
517 // adjust the rect
518 rect->Inflate(-1);
519}
520
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521void wxMetalRenderer::DrawShadedRect(wxDC& dc, wxRect *rect,
522 const wxPen& pen1, const wxPen& pen2)
523{
524 // draw the rectangle
525 dc.SetPen(pen1);
526 dc.DrawLine(rect->GetLeft(), rect->GetTop(),
527 rect->GetLeft(), rect->GetBottom());
528 dc.DrawLine(rect->GetLeft() + 1, rect->GetTop(),
529 rect->GetRight(), rect->GetTop());
530 dc.SetPen(pen2);
531 dc.DrawLine(rect->GetRight(), rect->GetTop(),
532 rect->GetRight(), rect->GetBottom());
533 dc.DrawLine(rect->GetLeft(), rect->GetBottom(),
534 rect->GetRight() + 1, rect->GetBottom());
535
536 // adjust the rect
537 rect->Inflate(-1);
538}
539
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540void wxMetalRenderer::DrawArrowBorder(wxDC& dc, wxRect *rect, bool isPressed)
541{
542 if ( isPressed )
543 {
544 DrawRect(dc, rect, m_penDarkGrey);
545
546 // the arrow is usually drawn inside border of width 2 and is offset by
547 // another pixel in both directions when it's pressed - as the border
548 // in this case is more narrow as well, we have to adjust rect like
549 // this:
550 rect->Inflate(-1);
551 rect->x++;
552 rect->y++;
553 }
554 else
555 {
556 DrawShadedRect(dc, rect, m_penLightGrey, m_penBlack);
557 DrawShadedRect(dc, rect, m_penHighlight, m_penDarkGrey);
558 }
559}
560
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561void wxMetalRenderer::DrawArrow(wxDC& dc,
562 const wxRect& rect,
563 wxArrowDirection arrowDir,
564 wxArrowStyle arrowStyle)
67d947ba 565{
490da436 566 const wxBitmap& bmp = m_bmpArrows[arrowStyle][arrowDir];
67d947ba 567
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568 // under Windows the arrows always have the same size so just centre it in
569 // the provided rectangle
570 wxCoord x = rect.x + (rect.width - bmp.GetWidth()) / 2,
571 y = rect.y + (rect.height - bmp.GetHeight()) / 2;
67d947ba 572
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573 // Windows does it like this...
574 if ( arrowDir == Arrow_Left )
575 x--;
67d947ba 576
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577 // draw it
578 dc.DrawBitmap(bmp, x, y, TRUE /* use mask */);
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579}
580
581// ----------------------------------------------------------------------------
490da436 582// metal gradient
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583// ----------------------------------------------------------------------------
584
490da436 585void wxMetalRenderer::DrawMetal(wxDC &dc, const wxRect &rect )
67d947ba 586{
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587 dc.SetPen(*wxTRANSPARENT_PEN);
588 for (int y = rect.y; y < rect.height+rect.y; y++)
67d947ba 589 {
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590 int intens = 230 + 80 * (rect.y-y) / rect.height;
591 dc.SetBrush( wxBrush( wxColour(intens,intens,intens), wxSOLID ) );
592 dc.DrawRectangle( rect.x, y, rect.width, 1 );
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593 }
594}