- // we do have to erase background now that we reuse it (instead of
- // overwriting it) in OnPaint() below, but maybe we should set some flag if
- // we get here as this would mean that user code doesn't paint background
- // itself and then we wouldn't have to copy old bits to dcm below...
- event.Skip();
+ if ( !m_bmpBg.Ok() )
+ {
+ // don't even skip the event, if we don't have a bg bitmap we're going
+ // to overwrite background in OnPaint() below anyhow, so letting the
+ // default handling take place would only result in flicker, just set a
+ // flag to erase the background below
+ m_eraseBgInOnPaint = true;
+ return;
+ }
+
+ wxDC& dc = *event.GetDC();
+
+ // if the image is not fully opaque, we have to erase the background before
+ // drawing it, however avoid doing it for opaque images as this would just
+ // result in extra flicker without any other effect as background is
+ // completely covered anyhow
+ if ( m_bmpBg.GetMask() )
+ {
+ dc.SetBackground(wxBrush(GetBackgroundColour(), wxSOLID));
+ dc.Clear();
+ }
+
+ const wxSize sizeWin(GetClientSize());
+ const wxSize sizeBmp(m_bmpBg.GetWidth(), m_bmpBg.GetHeight());
+ for ( wxCoord x = 0; x < sizeWin.x; x += sizeBmp.x )
+ {
+ for ( wxCoord y = 0; y < sizeWin.y; y += sizeBmp.y )
+ {
+ dc.DrawBitmap(m_bmpBg, x, y, true /* use mask */);
+ }
+ }