// Assume system colours
wxEffects::wxEffects()
{
- m_highlightColour = wxSystemSettings::GetSystemColour(wxSYS_COLOUR_3DHILIGHT) ;
- m_lightShadow = wxSystemSettings::GetSystemColour(wxSYS_COLOUR_3DLIGHT) ;
- m_faceColour = wxSystemSettings::GetSystemColour(wxSYS_COLOUR_3DFACE) ;
- m_mediumShadow = wxSystemSettings::GetSystemColour(wxSYS_COLOUR_3DSHADOW) ;
- m_darkShadow = wxSystemSettings::GetSystemColour(wxSYS_COLOUR_3DDKSHADOW) ;
+ m_highlightColour = wxSystemSettings::GetColour(wxSYS_COLOUR_3DHILIGHT) ;
+ m_lightShadow = wxSystemSettings::GetColour(wxSYS_COLOUR_3DLIGHT) ;
+ m_faceColour = wxSystemSettings::GetColour(wxSYS_COLOUR_3DFACE) ;
+ m_mediumShadow = wxSystemSettings::GetColour(wxSYS_COLOUR_3DSHADOW) ;
+ m_darkShadow = wxSystemSettings::GetColour(wxSYS_COLOUR_3DDKSHADOW) ;
}
// Going from lightest to darkest
wxMemoryDC dcMem;
+#if wxUSE_PALETTE
if (bitmap.GetPalette() && !hiColour)
{
dc.SetPalette(* bitmap.GetPalette());
dcMem.SetPalette(* bitmap.GetPalette());
}
+#endif // wxUSE_PALETTE
+
dcMem.SelectObject(bitmap);
int i, j;
}
dcMem.SelectObject(wxNullBitmap);
+#if wxUSE_PALETTE
if (bitmap.GetPalette() && !hiColour)
{
dc.SetPalette(wxNullPalette);
dcMem.SetPalette(wxNullPalette);
}
+#endif // wxUSE_PALETTE
return TRUE;
}