+void
+wxRendererMac::DrawSplitterSash(wxWindow *win,
+ wxDC& dc,
+ const wxSize& size,
+ wxCoord position,
+ wxOrientation orient,
+ int WXUNUSED(flags))
+{
+#if ( TARGET_API_MAC_OSX == 1 ) && ( MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_3 )
+ if ( UMAGetSystemVersion() >= 0x1030 )
+ {
+ bool hasMetal = win->MacGetTopLevelWindow()->MacGetMetalAppearance() ;
+ SInt32 height ;
+ GetThemeMetric( kThemeMetricSmallPaneSplitterHeight , &height ) ;
+ HIRect splitterRect ;
+ if ( orient == wxVERTICAL )
+ splitterRect = CGRectMake( position , 0 , height, size.y);
+ else
+ splitterRect = CGRectMake( 0 , position , size.x , height );
+ HIViewConvertRect( &splitterRect , (HIViewRef) win->GetHandle() , (HIViewRef) win->MacGetTopLevelWindow()->GetHandle() ) ;
+
+ // under compositing we should only draw when called by the OS, otherwise just issue a redraw command
+ // strange redraw errors occur if we don't do this
+
+ if ( dc.IsKindOf( CLASSINFO( wxPaintDC ) ) == false )
+ {
+ Rect r = { (short) splitterRect.origin.y , (short) splitterRect.origin.x ,
+ (short) (splitterRect.origin.y + splitterRect.size.height) , (short) (splitterRect.origin.x + splitterRect.size.width) } ;
+ RgnHandle updateRgn = NewRgn() ;
+ RectRgn( updateRgn , &r ) ;
+ HIViewSetNeedsDisplayInRegion( (HIViewRef) win->GetHandle() , updateRgn , true ) ;
+ DisposeRgn( updateRgn ) ;
+ }
+ else
+ {
+ CGContextRef cgContext ;
+ Rect bounds ;
+ GetPortBounds( (CGrafPtr) dc.m_macPort , &bounds ) ;
+ QDBeginCGContext( (CGrafPtr) dc.m_macPort , &cgContext ) ;
+ CGContextTranslateCTM( cgContext , 0 , bounds.bottom - bounds.top ) ;
+ CGContextScaleCTM( cgContext , 1 , -1 ) ;
+
+ {
+ HIThemeSplitterDrawInfo drawInfo ;
+ drawInfo.version = 0 ;
+ drawInfo.state = kThemeStateActive ;
+ drawInfo.adornment = hasMetal ? kHIThemeSplitterAdornmentMetal : kHIThemeSplitterAdornmentNone ;
+ HIThemeDrawPaneSplitter( &splitterRect , &drawInfo , cgContext , kHIThemeOrientationNormal ) ;
+ }
+ QDEndCGContext( (CGrafPtr) dc.m_macPort , &cgContext ) ;
+ }
+ }
+ else
+#endif
+ {
+#if 0
+ dc.SetPen(*wxLIGHT_GREY_PEN);
+ dc.SetBrush(*wxWHITE_BRUSH);
+ if ( orient == wxVERTICAL )
+ dc.DrawRectangle(position, 0, 7, size.y);
+ else
+ dc.DrawRectangle(0, position, size.x, 7);
+#else
+ // Do the gradient fill:
+ static int grayValues[] =
+ {
+ 0xA0, 0xF6, 0xED, 0xE4, 0xE2, 0xD0, 0xA0
+ };
+ dc.SetBrush( *wxTRANSPARENT_BRUSH );
+ if ( orient == wxVERTICAL )
+ {
+ int i;
+ for (i=0; i < (int)WXSIZEOF(grayValues); i++)
+ {
+ dc.SetPen( wxPen( wxColour( grayValues[i] , grayValues[i] , grayValues[i] ),
+ 1 , wxSOLID ) );
+ dc.DrawRectangle( position+i, 0, 1, size.y );
+ }
+ }
+ else
+ {
+ int i;
+ for (i=0; i < (int)WXSIZEOF(grayValues); i++)
+ {
+ dc.SetPen( wxPen( wxColour( grayValues[i] , grayValues[i] , grayValues[i] ),
+ 1 , wxSOLID ) );
+ dc.DrawRectangle( 0, position+i, size.x, 1 );
+ }
+ }
+#endif
+ }
+}
+