]> git.saurik.com Git - wxWidgets.git/blobdiff - src/mac/renderer.cpp
compilation fix
[wxWidgets.git] / src / mac / renderer.cpp
index f295b9861acc707f1cb30f542efaa372b02c6222..07ae99090a35486e6522d26ba1cc77a80abff22b 100644 (file)
@@ -26,6 +26,9 @@
 
 #ifndef WX_PRECOMP
     #include "wx/string.h"
+    #include "wx/dc.h"
+    #include "wx/bitmap.h"
+    #include "wx/settings.h"
 #endif //WX_PRECOMP
 
 #include "wx/renderer.h"
@@ -34,7 +37,7 @@
 // wxRendererMac: our wxRendererNative implementation
 // ----------------------------------------------------------------------------
 
-class WXDLLEXPORT wxRendererMac : public wxRendererNative
+class WXDLLEXPORT wxRendererMac : public wxDelegateRendererNative
 {
 public:
     // draw the header control button (used by wxListCtrl)
@@ -49,6 +52,14 @@ public:
                                     const wxRect& rect,
                                     int flags = 0);
 
+    // draw a (vertical) sash
+    virtual void DrawSplitterSash(wxWindow *win,
+                                  wxDC& dc,
+                                  const wxSize& size,
+                                  wxCoord position,
+                                  wxOrientation orient,
+                                  int flags = 0);
+
 private:
     // the tree buttons
     wxBitmap m_bmpTreeExpanded,
@@ -108,7 +119,7 @@ static const char *aqua_arrow_down_xpm[] = {
 // ============================================================================
 
 /* static */
-wxRendererNative& wxRendererMac::Get()
+wxRendererNative& wxRendererNative::GetDefault()
 {
     static wxRendererMac s_rendererMac;
 
@@ -185,3 +196,23 @@ wxRendererMac::DrawTreeItemButton(wxWindow *win,
 #endif // 0/1
 }
 
+void
+wxRendererMac::DrawSplitterSash(wxWindow *win,
+                                wxDC& dc,
+                                const wxSize& size,
+                                wxCoord position,
+                                wxOrientation orient,
+                                int WXUNUSED(flags))
+{
+    // VZ: we have to somehow determine if we're drawing a normal sash or
+    //     a brushed metal one as they look quite differently... this is
+    //     completely bogus anyhow, of course (TODO)
+
+    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);
+}
+