// wxRendererMac: our wxRendererNative implementation
// ----------------------------------------------------------------------------
-class WXDLLEXPORT wxRendererMac : public wxRendererNative
+class WXDLLEXPORT wxRendererMac : public wxDelegateRendererNative
{
public:
// draw the header control button (used by wxListCtrl)
const wxRect& rect,
int flags = 0);
+ // draw a (vertical) sash
+ virtual void DrawSplitterSash(wxWindow *win,
+ wxDC& dc,
+ const wxSize& size,
+ wxCoord position);
+
private:
// the tree buttons
wxBitmap m_bmpTreeExpanded,
// ============================================================================
/* static */
-wxRendererNative& wxRendererMac::Get()
+wxRendererNative& wxRendererNative::Get()
{
static wxRendererMac s_rendererMac;
#endif // 0/1
}
+void
+wxRendererMac::DrawSplitterSash(wxWindow *win,
+ wxDC& dc,
+ const wxSize& size,
+ wxCoord position)
+{
+ // 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)
+
+ const wxCoord h = size.y;
+
+ dc.SetPen(*wxLIGHT_GREY_PEN);
+ dc.SetBrush(*wxWHITE_BRUSH);
+ dc.DrawRectangle(position, 0, 7, h);
+}
+