#if wxUSE_GRAPHICS_CONTEXT
#include "wx/graphics.h"
-
+
class WXDLLIMPEXP_CORE wxGraphicsObjectRefData : public wxObjectRefData
{
public :
wxGraphicsObjectRefData( const wxGraphicsObjectRefData* data );
wxGraphicsRenderer* GetRenderer() const ;
virtual wxGraphicsObjectRefData* Clone() const ;
-
+
protected :
wxGraphicsRenderer* m_renderer;
} ;
class WXDLLIMPEXP_CORE wxGraphicsMatrixData : public wxGraphicsObjectRefData
{
public :
- wxGraphicsMatrixData( wxGraphicsRenderer* renderer) :
+ wxGraphicsMatrixData( wxGraphicsRenderer* renderer) :
wxGraphicsObjectRefData(renderer) {}
virtual ~wxGraphicsMatrixData() {}
virtual void Concat( const wxGraphicsMatrixData *t ) = 0;
// sets the matrix to the respective values
- virtual void Set(wxDouble a=1.0, wxDouble b=0.0, wxDouble c=0.0, wxDouble d=1.0,
+ virtual void Set(wxDouble a=1.0, wxDouble b=0.0, wxDouble c=0.0, wxDouble d=1.0,
wxDouble tx=0.0, wxDouble ty=0.0) = 0;
// gets the component valuess of the matrix
virtual void Get(wxDouble* a=NULL, wxDouble* b=NULL, wxDouble* c=NULL,
wxDouble* d=NULL, wxDouble* tx=NULL, wxDouble* ty=NULL) const = 0;
-
+
// makes this the inverse matrix
virtual void Invert() = 0;
virtual void Scale( wxDouble xScale , wxDouble yScale ) = 0;
// add the rotation to this matrix (radians)
- virtual void Rotate( wxDouble angle ) = 0;
+ virtual void Rotate( wxDouble angle ) = 0;
//
// apply the transforms
// begins a new subpath at (x,y)
virtual void MoveToPoint( wxDouble x, wxDouble y ) = 0;
- // adds a straight line from the current point to (x,y)
+ // adds a straight line from the current point to (x,y)
virtual void AddLineToPoint( wxDouble x, wxDouble y ) = 0;
// adds a cubic Bezier curve from the current point, using two control points and an end point
virtual void AddArc( wxDouble x, wxDouble y, wxDouble r, wxDouble startAngle, wxDouble endAngle, bool clockwise ) = 0;
//
- // These are convenience functions which - if not available natively will be assembled
+ // These are convenience functions which - if not available natively will be assembled
// using the primitives from above
//
// adds a quadratic Bezier curve from the current point, using a control point and an end point
virtual void AddQuadCurveToPoint( wxDouble cx, wxDouble cy, wxDouble x, wxDouble y );
- // appends a rectangle as a new closed subpath
+ // appends a rectangle as a new closed subpath
virtual void AddRectangle( wxDouble x, wxDouble y, wxDouble w, wxDouble h );
// appends an ellipsis as a new closed subpath fitting the passed rectangle
// gets the bounding box enclosing all points (possibly including control points)
virtual void GetBox(wxDouble *x, wxDouble *y, wxDouble *w, wxDouble *h) const=0;
- virtual bool Contains( wxDouble x, wxDouble y, int fillStyle = wxODDEVEN_RULE) const=0;
+ virtual bool Contains( wxDouble x, wxDouble y, wxPolygonFillMode fillStyle = wxODDEVEN_RULE) const=0;
};
#endif