/////////////////////////////////////////////////////////////////////////////
-// Name: effects.cpp
-// Purpose: wxEffects implementation
+// Name: src/common/effects.cpp
+// Purpose: wxEffectsImpl implementation
// Author: Julian Smart
// Modified by:
// Created: 25/4/2000
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
-#ifdef __GNUG__
-#pragma implementation "effects.h"
-#endif
-
// For compilers that support precompilation, includes "wx.h".
#include "wx/wxprec.h"
#ifdef __BORLANDC__
-#pragma hdrstop
+ #pragma hdrstop
#endif
-#include "wx/gdicmn.h"
-#include "wx/pen.h"
-#include "wx/dcmemory.h"
-#include "wx/settings.h"
#include "wx/effects.h"
+#ifndef WX_PRECOMP
+ #include "wx/dcmemory.h"
+ #include "wx/pen.h"
+ #include "wx/settings.h"
+ #include "wx/gdicmn.h"
+#endif //WX_PRECOMP
+
/*
- * wxEffects: various 3D effects
+ * wxEffectsImpl: various 3D effects
*/
-IMPLEMENT_CLASS(wxEffects, wxObject)
+IMPLEMENT_CLASS(wxEffectsImpl, wxObject)
// Assume system colours
-wxEffects::wxEffects()
+wxEffectsImpl::wxEffectsImpl()
{
- 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
-wxEffects::wxEffects(const wxColour& highlightColour, const wxColour& lightShadow,
+wxEffectsImpl::wxEffectsImpl(const wxColour& highlightColour, const wxColour& lightShadow,
const wxColour& faceColour, const wxColour& mediumShadow, const wxColour& darkShadow)
{
m_highlightColour = highlightColour;
}
// Draw a sunken edge
-void wxEffects::DrawSunkenEdge(wxDC& dc, const wxRect& rect, int borderSize)
+void wxEffectsImpl::DrawSunkenEdge(wxDC& dc, const wxRect& rect, int WXUNUSED(borderSize))
{
wxPen highlightPen(m_highlightColour, 1, wxSOLID);
wxPen lightShadowPen(m_lightShadow, 1, wxSOLID);
dc.SetPen(wxNullPen);
}
-bool wxEffects::TileBitmap(const wxRect& rect, wxDC& dc, wxBitmap& bitmap)
+bool wxEffectsImpl::TileBitmap(const wxRect& rect, wxDC& dc, const wxBitmap& bitmap)
{
- static bool hiColour = (wxDisplayDepth() >= 16) ;
-
int w = bitmap.GetWidth();
int h = bitmap.GetHeight();
-
+
wxMemoryDC dcMem;
-
+
+#if wxUSE_PALETTE
+ static bool hiColour = (wxDisplayDepth() >= 16) ;
if (bitmap.GetPalette() && !hiColour)
{
dc.SetPalette(* bitmap.GetPalette());
dcMem.SetPalette(* bitmap.GetPalette());
}
- dcMem.SelectObject(bitmap);
+#endif // wxUSE_PALETTE
+
+ dcMem.SelectObjectAsSource(bitmap);
int i, j;
for (i = rect.x; i < rect.x + rect.width; i += w)
}
dcMem.SelectObject(wxNullBitmap);
+#if wxUSE_PALETTE
if (bitmap.GetPalette() && !hiColour)
{
dc.SetPalette(wxNullPalette);
dcMem.SetPalette(wxNullPalette);
}
+#endif // wxUSE_PALETTE
- return TRUE;
+ return true;
}