%% License: wxWindows license
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-\section{\class{wxRenderer}}\label{wxrenderer}
+\section{\class{wxRendererNative}}\label{wxrenderernative}
-First, a brief introduction into what is wxRenderer and why is it needed.
+First, a brief introduction to wxRenderer and why it is needed.
Usually wxWindows uses the underlying low level GUI system to draw all the
controls -- this is what we mean when we say that it is a ``native'' framework.
case wxWindows provides a default, generic, implementation of them written in
wxWindows itself.
-These controls however don't have the native appearance if only the standard
-line drawing and other graphics primitives are used if only because the native
+These controls don't have the native appearance if only the standard
+line drawing and other graphics primitives are used, because the native
appearance is different under different platforms while the lines are always
drawn in the same way.
This is why we have renderers: wxRenderer is a class which virtualizes the
-drawing, i.e. it abstracts the drawing operations and allows you to draw a,
-say, button, without caring about how exactly this is done. Of course, as we
+drawing, i.e. it abstracts the drawing operations and allows you to draw say, a
+button, without caring about exactly how this is done. Of course, as we
can draw the button differently in different renderers, this also allows us to
emulate the native look and feel.
-
-So the renderers work by exposing a big set of high-level drawing functions
+So the renderers work by exposing a large set of high-level drawing functions
which are used by the generic controls. There is always a default global
renderer but it may be changed or extended by the user, see
\helpref{Render sample}{samplerender}.
+All drawing functions take some standard parameters:
+\begin{itemize}
+ \item \arg{win} is the window being drawn. It is normally not used and when
+ it is it should only be used as a generic \helpref{wxWindow}{wxwindow}
+ (in order to get its low level handle, for example), but you should
+ \emph{not} assume that it is of some given type as the same renderer
+ function may be reused for drawing different kinds of control.
+ \item \arg{dc} is the \helpref{wxDC}{wxdc} to draw on. Only this device
+ context should be used for drawing. It is not necessary to restore
+ pens and brushes for it on function exit but, on the other hand, you
+ shouldn't assume that it is in any specific state on function entry:
+ the rendering functions should always prepare it.
+ \item \arg{rect} the bounding rectangle for the element to be drawn.
+ \item \arg{flags} the optional flags (none by default) which can be a
+ combination of the \texttt{wxCONTROL\_XXX} constants below.
+\end{itemize}
+
+\wxheading{Constants}
+
+The following rendering flags are defined:
+\begin{verbatim}
+enum
+{
+ wxCONTROL_DISABLED = 0x00000001, // control is disabled
+ wxCONTROL_FOCUSED = 0x00000002, // currently has keyboard focus
+ wxCONTROL_PRESSED = 0x00000004, // (button) is pressed
+ wxCONTROL_ISDEFAULT = 0x00000008, // only applies to the buttons
+ wxCONTROL_ISSUBMENU = wxCONTROL_ISDEFAULT, // only for menu items
+ wxCONTROL_EXPANDED = wxCONTROL_ISDEFAULT, // only for the tree items
+ wxCONTROL_CURRENT = 0x00000010, // mouse is currently over the control
+ wxCONTROL_SELECTED = 0x00000020, // selected item in e.g. listbox
+ wxCONTROL_CHECKED = 0x00000040, // (check/radio button) is checked
+ wxCONTROL_CHECKABLE = 0x00000080 // (menu) item can be checked
+};
+\end{verbatim}
+
+
+\wxheading{Derived from}
+
+No base class
+
+\wxheading{Include files}
+
+<wx/renderer.h>
+
+
+\latexignore{\rtfignore{\wxheading{Members}}}
+
+
+\membersection{wxRendererNative::\destruct{wxRendererNative}}\label{wxrenderernativedtor}
+
+\func{}{\destruct{wxRendererNative}}{\void}
+
+Virtual destructor as for any base class.
+
+
+\membersection{wxRendererNative::DrawHeaderButton}\label{wxrenderernativedrawheaderbutton}
+
+\func{void}{DrawHeaderButton}{\param{wxWindow* }{win}, \param{wxDC\& }{dc}, \param{const wxRect\& }{rect}, \param{int }{flags = 0}}
+
+Draw the header control button (used by \helpref{wxListCtrl}{wxlistctrl}).
+
+
+\membersection{wxRendererNative::DrawSplitterBorder}\label{wxrenderernativedrawsplitterborder}
+
+\func{void}{DrawSplitterBorder}{\param{wxWindow* }{win}, \param{wxDC\& }{dc}, \param{const wxRect\& }{rect}, \param{int }{flags = 0}}
+
+Draw the border for sash window: this border must be such that the sash
+drawn by \helpref{DrawSash}{wxrenderernativedrawsplittersash} blends into it
+well.
+
+
+\membersection{wxRendererNative::DrawSplitterSash}\label{wxrenderernativedrawsplittersash}
+
+\func{void}{DrawSplitterSash}{\param{wxWindow* }{win}, \param{wxDC\& }{dc}, \param{const wxSize\& }{size}, \param{wxCoord }{position}, \param{wxOrientation }{orient}, \param{int }{flags = 0}}
+
+Draw a sash. The \arg{orient} parameter defines whether the sash should be
+vertical or horizontal and how should the \arg{position} be interpreted.
+
+
+\membersection{wxRendererNative::DrawTreeItemButton}\label{wxrenderernativedrawtreeitembutton}
+
+\func{void}{DrawTreeItemButton}{\param{wxWindow* }{win}, \param{wxDC\& }{dc}, \param{const wxRect\& }{rect}, \param{int }{flags = 0}}
+
+Draw the expanded/collapsed icon for a tree control item. To draw an expanded
+button the \arg{flags} parameter must contain {\tt wxCONTROL\_EXPANDED} bit.
+
+
+\membersection{wxRendererNative::Get}\label{wxrenderernativeget}
+
+\func{wxRendererNative\&}{Get}{\void}
+
+Return the currently used renderer.
+
+
+\membersection{wxRendererNative::GetDefault}\label{wxrenderernativegetdefault}
+
+\func{wxRendererNative\&}{GetDefault}{\void}
+
+Return the default (native) implementation for this platform -- this is also
+the one used by default but this may be changed by calling
+\helpref{Set}{wxrenderernativeset} in which case the return value of this
+method may be different from the return value of \helpref{Get}{wxrenderernativeget}.
+
+
+\membersection{wxRendererNative::GetGeneric}\label{wxrenderernativegetgeneric}
+
+\func{wxRendererNative\&}{GetGeneric}{\void}
+
+Return the generic implementation of the renderer. Under some platforms, this
+is the default renderer implementation, others have platform-specific default
+renderer which can be retrieved by calling \helpref{GetDefault}{wxrenderernativegetdefault}.
+
+
+\membersection{wxRendererNative::GetSplitterParams}\label{wxrenderernativegetsplitterparams}
+
+\func{wxSplitterRenderParams}{GetSplitterParams}{\param{const wxWindow* }{win}}
+
+Get the splitter parameters, see
+\helpref{wxSplitterRenderParams}{wxsplitterrenderparams}.
+
+
+\membersection{wxRendererNative::GetVersion}\label{wxrenderernativegetversion}
+
+\constfunc{wxRendererVersion}{GetVersion}{\void}
+
+This function is used for version checking: \helpref{Load}{wxrenderernativeload}
+refuses to load any shared libraries implementing an older or incompatible
+version.
+
+The implementation of this method is always the same in all renderers (simply
+construct \helpref{wxRendererVersion}{wxrendererversion} using the
+{\tt wxRendererVersion::Current\_XXX} values), but it has to be in the derived,
+not base, class, to detect mismatches between the renderers versions and so you
+have to implement it anew in all renderers.
+
+
+\membersection{wxRendererNative::Load}\label{wxrenderernativeload}
+
+\func{wxRendererNative*}{Load}{\param{const wxString\& }{name}}
+
+Load the renderer from the specified DLL, the returned pointer must be
+deleted by caller if not {\tt NULL} when it is not used any more.
+
+The \arg{name} should be just the base name of the renderer and not the full
+name of the DLL file which is constructed differently (using
+\helpref{wxDynamicLibrary::CanonicalizePluginName}{wxdynamiclibrarycanonicalizepluginname})
+on different systems.
+
+
+\membersection{wxRendererNative::Set}\label{wxrenderernativeset}
+
+\func{wxRendererNative*}{Set}{\param{wxRendererNative* }{renderer}}
+
+Set the renderer to use, passing {\tt NULL} reverts to using the default
+renderer (the global renderer must always exist).
+
+Return the previous renderer used with Set() or {\tt NULL} if none.