// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
-#ifdef __GNUG__
+#if defined(__GNUG__) && !defined(NO_GCC_PRAGMA)
#pragma implementation "effects.h"
#endif
#include "wx/gdicmn.h"
#include "wx/pen.h"
#include "wx/dcmemory.h"
-
+#include "wx/settings.h"
#include "wx/effects.h"
/*
// Assume system colours
wxEffects::wxEffects()
{
- 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
}
// Draw a sunken edge
-void wxEffects::DrawSunkenEdge(wxDC& dc, const wxRect& rect, int borderSize)
+void wxEffects::DrawSunkenEdge(wxDC& dc, const wxRect& rect, int WXUNUSED(borderSize))
{
wxPen highlightPen(m_highlightColour, 1, wxSOLID);
wxPen lightShadowPen(m_lightShadow, 1, wxSOLID);
int w = bitmap.GetWidth();
int h = bitmap.GetHeight();
-
+
wxMemoryDC dcMem;
-
+
+#if wxUSE_PALETTE
if (bitmap.GetPalette() && !hiColour)
{
dc.SetPalette(* bitmap.GetPalette());
dcMem.SetPalette(* bitmap.GetPalette());
}
+#endif // wxUSE_PALETTE
+
dcMem.SelectObject(bitmap);
int i, j;
}
dcMem.SelectObject(wxNullBitmap);
+#if wxUSE_PALETTE
if (bitmap.GetPalette() && !hiColour)
{
dc.SetPalette(wxNullPalette);
dcMem.SetPalette(wxNullPalette);
}
+#endif // wxUSE_PALETTE
- return TRUE;
+ return true;
}