#include "wx/splitter.h"
#include "wx/dcmirror.h"
+#ifdef __WXMAC__
+ #include "wx/mac/private.h"
+#endif
+
// ----------------------------------------------------------------------------
// wxRendererGeneric: our wxRendererNative implementation
// ----------------------------------------------------------------------------
const wxRect& rect,
int flags = 0);
+ virtual void DrawFocusRect(wxWindow* win, wxDC& dc, const wxRect& rect, int flags = 0);
+
virtual wxSplitterRenderParams GetSplitterParams(const wxWindow *win);
virtual wxRendererVersion GetVersion() const
wxHeaderSortIconType sortArrow,
wxHeaderButtonParams* params)
{
- const int CORNER = 1;
-
const wxCoord x = rect.x,
y = rect.y,
w = rect.width,
dc.SetBrush(wxBrush(wxSystemSettings::GetColour(wxSYS_COLOUR_3DFACE)));
dc.SetPen(*wxTRANSPARENT_PEN);
dc.DrawRectangle(rect);
-
+
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.SetPen(m_penBlack);
- dc.DrawLine( x+w-CORNER+1, y, x+w, y+h ); // right (outer)
- dc.DrawRectangle( x, y+h, w+1, 1 ); // bottom (outer)
+ dc.DrawLine( x+w-1, y, x+w-1, y+h ); // right (outer)
+ dc.DrawLine( x, y+h-1, x+w, y+h-1 ); // bottom (outer)
dc.SetPen(m_penDarkGrey);
- dc.DrawLine( x+w-CORNER, y, x+w-1, y+h ); // right (inner)
- dc.DrawRectangle( x+1, y+h-1, w-2, 1 ); // bottom (inner)
+ dc.DrawLine( x+w-2, y+1, x+w-2, y+h-1 ); // right (inner)
+ dc.DrawLine( x+1, y+h-2, x+w-1, y+h-2 ); // bottom (inner)
dc.SetPen(m_penHighlight);
- dc.DrawRectangle( x, y, w-CORNER+1, 1 ); // top (outer)
- dc.DrawRectangle( x, y, 1, h ); // left (outer)
- dc.DrawLine( x, y+h-1, x+1, y+h-1 );
- dc.DrawLine( x+w-1, y, x+w-1, y+1 );
+ dc.DrawLine( x, y, x, y+h-1 ); // left (outer)
+ dc.DrawLine( x, y, x+w-1, y ); // top (outer)
return DrawHeaderButtonContents(win, dc, rect, flags, sortArrow, params);
}
wxHeaderButtonParams* params)
{
int labelWidth = 0;
-
+
// Mark this item as selected. For the generic version we'll just draw an
// underline
if ( flags & wxCONTROL_SELECTED )
ar.y += (rect.height - ar.height)/2;
ar.x = ar.x + rect.width - 3*ar.width/2;
arrowSpace = 3*ar.width/2; // space to preserve when drawing the label
-
+
wxPoint triPt[3];
if ( sortArrow & wxHDR_SORT_ICON_UP )
{
params->m_arrowColour : wxSystemSettings::GetColour(wxSYS_COLOUR_3DSHADOW);
dc.SetPen(wxPen(c));
dc.SetBrush(wxBrush(c));
- dc.DrawPolygon( 3, triPt, ar.x, ar.y);
+ dc.DrawPolygon( 3, triPt, ar.x, ar.y);
}
labelWidth += arrowSpace;
-
+
const int margin = 5; // number of pixels to reserve on either side of the label
int bmpWidth = 0;
int txtEnd = 0;
-
+
if ( params && params->m_labelBitmap.Ok() )
bmpWidth = params->m_labelBitmap.GetWidth() + 2;
labelWidth += bmpWidth + 2*margin;
-
+
// Draw a label if one is given
if ( params && !params->m_labelText.empty() )
{
params->m_labelColour : win->GetForegroundColour();
wxString label( params->m_labelText );
-
+
dc.SetFont(font);
dc.SetTextForeground(clr);
dc.SetBackgroundMode(wxTRANSPARENT);
dc.GetTextExtent( label, &tw, &th, &td);
labelWidth += tw;
y = rect.y + wxMax(0, (rect.height - (th+td)) / 2);
-
+
// truncate and add an ellipsis (...) if the text is too wide.
int targetWidth = rect.width - arrowSpace - bmpWidth - 2*margin;
- if ( tw > targetWidth )
+ if ( tw > targetWidth )
{
int ellipsisWidth;
dc.GetTextExtent( wxT("..."), &ellipsisWidth, NULL);
label.append( wxT("...") );
tw += ellipsisWidth;
}
-
+
switch (params->m_labelAlignment)
{
default:
}
void
+#ifdef __WXMAC__
+wxRendererGeneric::DrawItemSelectionRect(wxWindow * win,
+ wxDC& dc,
+ const wxRect& rect,
+ int flags)
+#else
wxRendererGeneric::DrawItemSelectionRect(wxWindow * WXUNUSED(win),
wxDC& dc,
const wxRect& rect,
int flags)
+#endif
{
wxBrush brush;
if ( flags & wxCONTROL_SELECTED )
}
dc.SetBrush(brush);
- dc.SetPen(flags & wxCONTROL_CURRENT ? *wxBLACK_PEN : *wxTRANSPARENT_PEN);
+ if ((flags & wxCONTROL_CURRENT) && (flags & wxCONTROL_FOCUSED)
+#if defined( __WXMAC__ ) && !defined(__WXUNIVERSAL__)
+ && IsControlActive( (ControlRef)win->GetHandle() )
+#endif
+ )
+ dc.SetPen( *wxBLACK_PEN );
+ else
+ dc.SetPen( *wxTRANSPARENT_PEN );
dc.DrawRectangle( rect );
}
+void
+wxRendererGeneric::DrawFocusRect(wxWindow* WXUNUSED(win), wxDC& dc, const wxRect& rect, int WXUNUSED(flags))
+{
+ // draw the pixels manually because the "dots" in wxPen with wxDOT style
+ // may be short traits and not really dots
+ //
+ // note that to behave in the same manner as DrawRect(), we must exclude
+ // the bottom and right borders from the rectangle
+ wxCoord x1 = rect.GetLeft(),
+ y1 = rect.GetTop(),
+ x2 = rect.GetRight(),
+ y2 = rect.GetBottom();
+
+ dc.SetPen(m_penBlack);
+
+#ifdef __WXMAC__
+ dc.SetLogicalFunction(wxCOPY);
+#else
+ // this seems to be closer than what Windows does than wxINVERT although
+ // I'm still not sure if it's correct
+ dc.SetLogicalFunction(wxAND_REVERSE);
+#endif
+
+ wxCoord z;
+ for ( z = x1 + 1; z < x2; z += 2 )
+ dc.DrawPoint(z, rect.GetTop());
+
+ wxCoord shift = z == x2 ? 0 : 1;
+ for ( z = y1 + shift; z < y2; z += 2 )
+ dc.DrawPoint(x2, z);
+
+ shift = z == y2 ? 0 : 1;
+ for ( z = x2 - shift; z > x1; z -= 2 )
+ dc.DrawPoint(z, y2);
+
+ shift = z == x1 ? 0 : 1;
+ for ( z = y2 - shift; z > y1; z -= 2 )
+ dc.DrawPoint(x1, z);
+
+ dc.SetLogicalFunction(wxCOPY);
+}
// ----------------------------------------------------------------------------
// A module to allow cleanup of generic renderer.