wxOrientation orient,
int flags = 0);
+ virtual void DrawComboBoxDropButton(wxWindow *win,
+ wxDC& dc,
+ const wxRect& rect,
+ int flags = 0);
+
+ virtual void DrawDropArrow(wxWindow *win,
+ wxDC& dc,
+ const wxRect& rect,
+ int flags = 0);
virtual wxSplitterRenderParams GetSplitterParams(const wxWindow *win);
{
if (sm_rendererGeneric)
delete sm_rendererGeneric;
-
+
sm_rendererGeneric = NULL;
}
wxCoord sashWidth,
border;
- if ( win->HasFlag(wxSP_3D) )
- {
+ if ( win->HasFlag(wxSP_3DSASH) )
sashWidth = 7;
- border = 2;
- }
+ else if ( win->HasFlag(wxSP_NOSASH) )
+ sashWidth = 0;
else // no 3D effect
- {
sashWidth = 3;
+
+ if ( win->HasFlag(wxSP_3DBORDER) )
+ border = 2;
+ else // no 3D effect
border = 0;
- }
return wxSplitterRenderParams(sashWidth, border, false);
}
const wxRect& rectOrig,
int WXUNUSED(falgs))
{
- if ( win->HasFlag(wxSP_3D) )
+ if ( win->HasFlag(wxSP_3DBORDER) )
{
wxRect rect = rectOrig;
DrawShadedRect(dc, &rect, m_penDarkGrey, m_penHighlight);
const wxCoord h = size.y;
wxCoord offset = 0;
-
- // If we're not drawing the border, droppings will
- // be left unless we make the sash shorter
- if ( !win->HasFlag(wxSP_3DBORDER) )
- {
- offset = 3;
- }
- // We need to erase any droppings left behind on
- // the splitter background
+ // If we're drawing the border, draw the sash 3d lines shorter
if ( win->HasFlag(wxSP_3DBORDER) )
{
- wxPen pen(win->GetBackgroundColour());
- dc.SetPen(pen);
-
- dc.DrawLine(2, 2, size.x - 2, 2);
- dc.DrawLine(2, h - 2, size.x - 2, h - 2);
-
- dc.SetPen(wxNullPen);
+ offset = 1;
}
- // from left to right
- if ( win->HasFlag(wxSP_3D) )
+ dc.SetPen(*wxTRANSPARENT_PEN);
+ dc.SetBrush(wxBrush(wxSystemSettings::GetColour(wxSYS_COLOUR_3DFACE)));
+
+ if ( win->HasFlag(wxSP_3DSASH) )
{
+ // Draw the 3D sash
+ dc.DrawRectangle(position + 2, 0, 3, h);
+
dc.SetPen(m_penLightGrey);
- dc.DrawLine(position, 1 + offset, position, h - 1 - offset);
+ dc.DrawLine(position, offset, position, h - offset);
dc.SetPen(m_penHighlight);
- dc.DrawLine(position + 1, offset, position + 1, h - offset);
- }
-
- dc.SetPen(*wxTRANSPARENT_PEN);
- dc.SetBrush(wxBrush(wxSystemSettings::GetColour(wxSYS_COLOUR_3DFACE)));
- dc.DrawRectangle(position + 2, offset, 3, h - 2*offset);
+ dc.DrawLine(position + 1, 0, position + 1, h);
- if ( win->HasFlag(wxSP_3D) )
- {
dc.SetPen(m_penDarkGrey);
- dc.DrawLine(position + 5, offset, position + 5, h - offset);
+ dc.DrawLine(position + 5, 0, position + 5, h);
dc.SetPen(m_penBlack);
- dc.DrawLine(position + 6, offset, position + 6, h - 1 - offset);
+ dc.DrawLine(position + 6, offset, position + 6, h - offset);
+ }
+ else
+ {
+ // Draw a flat sash
+ dc.DrawRectangle(position, 0, 3, h);
}
}
+// ----------------------------------------------------------------------------
+// button drawing
+// ----------------------------------------------------------------------------
+
+void
+wxRendererGeneric::DrawComboBoxDropButton(wxWindow *win,
+ wxDC& dc,
+ const wxRect& rect,
+ int WXUNUSED(flags))
+{
+ // Creating a generic button background that would actually be
+ // useful is rather difficult to accomplish. Best compromise
+ // is to use window's background colour to achieve transparent'
+ // ish appearance that should look decent in combo box style
+ // controls.
+ wxColour col = win->GetBackgroundColour();
+ dc.SetBrush(wxBrush(col));
+ dc.SetPen(wxPen(col));
+ dc.DrawRectangle(rect);
+ DrawDropArrow(win,dc,rect);
+}
+
+
+void
+wxRendererGeneric::DrawDropArrow(wxWindow *win,
+ wxDC& dc,
+ const wxRect& rect,
+ int WXUNUSED(flags))
+{
+ // This generic implementation should be good
+ // enough for Windows platforms (including XP).
+
+ int arrowHalf = rect.width/5;
+ int rectMid = rect.width / 2;
+ int arrowTopY = (rect.height/2) - (arrowHalf/2);
+
+ // This should always result in arrow with odd width.
+ wxPoint pt[] =
+ {
+ wxPoint(rectMid - arrowHalf, arrowTopY),
+ wxPoint(rectMid + arrowHalf, arrowTopY),
+ wxPoint(rectMid, arrowTopY + arrowHalf)
+ };
+ dc.SetBrush(wxBrush(win->GetForegroundColour()));
+ dc.SetPen(wxPen(win->GetForegroundColour()));
+ dc.DrawPolygon(WXSIZEOF(pt), pt, rect.x, rect.y);
+}
+
+// ----------------------------------------------------------------------------
// A module to allow cleanup of generic renderer.
+// ----------------------------------------------------------------------------
+
class wxGenericRendererModule: public wxModule
{
DECLARE_DYNAMIC_CLASS(wxGenericRendererModule)