wxDC& dc,
const wxRect& rect,
int flags = 0,
+ wxHeaderSortIconType sortArrow = wxHDR_SORT_ICON_NONE,
wxHeaderButtonParams* params = NULL);
virtual void DrawHeaderButtonContents(wxWindow *win,
wxDC& dc,
const wxRect& rect,
int flags = 0,
+ wxHeaderSortIconType sortArrow = wxHDR_SORT_ICON_NONE,
wxHeaderButtonParams* params = NULL);
virtual int GetHeaderButtonHeight(wxWindow *win);
wxDC& dc,
const wxRect& rect,
int flags,
+ wxHeaderSortIconType sortArrow,
wxHeaderButtonParams* params)
{
const int CORNER = 1;
dc.DrawLine( x, y+h-1, x+1, y+h-1 );
dc.DrawLine( x+w-1, y, x+w-1, y+1 );
- DrawHeaderButtonContents(win, dc, rect, flags, params);
+ DrawHeaderButtonContents(win, dc, rect, flags, sortArrow, params);
}
+
void
wxRendererGeneric::DrawHeaderButtonContents(wxWindow *win,
wxDC& dc,
const wxRect& rect,
int flags,
+ wxHeaderSortIconType sortArrow,
wxHeaderButtonParams* params)
{
// Mark this item as selected. For the generic version we'll just draw an
// Draw an up or down arrow
int arrowSpace = 0;
- if (flags & (wxCONTROL_UPICON | wxCONTROL_DOWNICON) )
+ if (sortArrow != wxHDR_SORT_ICON_NONE )
{
wxRect ar = rect;
arrowSpace = 3*ar.width/2; // space to preserve when drawing the label
wxPoint triPt[3];
- if ( flags & wxCONTROL_UPICON )
+ if ( sortArrow & wxHDR_SORT_ICON_UP )
{
triPt[0].x = ar.width / 2;
triPt[0].y = 0;