public:
wxRendererGeneric();
- virtual void DrawHeaderButton(wxWindow *win,
+ virtual int DrawHeaderButton(wxWindow *win,
wxDC& dc,
const wxRect& rect,
int flags = 0,
+ wxHeaderSortIconType sortArrow = wxHDR_SORT_ICON_NONE,
wxHeaderButtonParams* params = NULL);
- virtual void DrawHeaderButtonContents(wxWindow *win,
+ virtual int 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);
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
// tree/list ctrl drawing
// ----------------------------------------------------------------------------
-void
+int
wxRendererGeneric::DrawHeaderButton(wxWindow* win,
wxDC& dc,
const wxRect& rect,
int flags,
+ wxHeaderSortIconType sortArrow,
wxHeaderButtonParams* params)
{
const int CORNER = 1;
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, 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);
+ return DrawHeaderButtonContents(win, dc, rect, flags, sortArrow, params);
}
-void
+
+int
wxRendererGeneric::DrawHeaderButtonContents(wxWindow *win,
wxDC& dc,
const wxRect& rect,
int flags,
+ wxHeaderSortIconType sortArrow,
wxHeaderButtonParams* params)
{
+ int labelWidth = 0;
+
// Mark this item as selected. For the generic version we'll just draw an
// underline
if ( flags & wxCONTROL_SELECTED )
// Draw an up or down arrow
int arrowSpace = 0;
- if (flags & (wxCONTROL_UPICON | wxCONTROL_DOWNICON) )
+ if (sortArrow != wxHDR_SORT_ICON_NONE )
{
wxRect ar = rect;
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 ( flags & wxCONTROL_UPICON )
+ if ( sortArrow & wxHDR_SORT_ICON_UP )
{
triPt[0].x = ar.width / 2;
triPt[0].y = 0;
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);
int tw, th, td, x, y;
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:
}
dc.DrawBitmap(params->m_labelBitmap, x, y, true);
}
+ return labelWidth;
}
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.
DECLARE_DYNAMIC_CLASS(wxGenericRendererModule)
public:
wxGenericRendererModule() {}
- bool OnInit() { return true; };
- void OnExit() { wxRendererGeneric::Cleanup(); };
+ bool OnInit() { return true; }
+ void OnExit() { wxRendererGeneric::Cleanup(); }
};
IMPLEMENT_DYNAMIC_CLASS(wxGenericRendererModule, wxModule)