class WXDLLEXPORT wxPoint;
class MGLRegion;
-enum wxRegionContain
+enum wxRegionContain
{
- wxOutRegion = 0,
- wxPartRegion = 1,
+ wxOutRegion = 0,
+ wxPartRegion = 1,
wxInRegion = 2
};
-class WXDLLEXPORT wxRegion : public wxGDIObject
+class WXDLLEXPORT wxRegion : public wxGDIObject
{
DECLARE_DYNAMIC_CLASS(wxRegion);
friend class WXDLLEXPORT wxRegionIterator;
wxRegion(const wxPoint& topLeft, const wxPoint& bottomRight);
wxRegion(const wxRect& rect);
wxRegion(const MGLRegion& region);
+ wxRegion( const wxBitmap& bmp,
+ const wxColour& transColour = wxNullColour,
+ int tolerance = 0)
+ {
+ Union(bmp, transColour, tolerance);
+ }
wxRegion();
~wxRegion();
wxRegionContain Contains(wxCoord x, wxCoord y, wxCoord w, wxCoord h) const;
// Does the region contain the rectangle rect?
wxRegionContain Contains(const wxRect& rect) const;
-
+
+ // Convert the region to a B&W bitmap with the white pixels being inside
+ // the region.
+ wxBitmap ConvertToBitmap() const;
+
+ // Use the non-transparent pixels of a wxBitmap for the region to combine
+ // with this region. If the bitmap has a mask then it will be used,
+ // otherwise the colour to be treated as transparent may be specified,
+ // along with an optional tolerance value.
+ bool Union(const wxBitmap& bmp,
+ const wxColour& transColour = wxNullColour,
+ int tolerance = 0);
+
+
// implementation from now on:
const MGLRegion& GetMGLRegion() const;
WX_DECLARE_EXPORTED_LIST(wxRect, wxRegionRectList);
-class WXDLLEXPORT wxRegionIterator : public wxObject
+class WXDLLEXPORT wxRegionIterator : public wxObject
{
DECLARE_DYNAMIC_CLASS(wxRegionIterator);
public: