#endif
#include "wx/metafile.h"
+#include "wx/xpmdecod.h"
+
#include "wx/rawbmp.h"
IMPLEMENT_DYNAMIC_CLASS(wxBitmap, wxGDIObject)
void Free();
void SetOk( bool isOk) { m_ok = isOk; }
-#if WXWIN_COMPATIBILITY_2_8
void SetWidth( int width ) { m_width = width; }
void SetHeight( int height ) { m_height = height; }
void SetDepth( int depth ) { m_depth = depth; }
-#endif
int GetWidth() const { return m_width; }
int GetHeight() const { return m_height; }
CGContextRef GetBitmapContext() const;
int GetBytesPerRow() const { return m_bytesPerRow; }
-private:
+ private :
bool Create(int width , int height , int depth);
void Init();
{
// setup the header properly
- Handle data;
- Handle maskdata;
- unsigned char * maskptr;
- unsigned char * ptr;
+ Handle data = NULL ;
+ Handle maskdata = NULL ;
+ unsigned char * maskptr = NULL ;
+ unsigned char * ptr = NULL ;
size_t datasize, masksize ;
datasize = sz * sz * 4 ;
{
if ( m_depth != 1 && m_bitmapMask == NULL )
{
+#if 0
+ // in order for this code to work properly, wxMask would have to invert black and white
+ // in the native bitmap
if ( m_bitmapMask )
{
CGImageRef tempImage = CGBitmapContextCreateImage( m_hBitmap );
CGImageRelease(tempImage);
}
else
+#endif
image = CGBitmapContextCreateImage( m_hBitmap );
}
else
m_hBitmap = NULL ;
}
- if (m_bitmapMask)
- {
- delete m_bitmapMask;
- m_bitmapMask = NULL;
- }
+ wxDELETE(m_bitmapMask);
}
wxBitmapRefData::~wxBitmapRefData()
WX_NSImage wxBitmap::GetNSImage() const
{
wxCFRef< CGImageRef > cgimage(CreateCGImage());
- return wxOSXCreateNSImageFromCGImage( cgimage );
+ return wxOSXGetNSImageFromCGImage( cgimage );
}
#endif
WX_UIImage wxBitmap::GetUIImage() const
{
wxCFRef< CGImageRef > cgimage(CreateCGImage());
- return wxOSXCreateUIImageFromCGImage( cgimage );
+ return wxOSXGetUIImageFromCGImage( cgimage );
}
#endif
return M_BITMAPDATA->HasAlpha() ;
}
-#if WXWIN_COMPATIBILITY_2_8
void wxBitmap::SetWidth(int w)
{
AllocExclusive();
AllocExclusive();
M_BITMAPDATA->SetDepth(d);
}
-#endif // WXWIN_COMPATIBILITY_2_8
void wxBitmap::SetOk(bool isOk)
{