virtual void SetScrollbars(int pixelsPerUnitX, int pixelsPerUnitY,
int noUnitsX, int noUnitsY,
int xPos = 0, int yPos = 0,
- bool noRefresh = FALSE );
+ bool noRefresh = false );
// scroll to the given (in logical coords) position
virtual void Scroll(int x, int y);
virtual void GetScrollPixelsPerUnit(int *pixelsPerUnitX,
int *pixelsPerUnitY) const;
- // Enable/disable Windows scrolling in either direction. If TRUE, wxWidgets
+ // Enable/disable Windows scrolling in either direction. If true, wxWidgets
// scrolls the canvas and only a bit of the canvas is invalidated; no
- // Clear() is necessary. If FALSE, the whole canvas is invalidated and a
+ // Clear() is necessary. If false, the whole canvas is invalidated and a
// Clear() is necessary. Disable for when the scroll increment is used to
// actually scroll a non-constant distance
virtual void EnableScrolling(bool x_scrolling, bool y_scrolling);
// stop the timer, so it will be called repeatedly and will typically
// return different values depending on the current mouse position
//
- // the base class version just returns TRUE
+ // the base class version just returns true
virtual bool SendAutoScrollEvents(wxScrollWinEvent& event) const;
// the methods to be called from the window event handlers
public:
wxScrolledWindow() { }
wxScrolledWindow(wxWindow *parent,
- wxWindowID winid = -1,
+ wxWindowID winid = wxID_ANY,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxScrolledWindowStyle,