#include "wx/splitter.h"
#include "wx/dcmirror.h"
+#ifdef __WXMAC__
+ #include "wx/mac/private.h"
+#endif
+
// ----------------------------------------------------------------------------
// wxRendererGeneric: our wxRendererNative implementation
// ----------------------------------------------------------------------------
}
void
+#ifdef __WXMAC__
+wxRendererGeneric::DrawItemSelectionRect(wxWindow * win,
+ wxDC& dc,
+ const wxRect& rect,
+ int flags)
+#else
wxRendererGeneric::DrawItemSelectionRect(wxWindow * WXUNUSED(win),
wxDC& dc,
const wxRect& rect,
int flags)
+#endif
{
wxBrush brush;
if ( flags & wxCONTROL_SELECTED )
}
dc.SetBrush(brush);
- dc.SetPen(flags & wxCONTROL_CURRENT ? *wxBLACK_PEN : *wxTRANSPARENT_PEN);
+ if ((flags & wxCONTROL_CURRENT) && (flags & wxCONTROL_FOCUSED)
+#ifdef __WXMAC__
+ && IsControlActive( (ControlRef)win->GetHandle() )
+#endif
+ )
+ dc.SetPen( *wxBLACK_PEN );
+ else
+ dc.SetPen( *wxTRANSPARENT_PEN );
dc.DrawRectangle( rect );
}
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 )