/**
Set the left side of the rectangle.
+
+ Notice that because the rectangle stores its left side and width,
+ calling SetLeft() changes the right side position too -- but does
+ preserve the width.
*/
void SetLeft(int left);
/**
Set the right side of the rectangle.
+
+ Notice that this doesn't affect GetLeft() return value but changes the
+ rectangle width to set its right side to the given position.
*/
void SetRight(int right);
/**
Set the top edge of the rectangle.
+
+ Notice that because the rectangle stores its top side and height,
+ calling SetTop() changes the bottom side position too -- but does
+ preserve the height.
*/
void SetTop(int top);
/**
- Set the bottome edge of th rectangle.
+ Set the bottom edge of the rectangle.
+
+ Notice that this doesn't affect GetTop() return value but changes the
+ rectangle height to set its bottom side to the given position.
*/
void SetBottom(int bottom);
*/
#define wxBITMAP(bitmapName)
+/**
+ Creates a bitmap from either application resources or embedded image data
+ in PNG format.
+
+ This macro is similar to wxBITMAP() but works with bitmap data in PNG
+ format and not BMP or XPM.
+
+ Under Windows the given @a bitmapName must be present in the application
+ resource file with the type @c RCDATA and refer to a PNG image. I.e. you
+ should have a definition similar to the following in your @c .rc file:
+ @code
+ mybitmap RCDATA "mybitmap.png"
+ @endcode
+ to be able to use @c wxBITMAP_PNG(mybitmap) in the code.
+
+ Under OS X the file with the specified name and "png" extension must be
+ present in the "Resources" subdirectory of the application bundle.
+
+ Under the other platforms, this is equivalent to wxBITMAP_PNG_FROM_DATA()
+ and so loads the image data from the array called @c bitmapName_png that
+ must exist. Notice that it @e must be an array and not a pointer as the
+ macro needs to be able to determine its size. Such an array can be produced
+ by a number of conversion programs. A very simple one is included in
+ wxWidgets distribution as @c misc/scripts/png2c.py.
+
+ Finally notice that you must register PNG image handler to be able to
+ load bitmaps from PNG data. This can be done either by calling
+ wxInitAllImageHandlers() which also registers all the other image formats
+ or including the necessary header:
+ @code
+ #include <wx/imagpng.h>
+ @endcode
+ and calling
+ @code
+ wxImage::AddHandler(new wxPNGHandler);
+ @endcode
+ in your application startup code.
+
+ @see wxBITMAP_PNG_FROM_DATA()
+
+ @header{wx/gdicmn.h}
+
+ @since 2.9.5
+ */
+#define wxBITMAP_PNG(bitmapName)
+
+/**
+ Creates a bitmap from embedded image data in PNG format.
+
+ This macro is a thin wrapper around wxBitmap::NewFromPNGData() and takes
+ just the base name of the array containing the image data and computes its
+ size internally. In other words, the array called @c bitmapName_png must
+ exist. Notice that it @e must be an array and not a pointer as the macro
+ needs to be able to determine its size. Such an array can be produced by a
+ number of conversion programs. A very simple one is included in wxWidgets
+ distribution as @c misc/scripts/png2c.py.
+
+ You can use wxBITMAP_PNG() to load the PNG bitmaps from resources on the
+ platforms that support this and only fall back to loading them from data
+ under the other ones (i.e. not Windows and not OS X).
+
+ @header{wx/gdicmn.h}
+
+ @since 2.9.5
+ */
+#define wxBITMAP_PNG_FROM_DATA(bitmapName)
+
/**
This macro loads an icon from either application resources (on the
platforms for which they exist, i.e. Windows and OS2) or from an XPM file.