+MustHaveApp(wxRegion);
+
class wxRegion : public wxGDIObject {
public:
wxRegion(wxCoord x=0, wxCoord y=0, wxCoord width=0, wxCoord height=0);
- %name(RegionFromBitmap)wxRegion(const wxBitmap& bmp,
- const wxColour& transColour = wxNullColour,
- int tolerance = 0);
+ %name(RegionFromBitmap)wxRegion(const wxBitmap& bmp);
+ %name(RegionFromBitmapColour)wxRegion(const wxBitmap& bmp,
+ const wxColour& transColour,
+ int tolerance = 0);
#ifndef __WXMAC__
%name(RegionFromPoints)wxRegion(int points, wxPoint* points_array,
int fillStyle = wxWINDING_RULE);
// 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.
- %name(UnionBitmap)bool Union(const wxBitmap& bmp,
- const wxColour& transColour = wxNullColour,
- int tolerance = 0);
+ %name(UnionBitmap)bool Union(const wxBitmap& bmp);
+ %name(UnionBitmapColour)bool Union(const wxBitmap& bmp,
+ const wxColour& transColour,
+ int tolerance = 0);
};
+MustHaveApp(wxRegionIterator);
+
class wxRegionIterator : public wxObject {
public:
wxRegionIterator(const wxRegion& region);