#elif defined(__WXPM__)
// Load from a resource
#define wxICON(X) wxIcon("" #X "")
+#elif defined(__WXMGL__)
+ // Load from a resource
+ #define wxICON(X) wxIcon("" #X "")
#elif defined(__WXGTK__)
// Initialize from an included XPM
#define wxICON(X) wxIcon( (const char**) X##_xpm )
+#elif defined(__WXMAC__)
+ // Initialize from an included XPM
+ #define wxICON(X) wxIcon( (const char**) X##_xpm )
#elif defined(__WXMOTIF__)
// Initialize from an included XPM
#define wxICON(X) wxIcon( X##_xpm )
under Unix bitmaps live in XPMs and under Windows they're in ressources.
*/
-#if defined(__WXMSW__) || defined(__WXPM__)
+#if defined(__WXMSW__) || defined(__WXPM__) || defined(__WXMGL__)
#define wxBITMAP(name) wxBitmap(#name, wxBITMAP_TYPE_RESOURCE)
#elif defined(__WXGTK__) || defined(__WXMOTIF__) || defined(__WXMAC__)
// Initialize from an included XPM
// ---------------------------------------------------------------------------
// wxSize
// ---------------------------------------------------------------------------
+
class WXDLLEXPORT wxSize
{
public:
wxSize(int xx, int yy) { Set(xx, yy); }
// no copy ctor or assignment operator - the defaults are ok
+
bool operator==(const wxSize& sz) const { return x == sz.x && y == sz.y; }
+ bool operator!=(const wxSize& sz) const { return x != sz.x || y != sz.y; }
// FIXME are these really useful? If they're, we should have += &c as well
wxSize operator+(const wxSize& sz) { return wxSize(x + sz.x, y + sz.y); }
void SetTop(int top) { y = top; }
void SetBottom(int bottom) { height = bottom - y + 1; }
- void Inflate(wxCoord dx, wxCoord dy)
+ // operations with rect
+ wxRect& Inflate(wxCoord dx, wxCoord dy);
+ wxRect& Inflate(wxCoord d) { return Inflate(d, d); }
+ wxRect Inflate(wxCoord dx, wxCoord dy) const
{
- x -= dx;
- y -= dy;
- width += 2*dx;
- height += 2*dy;
+ wxRect r = *this;
+ r.Inflate(dx, dy);
+ return r;
}
- void Inflate(wxCoord d) { Inflate(d, d); }
+ wxRect& Deflate(wxCoord dx, wxCoord dy) { return Inflate(-dx, -dy); }
+ wxRect& Deflate(wxCoord d) { return Inflate(-d); }
+ wxRect Deflate(wxCoord dx, wxCoord dy) const
+ {
+ wxRect r = *this;
+ r.Deflate(dx, dy);
+ return r;
+ }
+ void Offset(wxCoord dx, wxCoord dy) { x += dx; y += dy; }
+ void Offset(const wxPoint& pt) { Offset(pt.x, pt.y); }
+
+ wxRect& Intersect(const wxRect& rect);
+ wxRect Intersect(const wxRect& rect) const
+ {
+ wxRect r = *this;
+ r.Intersect(rect);
+ return r;
+ }
+
+ wxRect operator+(const wxRect& rect) const;
+ wxRect& operator+=(const wxRect& rect);
+
+ // compare rectangles
bool operator==(const wxRect& rect) const;
bool operator!=(const wxRect& rect) const { return !(*this == rect); }
- bool Inside(int cx, int cy) const;
+ // return TRUE if the point is (not strcitly) inside the rect
+ bool Inside(int x, int y) const;
bool Inside(const wxPoint& pt) const { return Inside(pt.x, pt.y); }
- wxRect operator+(const wxRect& rect) const;
- wxRect& operator+=(const wxRect& rect);
+
+ // return TRUE if the rectangles have a non empty intersection
+ bool Intersects(const wxRect& rect) const;
public:
int x, y, width, height;
extern void WXDLLEXPORT wxDisplaySizeMM(int *width, int *height);
extern wxSize WXDLLEXPORT wxGetDisplaySizeMM();
+// Get position and size of the display workarea
+extern void WXDLLEXPORT wxClientDisplayRect(int *x, int *y, int *width, int *height);
+extern wxRect WXDLLEXPORT wxGetClientDisplayRect();
+
// set global cursor
extern void WXDLLEXPORT wxSetCursor(const wxCursor& cursor);