///////////////////////////////////////////////////////////////////////////////
-// Name: generic/renderg.cpp
+// Name: src/generic/renderg.cpp
// Purpose: generic implementation of wxRendererNative (for any platform)
// Author: Vadim Zeitlin
// Modified by:
#pragma hdrstop
#endif
+#include "wx/renderer.h"
+
#ifndef WX_PRECOMP
#include "wx/string.h"
+ #include "wx/dc.h"
+ #include "wx/settings.h"
+ #include "wx/gdicmn.h"
+ #include "wx/module.h"
#endif //WX_PRECOMP
-#include "wx/gdicmn.h"
-#include "wx/dc.h"
-
-#include "wx/settings.h"
#include "wx/splitter.h"
#include "wx/dcmirror.h"
-#include "wx/module.h"
-#include "wx/renderer.h"
+
+#ifdef __WXMAC__
+ #include "wx/mac/private.h"
+#endif
// ----------------------------------------------------------------------------
// wxRendererGeneric: our wxRendererNative implementation
public:
wxRendererGeneric();
- virtual void DrawHeaderButton(wxWindow *win,
+ virtual int DrawHeaderButton(wxWindow *win,
wxDC& dc,
const wxRect& rect,
- int flags = 0);
+ int flags = 0,
+ wxHeaderSortIconType sortArrow = wxHDR_SORT_ICON_NONE,
+ wxHeaderButtonParams* params = NULL);
+
+ virtual int DrawHeaderButtonContents(wxWindow *win,
+ wxDC& dc,
+ const wxRect& rect,
+ int flags = 0,
+ wxHeaderSortIconType sortArrow = wxHDR_SORT_ICON_NONE,
+ wxHeaderButtonParams* params = NULL);
+
+ virtual int GetHeaderButtonHeight(wxWindow *win);
virtual void DrawTreeItemButton(wxWindow *win,
wxDC& dc,
const wxRect& rect,
int flags = 0);
- virtual void DrawCheckButton(wxWindow *win,
- wxDC& dc,
- const wxRect& rect,
- int flags = 0);
-
+ virtual void DrawCheckBox(wxWindow *win,
+ wxDC& dc,
+ const wxRect& rect,
+ int flags = 0);
+
+ virtual void DrawPushButton(wxWindow *win,
+ wxDC& dc,
+ const wxRect& rect,
+ int flags = 0);
+
+ virtual void DrawItemSelectionRect(wxWindow *win,
+ wxDC& dc,
+ const wxRect& rect,
+ int flags = 0);
+
+ virtual void DrawFocusRect(wxWindow* win, wxDC& dc, const wxRect& rect, int flags = 0);
+
virtual wxSplitterRenderParams GetSplitterParams(const wxWindow *win);
virtual wxRendererVersion GetVersion() const
// tree/list ctrl drawing
// ----------------------------------------------------------------------------
-void
-wxRendererGeneric::DrawHeaderButton(wxWindow * WXUNUSED(win),
+int
+wxRendererGeneric::DrawHeaderButton(wxWindow* win,
wxDC& dc,
const wxRect& rect,
- int WXUNUSED(flags))
+ int flags,
+ wxHeaderSortIconType sortArrow,
+ wxHeaderButtonParams* params)
{
- const int CORNER = 1;
-
const wxCoord x = rect.x,
y = rect.y,
w = rect.width,
h = rect.height;
+ dc.SetBrush(wxBrush(wxSystemSettings::GetColour(wxSYS_COLOUR_3DFACE)));
+ dc.SetPen(*wxTRANSPARENT_PEN);
+ dc.DrawRectangle(rect);
+
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.SetPen(m_penBlack);
- dc.DrawLine( x+w-CORNER+1, y, x+w, y+h ); // right (outer)
- dc.DrawRectangle( x, y+h, w+1, 1 ); // bottom (outer)
+ dc.DrawLine( x+w-1, y, x+w-1, y+h ); // right (outer)
+ dc.DrawLine( x, y+h-1, x+w, y+h-1 ); // bottom (outer)
dc.SetPen(m_penDarkGrey);
- dc.DrawLine( x+w-CORNER, y, x+w-1, y+h ); // right (inner)
- dc.DrawRectangle( x+1, y+h-1, w-2, 1 ); // bottom (inner)
+ dc.DrawLine( x+w-2, y+1, x+w-2, y+h-1 ); // right (inner)
+ dc.DrawLine( x+1, y+h-2, x+w-1, y+h-2 ); // bottom (inner)
dc.SetPen(m_penHighlight);
- dc.DrawRectangle( x, y, w-CORNER+1, 1 ); // top (outer)
- dc.DrawRectangle( x, y, 1, h ); // left (outer)
- dc.DrawLine( x, y+h-1, x+1, y+h-1 );
- dc.DrawLine( x+w-1, y, x+w-1, y+1 );
+ dc.DrawLine( x, y, x, y+h-1 ); // left (outer)
+ dc.DrawLine( x, y, x+w-1, y ); // top (outer)
+
+ return DrawHeaderButtonContents(win, dc, rect, flags, sortArrow, params);
+}
+
+
+int
+wxRendererGeneric::DrawHeaderButtonContents(wxWindow *win,
+ wxDC& dc,
+ const wxRect& rect,
+ int flags,
+ wxHeaderSortIconType sortArrow,
+ wxHeaderButtonParams* params)
+{
+ int labelWidth = 0;
+
+ // Mark this item as selected. For the generic version we'll just draw an
+ // underline
+ if ( flags & wxCONTROL_SELECTED )
+ {
+ // draw a line at the bottom of the header button, overlaying the
+ // native hot-tracking line (on XP)
+ const int penwidth = 3;
+ int y = rect.y + rect.height + 1 - penwidth;
+ wxColour c = (params && params->m_selectionColour.Ok()) ?
+ params->m_selectionColour : wxColour(0x66, 0x66, 0x66);
+ wxPen pen(c, penwidth);
+ pen.SetCap(wxCAP_BUTT);
+ dc.SetPen(pen);
+ dc.DrawLine(rect.x, y, rect.x + rect.width, y);
+ }
+
+ // Draw an up or down arrow
+ int arrowSpace = 0;
+ if (sortArrow != wxHDR_SORT_ICON_NONE )
+ {
+ wxRect ar = rect;
+
+ // make a rect for the arrow
+ ar.height = 4;
+ ar.width = 8;
+ ar.y += (rect.height - ar.height)/2;
+ ar.x = ar.x + rect.width - 3*ar.width/2;
+ arrowSpace = 3*ar.width/2; // space to preserve when drawing the label
+
+ wxPoint triPt[3];
+ if ( sortArrow & wxHDR_SORT_ICON_UP )
+ {
+ triPt[0].x = ar.width / 2;
+ triPt[0].y = 0;
+ triPt[1].x = ar.width;
+ triPt[1].y = ar.height;
+ triPt[2].x = 0;
+ triPt[2].y = ar.height;
+ }
+ else
+ {
+ triPt[0].x = 0;
+ triPt[0].y = 0;
+ triPt[1].x = ar.width;
+ triPt[1].y = 0;
+ triPt[2].x = ar.width / 2;
+ triPt[2].y = ar.height;
+ }
+
+ wxColour c = (params && params->m_arrowColour.Ok()) ?
+ params->m_arrowColour : wxSystemSettings::GetColour(wxSYS_COLOUR_3DSHADOW);
+ dc.SetPen(wxPen(c));
+ dc.SetBrush(wxBrush(c));
+ dc.DrawPolygon( 3, triPt, ar.x, ar.y);
+ }
+ labelWidth += arrowSpace;
+
+ const int margin = 5; // number of pixels to reserve on either side of the label
+ int bmpWidth = 0;
+ int txtEnd = 0;
+
+ if ( params && params->m_labelBitmap.Ok() )
+ bmpWidth = params->m_labelBitmap.GetWidth() + 2;
+
+ labelWidth += bmpWidth + 2*margin;
+
+ // Draw a label if one is given
+ if ( params && !params->m_labelText.empty() )
+ {
+ wxFont font = params->m_labelFont.Ok() ?
+ params->m_labelFont : win->GetFont();
+ wxColour clr = params->m_labelColour.Ok() ?
+ params->m_labelColour : win->GetForegroundColour();
+
+ wxString label( params->m_labelText );
+
+ dc.SetFont(font);
+ dc.SetTextForeground(clr);
+ dc.SetBackgroundMode(wxTRANSPARENT);
+
+ int tw, th, td, x, y;
+ dc.GetTextExtent( label, &tw, &th, &td);
+ labelWidth += tw;
+ y = rect.y + wxMax(0, (rect.height - (th+td)) / 2);
+
+ // truncate and add an ellipsis (...) if the text is too wide.
+ int targetWidth = rect.width - arrowSpace - bmpWidth - 2*margin;
+ if ( tw > targetWidth )
+ {
+ int ellipsisWidth;
+ dc.GetTextExtent( wxT("..."), &ellipsisWidth, NULL);
+ do {
+ label.Truncate( label.length() - 1 );
+ dc.GetTextExtent( label, &tw, &th);
+ } while (tw + ellipsisWidth > targetWidth && label.length() );
+ label.append( wxT("...") );
+ tw += ellipsisWidth;
+ }
+
+ switch (params->m_labelAlignment)
+ {
+ default:
+ case wxALIGN_LEFT:
+ x = rect.x + margin;
+ break;
+ case wxALIGN_CENTER:
+ x = rect.x + wxMax(0, (rect.width - arrowSpace - tw - bmpWidth)/2);
+ break;
+ case wxALIGN_RIGHT:
+ x = rect.x + wxMax(0, rect.width - arrowSpace - margin - tw - bmpWidth);
+ break;
+ }
+
+ dc.DrawText(label, x, y);
+ txtEnd = x + tw + 2;
+ }
+
+ // draw the bitmap if there is one
+ if ( params && params->m_labelBitmap.Ok() )
+ {
+ int w, h, x, y;
+ w = params->m_labelBitmap.GetWidth();
+ h = params->m_labelBitmap.GetHeight();
+
+ y = rect.y + wxMax(1, (rect.height - h) / 2);
+
+ // if there is a text label, then put the bitmap at the end of the label
+ if ( txtEnd != 0 )
+ {
+ x = txtEnd;
+ }
+ // otherwise use the alignment flags
+ else
+ {
+ switch (params->m_labelAlignment)
+ {
+ default:
+ case wxALIGN_LEFT:
+ x = rect.x + margin;
+ break;
+ case wxALIGN_CENTER:
+ x = rect.x + wxMax(1, (rect.width - arrowSpace - w)/2);
+ break;
+ case wxALIGN_RIGHT:
+ x = rect.x + wxMax(1, rect.width - arrowSpace - margin - w);
+ break;
+ }
+ }
+ dc.DrawBitmap(params->m_labelBitmap, x, y, true);
+ }
+ return labelWidth;
}
+
+int wxRendererGeneric::GetHeaderButtonHeight(wxWindow *win)
+{
+ // Copied and adapted from src/generic/listctrl.cpp
+ const int HEADER_OFFSET_Y = 1;
+ const int EXTRA_HEIGHT = 4;
+
+ int w=0, h=14, d=0;
+ if (win)
+ win->GetTextExtent(wxT("Hg"), &w, &h, &d);
+
+ return h + d + 2 * HEADER_OFFSET_Y + EXTRA_HEIGHT;
+}
+
+
// draw the plus or minus sign
void
wxRendererGeneric::DrawTreeItemButton(wxWindow * WXUNUSED(win),
const wxRect& rect,
int flags)
{
- // white background
- dc.SetPen(*wxGREY_PEN);
- dc.SetBrush(*wxWHITE_BRUSH);
+ // store settings
+ wxDCPenChanger penChanger(dc, *wxGREY_PEN);
+ wxDCBrushChanger brushChanger(dc, *wxWHITE_BRUSH);
+
dc.DrawRectangle(rect);
// black lines
wxRendererGeneric::DrawComboBoxDropButton(wxWindow *win,
wxDC& dc,
const wxRect& rect,
- int WXUNUSED(flags))
+ int flags)
{
- // Creating a generic button background that would actually be
- // useful is rather difficult to accomplish. Best compromise
- // is to use window's background colour to achieve transparent'
- // ish appearance that should look decent in combo box style
- // controls.
- wxColour col = win->GetBackgroundColour();
- dc.SetBrush(wxBrush(col));
- dc.SetPen(wxPen(col));
- dc.DrawRectangle(rect);
- DrawDropArrow(win,dc,rect);
+ DrawPushButton(win,dc,rect,flags);
+ DrawDropArrow(win,dc,rect,flags);
}
-
void
wxRendererGeneric::DrawDropArrow(wxWindow *win,
wxDC& dc,
dc.DrawPolygon(WXSIZEOF(pt), pt, rect.x, rect.y);
}
-void
-wxRendererGeneric::DrawCheckButton(wxWindow *win,
- wxDC& dc,
- const wxRect& rect,
- int flags)
+void
+wxRendererGeneric::DrawCheckBox(wxWindow *WXUNUSED(win),
+ wxDC& dc,
+ const wxRect& rect,
+ int flags)
{
- if (flags & wxCONTROL_DISABLED)
- dc.SetPen( *wxGREY_PEN );
- else
- dc.SetPen( *wxBLACK_PEN );
+ dc.SetPen(*(flags & wxCONTROL_DISABLED ? wxGREY_PEN : wxBLACK_PEN));
dc.SetBrush( *wxTRANSPARENT_BRUSH );
- wxRect my_rect = rect;
- dc.DrawRectangle( my_rect );
- if (flags & wxCONTROL_CHECKED)
+ dc.DrawRectangle(rect);
+
+ if ( flags & wxCONTROL_CHECKED )
{
- my_rect.x += 2;
- my_rect.y += 2;
- my_rect.width -= 4;
- my_rect.height -= 4;
- dc.DrawLine( my_rect.x, my_rect.y, my_rect.x+my_rect.width, my_rect.y+my_rect.height );
- dc.DrawLine( my_rect.x+my_rect.width, my_rect.y, my_rect.x, my_rect.y+my_rect.height );
+ dc.DrawCheckMark(rect.Deflate(2, 2));
}
}
+void
+wxRendererGeneric::DrawPushButton(wxWindow *win,
+ wxDC& dc,
+ const wxRect& rect,
+ int flags)
+{
+ // Don't try anything too fancy. It'll just turn out looking
+ // out-of-place on most platforms.
+ wxColour bgCol = flags & wxCONTROL_DISABLED ?
+ wxSystemSettings::GetColour(wxSYS_COLOUR_BTNFACE) :
+ win->GetBackgroundColour();
+ dc.SetBrush(wxBrush(bgCol));
+ dc.SetPen(wxPen(bgCol));
+ dc.DrawRectangle(rect);
+}
+
+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 )
+ {
+ if ( flags & wxCONTROL_FOCUSED )
+ {
+ brush = wxBrush(wxSystemSettings::GetColour(wxSYS_COLOUR_HIGHLIGHT));
+ }
+ else // !focused
+ {
+ brush = wxBrush(wxSystemSettings::GetColour(wxSYS_COLOUR_BTNSHADOW));
+ }
+ }
+ else // !selected
+ {
+ brush = *wxTRANSPARENT_BRUSH;
+ }
+
+ dc.SetBrush(brush);
+ if ((flags & wxCONTROL_CURRENT) && (flags & wxCONTROL_FOCUSED)
+#if defined( __WXMAC__ ) && !defined(__WXUNIVERSAL__)
+ && IsControlActive( (ControlRef)win->GetHandle() )
+#endif
+ )
+ dc.SetPen( *wxBLACK_PEN );
+ else
+ dc.SetPen( *wxTRANSPARENT_PEN );
+
+ dc.DrawRectangle( rect );
+}
+
+void
+wxRendererGeneric::DrawFocusRect(wxWindow* WXUNUSED(win), wxDC& dc, const wxRect& rect, int WXUNUSED(flags))
+{
+ // draw the pixels manually because the "dots" in wxPen with wxDOT style
+ // may be short traits and not really dots
+ //
+ // note that to behave in the same manner as DrawRect(), we must exclude
+ // the bottom and right borders from the rectangle
+ wxCoord x1 = rect.GetLeft(),
+ y1 = rect.GetTop(),
+ x2 = rect.GetRight(),
+ y2 = rect.GetBottom();
+
+ 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 )
+ dc.DrawPoint(z, rect.GetTop());
+
+ wxCoord shift = z == x2 ? 0 : 1;
+ for ( z = y1 + shift; z < y2; z += 2 )
+ dc.DrawPoint(x2, z);
+
+ shift = z == y2 ? 0 : 1;
+ for ( z = x2 - shift; z > x1; z -= 2 )
+ dc.DrawPoint(z, y2);
+
+ shift = z == x1 ? 0 : 1;
+ for ( z = y2 - shift; z > y1; z -= 2 )
+ dc.DrawPoint(x1, z);
+
+ dc.SetLogicalFunction(wxCOPY);
+}
+
// ----------------------------------------------------------------------------
// A module to allow cleanup of generic renderer.
// ----------------------------------------------------------------------------
DECLARE_DYNAMIC_CLASS(wxGenericRendererModule)
public:
wxGenericRendererModule() {}
- bool OnInit() { return true; };
- void OnExit() { wxRendererGeneric::Cleanup(); };
+ bool OnInit() { return true; }
+ void OnExit() { wxRendererGeneric::Cleanup(); }
};
IMPLEMENT_DYNAMIC_CLASS(wxGenericRendererModule, wxModule)
-