// Colour
class WXDLLEXPORT wxColour : public wxObject
{
+DECLARE_DYNAMIC_CLASS(wxColour)
public:
// ctors
// default
wxColour();
// from RGB
wxColour( unsigned char red, unsigned char green, unsigned char blue );
+ wxColour( unsigned long colRGB ) { Set(colRGB); }
+
// implicit conversion from the colour name
wxColour( const wxString &colourName ) { InitFromName(colourName); }
wxColour( const char *colourName ) { InitFromName(colourName); }
// copy ctors and assignment operators
wxColour( const wxColour& col );
- wxColour( const wxColour* col );
wxColour& operator = ( const wxColour& col );
// dtor
// accessors
bool Ok() const {return m_isInit; }
+ unsigned char Red() const { return m_red; }
+ unsigned char Green() const { return m_green; }
+ unsigned char Blue() const { return m_blue; }
int GetPixel() const { return m_pixel; };
void SetPixel(int pixel) { m_pixel = pixel; m_isInit = TRUE; };
+ inline bool operator == (const wxColour& colour) const { return (m_red == colour.m_red && m_green == colour.m_green && m_blue == colour.m_blue); }
+
+ inline bool operator != (const wxColour& colour) const { return (!(m_red == colour.m_red && m_green == colour.m_green && m_blue == colour.m_blue)); }
+
// Allocate a colour, or nearest colour, using the given display.
// If realloc is TRUE, ignore the existing pixel, otherwise just return
// the existing one.
int AllocColour(WXDisplay* display, bool realloc = FALSE);
+ void InitFromName(const wxString& col);
+
private:
bool m_isInit;
unsigned char m_red;