#ifndef WX_PRECOMP
#include "wx/string.h"
+ #include "wx/dc.h"
+ #include "wx/bitmap.h"
+ #include "wx/settings.h"
#endif //WX_PRECOMP
#include "wx/renderer.h"
// wxRendererMac: our wxRendererNative implementation
// ----------------------------------------------------------------------------
-class WXDLLEXPORT wxRendererMac : public wxRendererNative
+class WXDLLEXPORT wxRendererMac : public wxDelegateRendererNative
{
public:
// draw the header control button (used by wxListCtrl)
virtual void DrawSplitterSash(wxWindow *win,
wxDC& dc,
const wxSize& size,
- wxCoord position);
+ wxCoord position,
+ wxOrientation orient,
+ int flags = 0);
private:
// the tree buttons
// ============================================================================
/* static */
-wxRendererNative& wxRendererMac::Get()
+wxRendererNative& wxRendererNative::GetDefault()
{
static wxRendererMac s_rendererMac;
}
void
-wxRendererMac::DrawSash(wxWindow *win,
- wxDC& dc,
- const wxSize& size,
- wxCoord position)
+wxRendererMac::DrawSplitterSash(wxWindow *win,
+ wxDC& dc,
+ const wxSize& size,
+ wxCoord position,
+ wxOrientation orient,
+ int WXUNUSED(flags))
{
// VZ: we have to somehow determine if we're drawing a normal sash or
// a brushed metal one as they look quite differently... this is
// completely bogus anyhow, of course (TODO)
- const wxCoord h = size.y;
-
dc.SetPen(*wxLIGHT_GREY_PEN);
dc.SetBrush(*wxWHITE_BRUSH);
- dc.DrawRectangle(position, 0, 7, h);
+ if ( orient == wxVERTICAL )
+ dc.DrawRectangle(position, 0, 7, size.y);
+ else
+ dc.DrawRectangle(0, position, size.x, 7);
}