- wxRegion( WXHRGN hRegion );
- wxRegion();
- ~wxRegion();
-
- //# Copying
- inline wxRegion(const wxRegion& r)
- { Ref(r); }
- inline wxRegion& operator = (const wxRegion& r)
- { Ref(r); return (*this); }
-
- //# Modify region
- // Clear current region
- void Clear();
-
- // Union rectangle or region with this.
- inline bool Union(long x, long y, long width, long height) { return Combine(x, y, width, height, wxRGN_OR); }
- inline bool Union(const wxRect& rect) { return Combine(rect, wxRGN_OR); }
- inline bool Union(const wxRegion& region) { return Combine(region, wxRGN_OR); }
-
- // Intersect rectangle or region with this.
- inline bool Intersect(long x, long y, long width, long height) { return Combine(x, y, width, height, wxRGN_AND); }
- inline bool Intersect(const wxRect& rect) { return Combine(rect, wxRGN_AND); }
- inline bool Intersect(const wxRegion& region) { return Combine(region, wxRGN_AND); }
-
- // Subtract rectangle or region from this:
+ wxRegion( WXHRGN hRegion );
+ wxRegion();
+ wxRegion( const wxBitmap& bmp,
+ const wxColour& transColour = wxNullColour,
+ int tolerance = 0)
+ {
+ Union(bmp, transColour, tolerance);
+ }
+
+ ~wxRegion();
+
+ //# Copying
+ wxRegion(const wxRegion& r)
+ : wxGDIObject()
+ { Ref(r); }
+ wxRegion& operator = (const wxRegion& r)
+ { Ref(r); return (*this); }
+
+ //# Modify region
+ // Clear current region
+ void Clear();
+
+ // Union rectangle or region with this.
+ bool Union(long x, long y, long width, long height)
+ { return Combine(x, y, width, height, wxRGN_OR); }
+ bool Union(const wxRect& rect)
+ { return Combine(rect, wxRGN_OR); }
+ bool Union(const wxRegion& region)
+ { return Combine(region, wxRGN_OR); }
+
+ // Intersect rectangle or region with this.
+ bool Intersect(long x, long y, long width, long height)
+ { return Combine(x, y, width, height, wxRGN_AND); }
+ bool Intersect(const wxRect& rect)
+ { return Combine(rect, wxRGN_AND); }
+ bool Intersect(const wxRegion& region)
+ { return Combine(region, wxRGN_AND); }
+
+ // Subtract rectangle or region from this: