- DECLARE_DYNAMIC_CLASS(wxColour)
-
- public:
-
- wxColour(void);
- wxColour( char red, char green, char blue );
- wxColour( const wxString &colourName );
- wxColour( const wxColour& col );
- wxColour( const wxColour* col );
- ~wxColour(void);
- wxColour& operator = ( const wxColour& col );
- wxColour& operator = ( const wxString& colourName );
- bool operator == ( const wxColour& col );
- bool operator != ( const wxColour& col );
- void Set( const unsigned char red, const unsigned char green, const unsigned char blue );
- unsigned char Red(void) const;
- unsigned char Green(void) const;
- unsigned char Blue(void) const;
- bool Ok(void) const;
-
- private:
- public:
-
- friend wxDC;
- friend wxPaintDC;
- friend wxBitmap;
- friend wxWindow;
-
+public:
+ // constructors
+ // ------------
+
+ // default
+ wxColour() { }
+
+ // from separate RGB
+ wxColour( unsigned char red, unsigned char green, unsigned char blue );
+
+ // from packed RGB
+ wxColour( unsigned long colRGB ) { Set(colRGB); }
+
+ // Implicit conversion from the colour name
+ wxColour( const wxString &colourName ) { InitFromName(colourName); }
+ wxColour( const char *colourName ) { InitFromName( wxString::FromAscii(colourName) ); }
+#if wxUSE_UNICODE
+ wxColour( const wxChar *colourName ) { InitFromName( wxString(colourName) ); }
+#endif
+
+ ~wxColour();
+
+ bool Ok() const { return m_refData != NULL; }
+
+ bool operator == ( const wxColour& col ) const;
+ bool operator != ( const wxColour& col ) const { return !(*this == col); }
+
+ void Set( unsigned char red, unsigned char green, unsigned char blue );
+ void Set( unsigned long colRGB )
+ {
+ // We don't need to know sizeof(long) here because we assume that the three
+ // least significant bytes contain the R, G and B values
+ Set((unsigned char)colRGB,
+ (unsigned char)(colRGB >> 8),
+ (unsigned char)(colRGB >> 16));
+ }
+
+ unsigned char Red() const;
+ unsigned char Green() const;
+ unsigned char Blue() const;
+
+
+ // Get colour from name or wxNullColour
+ static wxColour CreateByName(const wxString& name);
+
+ // Implementation part