+
+
+void wxDCBase::DoGradientFillLinear(const wxRect& rect,
+ const wxColour& initialColour,
+ const wxColour& destColour,
+ wxDirection nDirection)
+{
+ // save old pen
+ wxPen oldPen = m_pen;
+
+ wxUint8 nR1 = destColour.Red();
+ wxUint8 nG1 = destColour.Green();
+ wxUint8 nB1 = destColour.Blue();
+ wxUint8 nR2 = initialColour.Red();
+ wxUint8 nG2 = initialColour.Green();
+ wxUint8 nB2 = initialColour.Blue();
+ wxUint8 nR, nG, nB;
+
+ if ( nDirection == wxEAST || nDirection == wxWEST )
+ {
+ wxInt32 x = rect.GetWidth();
+ wxInt32 w = x; // width of area to shade
+ wxInt32 xDelta = w/256; // height of one shade bend
+ if (xDelta < 1)
+ xDelta = 1;
+
+ while (x >= xDelta)
+ {
+ x -= xDelta;
+ if (nR1 > nR2)
+ nR = nR1 - (nR1-nR2)*(w-x)/w;
+ else
+ nR = nR1 + (nR2-nR1)*(w-x)/w;
+
+ if (nG1 > nG2)
+ nG = nG1 - (nG1-nG2)*(w-x)/w;
+ else
+ nG = nG1 + (nG2-nG1)*(w-x)/w;
+
+ if (nB1 > nB2)
+ nB = nB1 - (nB1-nB2)*(w-x)/w;
+ else
+ nB = nB1 + (nB2-nB1)*(w-x)/w;
+
+ SetPen(wxPen(wxColour(nR, nG, nB), 1, wxSOLID));
+ if(nDirection == wxEAST)
+ DrawRectangle(rect.GetLeft()+x, rect.GetTop(),
+ xDelta, rect.GetHeight());
+ else //nDirection == wxWEST
+ DrawRectangle(rect.GetRight()-x-xDelta, rect.GetTop(),
+ xDelta, rect.GetHeight());
+ }
+ }
+ else // nDirection == wxNORTH || nDirection == wxSOUTH
+ {
+ wxInt32 y = rect.GetHeight();
+ wxInt32 w = y; // height of area to shade
+ wxInt32 yDelta = w/255; // height of one shade bend
+ if (yDelta < 1)
+ yDelta = 1;
+
+ while (y > 0)
+ {
+ y -= yDelta;
+ if (nR1 > nR2)
+ nR = nR1 - (nR1-nR2)*(w-y)/w;
+ else
+ nR = nR1 + (nR2-nR1)*(w-y)/w;
+
+ if (nG1 > nG2)
+ nG = nG1 - (nG1-nG2)*(w-y)/w;
+ else
+ nG = nG1 + (nG2-nG1)*(w-y)/w;
+
+ if (nB1 > nB2)
+ nB = nB1 - (nB1-nB2)*(w-y)/w;
+ else
+ nB = nB1 + (nB2-nB1)*(w-y)/w;
+
+ SetPen(wxPen(wxColour(nR, nG, nB), 1, wxSOLID));
+ if(nDirection == wxNORTH)
+ DrawRectangle(rect.GetLeft(), rect.GetTop()+y,
+ rect.GetWidth(), yDelta);
+ else //nDirection == wxSOUTH
+ DrawRectangle(rect.GetLeft(), rect.GetBottom()-y-yDelta,
+ rect.GetWidth(), yDelta);
+ }
+ }
+
+ SetPen(oldPen);
+}
+
+void wxDCBase::DoGradientFillConcentric(const wxRect& rect,
+ const wxColour& initialColour,
+ const wxColour& destColour,
+ const wxPoint& circleCenter)
+{
+ //save the old pen color
+ wxColour oldPenColour = m_pen.GetColour();
+
+ wxUint8 nR1 = destColour.Red();
+ wxUint8 nG1 = destColour.Green();
+ wxUint8 nB1 = destColour.Blue();
+ wxUint8 nR2 = initialColour.Red();
+ wxUint8 nG2 = initialColour.Green();
+ wxUint8 nB2 = initialColour.Blue();
+ wxUint8 nR, nG, nB;
+
+
+ //Radius
+ wxInt32 cx = rect.GetWidth() / 2;
+ wxInt32 cy = rect.GetHeight() / 2;
+ wxInt32 nRadius;
+ if (cx < cy)
+ nRadius = cx;
+ else
+ nRadius = cy;
+
+ //Offset of circle
+ wxInt32 nCircleOffX = circleCenter.x - (rect.GetWidth() / 2);
+ wxInt32 nCircleOffY = circleCenter.y - (rect.GetHeight() / 2);
+
+ for ( wxInt32 x = 0; x < rect.GetWidth(); x++ )
+ {
+ for ( wxInt32 y = 0; y < rect.GetHeight(); y++ )
+ {
+ //get color difference
+ wxInt32 nGradient = ((nRadius -
+ (wxInt32)sqrt(
+ pow((double)(x - cx - nCircleOffX), 2) +
+ pow((double)(y - cy - nCircleOffY), 2)
+ )) * 100) / nRadius;
+
+ //normalize Gradient
+ if (nGradient < 0 )
+ nGradient = 0;
+
+ //get dest colors
+ nR = (wxUint8)(nR1 + ((nR2 - nR1) * nGradient / 100));
+ nG = (wxUint8)(nG1 + ((nG2 - nG1) * nGradient / 100));
+ nB = (wxUint8)(nB1 + ((nB2 - nB1) * nGradient / 100));
+
+ //set the pixel
+ m_pen.SetColour(wxColour(nR,nG,nB));
+ DrawPoint(wxPoint(x + rect.GetLeft(), y + rect.GetTop()));
+ }
+ }
+ //return old pen color
+ m_pen.SetColour(oldPenColour);
+}
+
+/*
+Notes for wxWidgets DrawEllipticArcRot(...)
+
+wxDCBase::DrawEllipticArcRot(...) draws a rotated elliptic arc or an ellipse.
+It uses wxDCBase::CalculateEllipticPoints(...) and wxDCBase::Rotate(...),
+which are also new.
+
+All methods are generic, so they can be implemented in wxDCBase.
+DoDrawEllipticArcRot(...) is virtual, so it can be called from deeper
+methods like (WinCE) wxDC::DoDrawArc(...).
+
+CalculateEllipticPoints(...) fills a given list of wxPoints with some points
+of an elliptic arc. The algorithm is pixel-based: In every row (in flat
+parts) or every column (in steep parts) only one pixel is calculated.
+Trigonometric calculation (sin, cos, tan, atan) is only done if the
+starting angle is not equal to the ending angle. The calculation of the
+pixels is done using simple arithmetic only and should perform not too
+bad even on devices without floating point processor. I didn't test this yet.
+
+Rotate(...) rotates a list of point pixel-based, you will see rounding errors.
+For instance: an ellipse rotated 180 degrees is drawn
+slightly different from the original.
+
+The points are then moved to an array and used to draw a polyline and/or polygon
+(with center added, the pie).
+The result looks quite similar to the native ellipse, only e few pixels differ.
+
+The performance on a desktop system (Athlon 1800, WinXP) is about 7 times
+slower as DrawEllipse(...), which calls the native API.
+An rotated ellipse outside the clipping region takes nearly the same time,
+while an native ellipse outside takes nearly no time to draw.
+
+If you draw an arc with this new method, you will see the starting and ending angles
+are calculated properly.
+If you use DrawEllipticArc(...), you will see they are only correct for circles
+and not properly calculated for ellipses.
+
+Peter Lenhard
+p.lenhard@t-online.de
+*/
+
+#ifdef __WXWINCE__
+void wxDCBase::DoDrawEllipticArcRot( wxCoord x, wxCoord y,
+ wxCoord w, wxCoord h,
+ double sa, double ea, double angle )
+{
+ wxList list;
+
+ CalculateEllipticPoints( &list, x, y, w, h, sa, ea );
+ Rotate( &list, angle, wxPoint( x+w/2, y+h/2 ) );
+
+ // Add center (for polygon/pie)
+ list.Append( (wxObject*) new wxPoint( x+w/2, y+h/2 ) );
+
+ // copy list into array and delete list elements
+ int n = list.GetCount();
+ wxPoint *points = new wxPoint[n];
+ int i = 0;
+ wxNode* node = 0;
+ for ( node = list.GetFirst(); node; node = node->GetNext(), i++ )
+ {
+ wxPoint *point = (wxPoint *)node->GetData();
+ points[i].x = point->x;
+ points[i].y = point->y;
+ delete point;
+ }
+
+ // first draw the pie without pen, if necessary
+ if( GetBrush() != *wxTRANSPARENT_BRUSH )
+ {
+ wxPen tempPen( GetPen() );
+ SetPen( *wxTRANSPARENT_PEN );
+ DoDrawPolygon( n, points, 0, 0 );
+ SetPen( tempPen );
+ }
+
+ // then draw the arc without brush, if necessary
+ if( GetPen() != *wxTRANSPARENT_PEN )
+ {
+ // without center
+ DoDrawLines( n-1, points, 0, 0 );
+ }
+
+ delete [] points;
+
+} // DrawEllipticArcRot
+
+void wxDCBase::Rotate( wxList* points, double angle, wxPoint center )
+{
+ if( angle != 0.0 )
+ {
+ double pi(M_PI);
+ double dSinA = -sin(angle*2.0*pi/360.0);
+ double dCosA = cos(angle*2.0*pi/360.0);
+ for ( wxNode* node = points->GetFirst(); node; node = node->GetNext() )
+ {
+ wxPoint* point = (wxPoint*)node->GetData();
+
+ // transform coordinates, if necessary
+ if( center.x ) point->x -= center.x;
+ if( center.y ) point->y -= center.y;
+
+ // calculate rotation, rounding simply by implicit cast to integer
+ int xTemp = point->x * dCosA - point->y * dSinA;
+ point->y = point->x * dSinA + point->y * dCosA;
+ point->x = xTemp;
+
+ // back transform coordinates, if necessary
+ if( center.x ) point->x += center.x;
+ if( center.y ) point->y += center.y;
+ }
+ }
+}
+
+void wxDCBase::CalculateEllipticPoints( wxList* points,
+ wxCoord xStart, wxCoord yStart,
+ wxCoord w, wxCoord h,
+ double sa, double ea )
+{
+ double pi = M_PI;
+ double sar = 0;
+ double ear = 0;
+ int xsa = 0;
+ int ysa = 0;
+ int xea = 0;
+ int yea = 0;
+ int sq = 0;
+ int eq = 0;
+ bool bUseAngles = false;
+ if( w<0 ) w = -w;
+ if( h<0 ) h = -h;
+ // half-axes
+ wxCoord a = w/2;
+ wxCoord b = h/2;
+ // decrement 1 pixel if ellipse is smaller than 2*a, 2*b
+ int decrX = 0;
+ if( 2*a == w ) decrX = 1;
+ int decrY = 0;
+ if( 2*b == h ) decrY = 1;
+ // center
+ wxCoord xCenter = xStart + a;
+ wxCoord yCenter = yStart + b;
+ // calculate data for start and end, if necessary
+ if( sa != ea )
+ {
+ bUseAngles = true;
+ // normalisation of angles
+ while( sa<0 ) sa += 360;
+ while( ea<0 ) ea += 360;
+ while( sa>=360 ) sa -= 360;
+ while( ea>=360 ) ea -= 360;
+ // calculate quadrant numbers
+ if( sa > 270 ) sq = 3;
+ else if( sa > 180 ) sq = 2;
+ else if( sa > 90 ) sq = 1;
+ if( ea > 270 ) eq = 3;
+ else if( ea > 180 ) eq = 2;
+ else if( ea > 90 ) eq = 1;
+ sar = sa * pi / 180.0;
+ ear = ea * pi / 180.0;
+ // correct angle circle -> ellipse
+ sar = atan( -a/(double)b * tan( sar ) );
+ if ( sq == 1 || sq == 2 ) sar += pi;
+ ear = atan( -a/(double)b * tan( ear ) );
+ if ( eq == 1 || eq == 2 ) ear += pi;
+ // coordinates of points
+ xsa = xCenter + a * cos( sar );
+ if( sq == 0 || sq == 3 ) xsa -= decrX;
+ ysa = yCenter + b * sin( sar );
+ if( sq == 2 || sq == 3 ) ysa -= decrY;
+ xea = xCenter + a * cos( ear );
+ if( eq == 0 || eq == 3 ) xea -= decrX;
+ yea = yCenter + b * sin( ear );
+ if( eq == 2 || eq == 3 ) yea -= decrY;
+ } // if iUseAngles
+ // calculate c1 = b^2, c2 = b^2/a^2 with a = w/2, b = h/2
+ double c1 = b * b;
+ double c2 = 2.0 / w;
+ c2 *= c2;
+ c2 *= c1;
+ wxCoord x = 0;
+ wxCoord y = b;
+ long x2 = 1;
+ long y2 = y*y;
+ long y2_old = 0;
+ long y_old = 0;
+ // Lists for quadrant 1 to 4
+ wxList pointsarray[4];
+ // Calculate points for first quadrant and set in all quadrants
+ for( x = 0; x <= a; ++x )
+ {
+ x2 = x2+x+x-1;
+ y2_old = y2;
+ y_old = y;
+ bool bNewPoint = false;
+ while( y2 > c1 - c2 * x2 && y > 0 )
+ {
+ bNewPoint = true;
+ y2 = y2-y-y+1;
+ --y;
+ }
+ // old y now to big: set point with old y, old x
+ if( bNewPoint && x>1)
+ {
+ int x1 = x - 1;
+ // remove points on the same line
+ pointsarray[0].Insert( (wxObject*) new wxPoint( xCenter + x1 - decrX, yCenter - y_old ) );
+ pointsarray[1].Append( (wxObject*) new wxPoint( xCenter - x1, yCenter - y_old ) );
+ pointsarray[2].Insert( (wxObject*) new wxPoint( xCenter - x1, yCenter + y_old - decrY ) );
+ pointsarray[3].Append( (wxObject*) new wxPoint( xCenter + x1 - decrX, yCenter + y_old - decrY ) );
+ } // set point
+ } // calculate point
+
+ // Starting and/or ending points for the quadrants, first quadrant gets both.
+ pointsarray[0].Insert( (wxObject*) new wxPoint( xCenter + a - decrX, yCenter ) );
+ pointsarray[0].Append( (wxObject*) new wxPoint( xCenter, yCenter - b ) );
+ pointsarray[1].Append( (wxObject*) new wxPoint( xCenter - a, yCenter ) );
+ pointsarray[2].Append( (wxObject*) new wxPoint( xCenter, yCenter + b - decrY ) );
+ pointsarray[3].Append( (wxObject*) new wxPoint( xCenter + a - decrX, yCenter ) );
+
+ // copy quadrants in original list
+ if( bUseAngles )
+ {
+ // Copy the right part of the points in the lists
+ // and delete the wxPoints, because they do not leave this method.
+ points->Append( (wxObject*) new wxPoint( xsa, ysa ) );
+ int q = sq;
+ bool bStarted = false;
+ bool bReady = false;
+ bool bForceTurn = ( sq == eq && sa > ea );
+ while( !bReady )
+ {
+ for( wxNode *node = pointsarray[q].GetFirst(); node; node = node->GetNext() )
+ {
+ // once: go to starting point in start quadrant
+ if( !bStarted &&
+ (
+ ( (wxPoint*) node->GetData() )->x < xsa+1 && q <= 1
+ ||
+ ( (wxPoint*) node->GetData() )->x > xsa-1 && q >= 2
+ )
+ )
+ {
+ bStarted = true;
+ }
+
+ // copy point, if not at ending point
+ if( bStarted )
+ {
+ if( q != eq || bForceTurn
+ ||
+ ( (wxPoint*) node->GetData() )->x > xea+1 && q <= 1
+ ||
+ ( (wxPoint*) node->GetData() )->x < xea-1 && q >= 2
+ )
+ {
+ // copy point
+ wxPoint* pPoint = new wxPoint( *((wxPoint*) node->GetData() ) );
+ points->Append( (wxObject*) pPoint );
+ }
+ else if( q == eq && !bForceTurn || ( (wxPoint*) node->GetData() )->x == xea)
+ {
+ bReady = true;
+ }
+ }
+ } // for node
+ ++q;
+ if( q > 3 ) q = 0;
+ bForceTurn = false;
+ bStarted = true;
+ } // while not bReady
+ points->Append( (wxObject*) new wxPoint( xea, yea ) );
+
+ // delete points
+ for( q = 0; q < 4; ++q )
+ {
+ for( wxNode *node = pointsarray[q].GetFirst(); node; node = node->GetNext() )
+ {
+ wxPoint *p = (wxPoint *)node->GetData();
+ delete p;
+ }
+ }
+ }
+ else
+ {
+ wxNode* node;
+ // copy whole ellipse, wxPoints will be deleted outside
+ for( node = pointsarray[0].GetFirst(); node; node = node->GetNext() )
+ {
+ wxObject *p = node->GetData();
+ points->Append( p );
+ }
+ for( node = pointsarray[1].GetFirst(); node; node = node->GetNext() )
+ {
+ wxObject *p = node->GetData();
+ points->Append( p );
+ }
+ for( node = pointsarray[2].GetFirst(); node; node = node->GetNext() )
+ {
+ wxObject *p = node->GetData();
+ points->Append( p );
+ }
+ for( node = pointsarray[3].GetFirst(); node; node = node->GetNext() )
+ {
+ wxObject *p = node->GetData();
+ points->Append( p );
+ }
+ } // not iUseAngles
+} // CalculateEllipticPoints
+
+#endif
+
+//
+// temporary home for wxOverlay
+//
+
+#include "wx/dcclient.h"
+#include "wx/dcmemory.h"
+
+#if defined(wxMAC_USE_CORE_GRAPHICS) && wxMAC_USE_CORE_GRAPHICS
+
+#include "wx/mac/private.h"
+#include "wx/toplevel.h"
+#include "wx/graphics.h"
+
+class wxOverlayImpl
+{
+public:
+ wxOverlayImpl() ;
+ ~wxOverlayImpl() ;
+
+
+ // clears the overlay without restoring the former state
+ // to be done eg when the window content has been changed and repainted
+ void Reset();
+
+ // returns true if it has been setup
+ bool IsOk();
+
+ void Init( wxWindowDC* dc, int x , int y , int width , int height );
+
+ void BeginDrawing( wxWindowDC* dc);
+
+ void EndDrawing( wxWindowDC* dc);
+
+ void Clear( wxWindowDC* dc);
+
+private:
+ OSStatus CreateOverlayWindow();
+
+ void MacGetBounds( Rect *bounds );
+
+ WindowRef m_overlayWindow;
+ WindowRef m_overlayParentWindow;
+ CGContextRef m_overlayContext ;
+ // we store the window in case we would have to issue a Refresh()
+ wxWindow* m_window ;
+
+ int m_x ;
+ int m_y ;
+ int m_width ;
+ int m_height ;
+} ;
+
+wxOverlayImpl::wxOverlayImpl()
+{
+ m_window = NULL ;
+ m_overlayContext = NULL ;
+ m_overlayWindow = NULL ;
+}
+
+wxOverlayImpl::~wxOverlayImpl()
+{
+ Reset();
+}
+
+bool wxOverlayImpl::IsOk()
+{
+ return m_overlayWindow != NULL ;
+}
+
+void wxOverlayImpl::MacGetBounds( Rect *bounds )
+{
+ wxPoint origin(0,0);
+ origin = m_window->ClientToScreen( origin );
+ bounds->top = origin.y;
+ bounds->left = origin.x;
+ bounds->bottom = origin.y+m_y+m_height;
+ bounds->right = origin.x+m_x+m_width;
+}
+
+OSStatus wxOverlayImpl::CreateOverlayWindow()
+{
+ OSStatus err;
+
+ WindowAttributes overlayAttributes = kWindowIgnoreClicksAttribute;
+
+ if ( m_window )
+ {
+ m_overlayParentWindow =(WindowRef) m_window->MacGetTopLevelWindowRef();
+
+ Rect bounds ;
+ MacGetBounds(&bounds);
+ err = CreateNewWindow( kOverlayWindowClass, overlayAttributes, &bounds, &m_overlayWindow );
+ if ( err == noErr )
+ {
+ SetWindowGroup( m_overlayWindow, GetWindowGroup(m_overlayParentWindow)); // Put them in the same group so that their window layers are consistent
+ }
+ }
+ else
+ {
+ m_overlayParentWindow = NULL ;
+ CGRect cgbounds ;
+ cgbounds = CGDisplayBounds(CGMainDisplayID());
+ Rect bounds;
+ bounds.top = cgbounds.origin.y;
+ bounds.left = cgbounds.origin.x;
+ bounds.bottom = bounds.top + cgbounds.size.height;
+ bounds.right = bounds.left + cgbounds.size.width;
+ err = CreateNewWindow( kOverlayWindowClass, overlayAttributes, &bounds, &m_overlayWindow );
+ }
+ ShowWindow(m_overlayWindow);
+ return err;
+}
+
+void wxOverlayImpl::Init( wxWindowDC* dc, int x , int y , int width , int height )
+{
+ wxASSERT_MSG( !IsOk() , _("You cannot Init an overlay twice") );
+
+ m_window = dc->GetWindow();
+ m_x = x ;
+ m_y = y ;
+ m_width = width ;
+ m_height = height ;
+
+ OSStatus err = CreateOverlayWindow();
+ wxASSERT_MSG( err == noErr , _("Couldn't create the overlay window") );
+#ifndef __LP64__
+ err = QDBeginCGContext(GetWindowPort(m_overlayWindow), &m_overlayContext);
+#endif
+ CGContextTranslateCTM( m_overlayContext, 0, m_height+m_y );
+ CGContextScaleCTM( m_overlayContext, 1, -1 );
+ wxASSERT_MSG( err == noErr , _("Couldn't init the context on the overlay window") );
+}
+
+void wxOverlayImpl::BeginDrawing( wxWindowDC* dc)
+{
+// TODO CS
+ dc->SetGraphicsContext( wxGraphicsContext::CreateFromNative( m_overlayContext ) );
+/*
+ delete dc->m_graphicContext ;
+ dc->m_graphicContext = new wxMacCGContext( m_overlayContext );
+ // we are right now startin at 0,0 not at the wxWindow's origin, so most of the calculations
+ // int dc are already corect
+ // just to make sure :
+ dc->m_macLocalOrigin.x = 0 ;
+ dc->m_macLocalOrigin.y = 0 ;
+ */
+ wxSize size = dc->GetSize() ;
+ dc->SetClippingRegion( 0 , 0 , size.x , size.y ) ;
+}
+
+void wxOverlayImpl::EndDrawing( wxWindowDC* dc)
+{
+ dc->SetGraphicsContext(NULL);
+}
+
+void wxOverlayImpl::Clear(wxWindowDC* dc)
+{
+ wxASSERT_MSG( IsOk() , _("You cannot Clear an overlay that is not inited") );
+ CGRect box = CGRectMake( m_x - 1, m_y - 1 , m_width + 2 , m_height + 2 );
+ CGContextClearRect( m_overlayContext, box );
+}
+
+void wxOverlayImpl::Reset()
+{
+ if ( m_overlayContext )
+ {
+#ifndef __LP64__
+ OSStatus err = QDEndCGContext(GetWindowPort(m_overlayWindow), &m_overlayContext);
+ wxASSERT_MSG( err == noErr , _("Couldn't end the context on the overlay window") );
+#endif
+ m_overlayContext = NULL ;
+ }
+
+ // todo : don't dispose, only hide and reposition on next run
+ if (m_overlayWindow)
+ {
+ DisposeWindow(m_overlayWindow);
+ m_overlayWindow = NULL ;
+ }
+}
+
+//
+//
+//
+
+#else // ie not wxMAC_USE_CORE_GRAPHICS
+
+class wxOverlayImpl
+{
+public:
+ wxOverlayImpl() ;
+ ~wxOverlayImpl() ;
+
+
+ // clears the overlay without restoring the former state
+ // to be done eg when the window content has been changed and repainted
+ void Reset();
+
+ // returns true if it has been setup
+ bool IsOk();
+
+ void Init( wxWindowDC* dc, int x , int y , int width , int height );
+
+ void BeginDrawing( wxWindowDC* dc);
+
+ void EndDrawing( wxWindowDC* dc);
+
+ void Clear( wxWindowDC* dc);
+
+private:
+ wxBitmap m_bmpSaved ;
+ int m_x ;
+ int m_y ;
+ int m_width ;
+ int m_height ;
+// this is to enable wxMOTIF and UNIV to compile....
+// currently (10 oct 06) we don't use m_window
+// ce - how do we fix this
+#if defined(__WXGTK__) || defined(__WXMSW__)
+//
+ wxWindow* m_window ;
+#endif
+} ;
+
+wxOverlayImpl::wxOverlayImpl()
+{
+#if defined(__WXGTK__) || defined(__WXMSW__)
+ m_window = NULL ;
+#endif
+ m_x = m_y = m_width = m_height = 0 ;
+}
+
+wxOverlayImpl::~wxOverlayImpl()
+{
+}
+
+bool wxOverlayImpl::IsOk()
+{
+ return m_bmpSaved.Ok() ;
+}
+
+void wxOverlayImpl::Init( wxWindowDC* dc, int x , int y , int width , int height )
+{
+#if defined(__WXGTK__)
+ m_window = dc->m_owner;
+#else
+ #if defined (__WXMSW__)
+ m_window = dc->GetWindow();
+ #endif // __WXMSW__
+
+#endif
+ wxMemoryDC dcMem ;
+ m_bmpSaved.Create( width, height );
+ dcMem.SelectObject( m_bmpSaved );
+ m_x = x ;
+ m_y = y ;
+ m_width = width ;
+ m_height = height ;
+#if defined(__WXGTK__) && !defined(__WX_DC_BLIT_FIXED__)
+ wxPoint pt = dc->GetDeviceOrigin();
+ x += pt.x;
+ y += pt.y;
+#endif // broken wxGTK wxDC::Blit
+ dcMem.Blit(0, 0, m_width, m_height,
+ dc, x, y);
+ dcMem.SelectObject( wxNullBitmap );
+}
+
+void wxOverlayImpl::Clear(wxWindowDC* dc)
+{
+ wxMemoryDC dcMem ;
+ dcMem.SelectObject( m_bmpSaved );
+ dc->Blit( m_x, m_y, m_width, m_height , &dcMem , 0 , 0 );
+ dcMem.SelectObject( wxNullBitmap );
+}
+
+void wxOverlayImpl::Reset()
+{
+ m_bmpSaved = wxBitmap();
+}
+
+void wxOverlayImpl::BeginDrawing(wxWindowDC* WXUNUSED(dc))
+{
+}
+
+void wxOverlayImpl::EndDrawing(wxWindowDC* WXUNUSED(dc))
+{
+}
+
+#endif
+
+// common code
+
+wxOverlay::wxOverlay()
+{
+ m_impl = new wxOverlayImpl();
+ m_inDrawing = false;
+}
+
+wxOverlay::~wxOverlay()
+{
+ wxDELETE( m_impl );
+}
+
+bool wxOverlay::IsOk()
+{
+ return m_impl->IsOk();
+}
+
+void wxOverlay::Init( wxWindowDC* dc, int x , int y , int width , int height )
+{
+ m_impl->Init(dc, x, y, width, height);
+}
+
+void wxOverlay::BeginDrawing( wxWindowDC* dc)
+{
+ m_impl->BeginDrawing(dc);
+ m_inDrawing = true ;
+}
+
+void wxOverlay::EndDrawing( wxWindowDC* dc)
+{
+ m_impl->EndDrawing(dc);
+ m_inDrawing = false ;
+}
+
+void wxOverlay::Clear( wxWindowDC* dc)
+{
+ m_impl->Clear(dc);
+}
+
+void wxOverlay::Reset()
+{
+ wxASSERT_MSG(m_inDrawing==false,wxT("cannot reset overlay during drawing"));
+ m_impl->Reset();
+}
+
+// dc connector
+
+wxDCOverlay::wxDCOverlay(wxOverlay &overlay, wxWindowDC *dc, int x , int y , int width , int height) :
+ m_overlay(overlay)
+{
+ Init(dc, x, y, width, height);
+}
+
+wxDCOverlay::wxDCOverlay(wxOverlay &overlay, wxWindowDC *dc) :
+ m_overlay(overlay)
+{
+ int width;
+ int height;
+ dc->GetSize(&width,&height);
+ Init(dc, 0, 0, width, height);
+}
+
+wxDCOverlay::~wxDCOverlay()
+{
+ m_overlay.EndDrawing(m_dc);
+}
+
+void wxDCOverlay::Init(wxWindowDC *dc, int x , int y , int width , int height )
+{
+ m_dc = dc ;
+ if ( !m_overlay.IsOk() )
+ {
+ m_overlay.Init(dc,x,y,width,height);
+ }
+ m_overlay.BeginDrawing(dc);
+}
+
+void wxDCOverlay::Clear()
+{
+ m_overlay.Clear(m_dc);
+}