/////////////////////////////////////////////////////////////////////////////
-// Name: common/dcbase.cpp
+// Name: src/common/dcbase.cpp
// Purpose: generic methods of the wxDC Class
// Author: Vadim Zeitlin
// Modified by:
#endif
#include "wx/dc.h"
-#include "wx/math.h"
+
+#ifndef WX_PRECOMP
+ #include "wx/math.h"
+#endif
// bool wxDCBase::sm_cacheing = false;
+IMPLEMENT_ABSTRACT_CLASS(wxDCBase, wxObject)
+
// ============================================================================
// implementation
// ============================================================================
{
int totalWidth = 0;
- const size_t len = text.Length();
+ const size_t len = text.length();
widths.Empty();
widths.Add(0, len);
SetPen(oldPen);
}
-void wxDCBase::GradientFillConcentric(const wxRect& rect,
+void wxDCBase::DoGradientFillConcentric(const wxRect& rect,
const wxColour& initialColour,
const wxColour& destColour,
const wxPoint& circleCenter)
nGradient = 0;
//get dest colors
- nR = nR1 + ((nR2 - nR1) * nGradient / 100);
- nG = nG1 + ((nG2 - nG1) * nGradient / 100);
- nB = nB1 + ((nB2 - nB1) * nGradient / 100);
+ 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));
list.Append( (wxObject*) new wxPoint( x+w/2, y+h/2 ) );
// copy list into array and delete list elements
- int n = list.Number();
+ int n = list.GetCount();
wxPoint *points = new wxPoint[n];
int i = 0;
wxNode* node = 0;
- for ( node = list.First(); node; node = node->Next(), i++ )
+ for ( node = list.GetFirst(); node; node = node->GetNext(), i++ )
{
- wxPoint *point = (wxPoint *)node->Data();
+ wxPoint *point = (wxPoint *)node->GetData();
points[i].x = point->x;
points[i].y = point->y;
delete point;
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->First(); node; node = node->Next() )
+ for ( wxNode* node = points->GetFirst(); node; node = node->GetNext() )
{
- wxPoint* point = (wxPoint*)node->Data();
+ wxPoint* point = (wxPoint*)node->GetData();
// transform coordinates, if necessary
if( center.x ) point->x -= center.x;
bool bForceTurn = ( sq == eq && sa > ea );
while( !bReady )
{
- for( wxNode *node = pointsarray[q].First(); node; node = node->Next() )
+ for( wxNode *node = pointsarray[q].GetFirst(); node; node = node->GetNext() )
{
// once: go to starting point in start quadrant
if( !bStarted &&
(
- ( (wxPoint*) node->Data() )->x < xsa+1 && q <= 1
+ ( (wxPoint*) node->GetData() )->x < xsa+1 && q <= 1
||
- ( (wxPoint*) node->Data() )->x > xsa-1 && q >= 2
+ ( (wxPoint*) node->GetData() )->x > xsa-1 && q >= 2
)
)
{
{
if( q != eq || bForceTurn
||
- ( (wxPoint*) node->Data() )->x > xea+1 && q <= 1
+ ( (wxPoint*) node->GetData() )->x > xea+1 && q <= 1
||
- ( (wxPoint*) node->Data() )->x < xea-1 && q >= 2
+ ( (wxPoint*) node->GetData() )->x < xea-1 && q >= 2
)
{
// copy point
- wxPoint* pPoint = new wxPoint( *((wxPoint*) node->Data() ) );
+ wxPoint* pPoint = new wxPoint( *((wxPoint*) node->GetData() ) );
points->Append( (wxObject*) pPoint );
}
- else if( q == eq && !bForceTurn || ( (wxPoint*) node->Data() )->x == xea)
+ else if( q == eq && !bForceTurn || ( (wxPoint*) node->GetData() )->x == xea)
{
bReady = true;
}
// delete points
for( q = 0; q < 4; ++q )
{
- for( wxNode *node = pointsarray[q].First(); node; node = node->Next() )
+ for( wxNode *node = pointsarray[q].GetFirst(); node; node = node->GetNext() )
{
- wxPoint *p = (wxPoint *)node->Data();
+ wxPoint *p = (wxPoint *)node->GetData();
delete p;
}
}
}
else
{
+ wxNode* node;
// copy whole ellipse, wxPoints will be deleted outside
- for( wxNode *node = pointsarray[0].First(); node; node = node->Next() )
+ for( node = pointsarray[0].GetFirst(); node; node = node->GetNext() )
{
- wxObject *p = node->Data();
+ wxObject *p = node->GetData();
points->Append( p );
}
- for( node = pointsarray[1].First(); node; node = node->Next() )
+ for( node = pointsarray[1].GetFirst(); node; node = node->GetNext() )
{
- wxObject *p = node->Data();
+ wxObject *p = node->GetData();
points->Append( p );
}
- for( node = pointsarray[2].First(); node; node = node->Next() )
+ for( node = pointsarray[2].GetFirst(); node; node = node->GetNext() )
{
- wxObject *p = node->Data();
+ wxObject *p = node->GetData();
points->Append( p );
}
- for( node = pointsarray[3].First(); node; node = node->Next() )
+ for( node = pointsarray[3].GetFirst(); node; node = node->GetNext() )
{
- wxObject *p = node->Data();
+ wxObject *p = node->GetData();
points->Append( p );
}
} // not iUseAngles
#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"
+
+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;
+
+ 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
+ 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") );
+
+ err = QDBeginCGContext(GetWindowPort(m_overlayWindow), &m_overlayContext);
+ 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)
+{
+ 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 = m_window->GetSize() ;
+ dc->SetClippingRegion( 0 , 0 , size.x , size.y ) ;
+}
+
+void wxOverlayImpl::EndDrawing( wxWindowDC* dc)
+{
+ delete dc->m_graphicContext ;
+ dc->m_graphicContext = 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 )
+ {
+ OSStatus err = QDEndCGContext(GetWindowPort(m_overlayWindow), &m_overlayContext);
+ wxASSERT_MSG( err == noErr , _("Couldn't end the context on the overlay window") );
+
+ 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);
+}