// headers
// ----------------------------------------------------------------------------
-#ifdef __GNUG__
+#if defined(__GNUG__) && !defined(NO_GCC_PRAGMA)
#pragma implementation "univbutton.h"
#endif
#include "wx/dcscreen.h"
#include "wx/button.h"
#include "wx/validate.h"
+ #include "wx/settings.h"
#endif
#include "wx/univ/renderer.h"
#include "wx/univ/inphand.h"
#include "wx/univ/theme.h"
+#include "wx/univ/colschem.h"
// ----------------------------------------------------------------------------
// constants
style |= wxALIGN_CENTRE_HORIZONTAL | wxALIGN_CENTRE_VERTICAL;
}
- if ( !wxControl::Create(parent, id, pos, size, style, wxDefaultValidator, name) )
+ if ( !wxControl::Create(parent, id, pos, size, style, validator, name) )
return FALSE;
SetLabel(label);
// this corresponds more or less to wxMSW standard in Win32 theme (see
// wxWin32Renderer::AdjustSize())
- s_sizeBtn.x = 8*dc.GetCharWidth();
- s_sizeBtn.y = (11*dc.GetCharHeight())/10 + 2;
+// s_sizeBtn.x = 8*dc.GetCharWidth();
+// s_sizeBtn.y = (11*dc.GetCharHeight())/10 + 2;
+ // Otto Wyss, Patch 664399
+ s_sizeBtn.x = dc.GetCharWidth()*10 + 2;
+ s_sizeBtn.y = dc.GetCharHeight()*11/10 + 2;
}
return s_sizeBtn;
width += m_bitmap.GetWidth() + 2*m_marginBmpX;
}
+ // The default size should not be adjusted, so the code is moved into the
+ // renderer. This is conceptual wrong but currently the only solution.
+ // (Otto Wyss, Patch 664399)
+
+/*
// for compatibility with other ports, the buttons default size is never
- // less than the standard one
- if ( !(GetWindowStyle() & wxBU_EXACTFIT) )
+ // less than the standard one, but not when display not PDAs.
+ if (wxSystemSettings::GetScreenType() > wxSYS_SCREEN_PDA)
{
- wxSize szDef = GetDefaultSize();
- if ( width < szDef.x )
- width = szDef.x;
+ if ( !(GetWindowStyle() & wxBU_EXACTFIT) )
+ {
+ wxSize szDef = GetDefaultSize();
+ if ( width < szDef.x )
+ width = szDef.x;
+ }
}
-
+*/
return wxSize(width, height);
}
renderer->DrawLabel(m_bitmap, m_marginBmpX, m_marginBmpY);
}
+bool wxButton::DoDrawBackground(wxDC& dc)
+{
+ wxRect rect;
+ wxSize size = GetSize();
+ rect.width = size.x;
+ rect.height = size.y;
+
+ if ( GetBackgroundBitmap().Ok() )
+ {
+ // get the bitmap and the flags
+ int alignment;
+ wxStretch stretch;
+ wxBitmap bmp = GetBackgroundBitmap(&alignment, &stretch);
+ wxControlRenderer::DrawBitmap(dc, bmp, rect, alignment, stretch);
+ }
+ else
+ {
+ m_renderer->DrawButtonSurface(dc, wxTHEME_BG_COLOUR(this),
+ rect, GetStateFlags());
+ }
+
+ return TRUE;
+}
+
// ----------------------------------------------------------------------------
// input processing
// ----------------------------------------------------------------------------
void wxButton::SetImageMargins(wxCoord x, wxCoord y)
{
- m_marginBmpX = x;
- m_marginBmpY = y;
-
+ m_marginBmpX = x + 2;
+ m_marginBmpY = y + 2;
+
SetBestSize(wxDefaultSize);
}
return wxStdInputHandler::HandleMouseMove(consumer, event);
}
-bool wxStdButtonInputHandler::HandleFocus(wxInputConsumer *consumer,
- const wxFocusEvent& event)
+bool wxStdButtonInputHandler::HandleFocus(wxInputConsumer * WXUNUSED(consumer),
+ const wxFocusEvent& WXUNUSED(event))
{
// buttons change appearance when they get/lose focus, so return TRUE to
// refresh
}
bool wxStdButtonInputHandler::HandleActivation(wxInputConsumer *consumer,
- bool activated)
+ bool WXUNUSED(activated))
{
// the default button changes appearance when the app is [de]activated, so
// return TRUE to refresh