+///////////////////////////////////////////////////////////////////////////////
+// Name: univ/ctrlrend.cpp
+// Purpose: wxControlRenderer implementation
+// Author: Vadim Zeitlin
+// Modified by:
+// Created: 15.08.00
+// RCS-ID: $Id$
+// Copyright: (c) 2000 SciTech Software, Inc. (www.scitechsoft.com)
+// Licence: wxWindows licence
+///////////////////////////////////////////////////////////////////////////////
+
+// ===========================================================================
+// declarations
+// ===========================================================================
+
+// ---------------------------------------------------------------------------
+// headers
+// ---------------------------------------------------------------------------
+
+#ifdef __GNUG__
+ #pragma implementation "renderer.h"
+#endif
+
+// For compilers that support precompilation, includes "wx.h".
+#include "wx/wxprec.h"
+
+#ifdef __BORLANDC__
+ #pragma hdrstop
+#endif
+
+#ifndef WX_PRECOMP
+ #include "wx/app.h"
+ #include "wx/control.h"
+ #include "wx/checklst.h"
+ #include "wx/listbox.h"
+ #include "wx/scrolbar.h"
+ #include "wx/dc.h"
+#endif // WX_PRECOMP
+
+#include "wx/image.h"
+#include "wx/log.h"
+
+#include "wx/univ/theme.h"
+#include "wx/univ/renderer.h"
+#include "wx/univ/colschem.h"
+
+#if wxUSE_GAUGE
+#include "wx/gauge.h"
+#endif
+
+// ============================================================================
+// implementation
+// ============================================================================
+
+// ----------------------------------------------------------------------------
+// wxRenderer: drawing helpers
+// ----------------------------------------------------------------------------
+
+void wxRenderer::StandardDrawFrame(wxDC& dc,
+ const wxRect& rectFrame,
+ const wxRect& rectLabel)
+{
+ // draw left, bottom and right lines entirely
+ DrawVerticalLine(dc, rectFrame.GetLeft(),
+ rectFrame.GetTop(), rectFrame.GetBottom() - 2);
+ DrawHorizontalLine(dc, rectFrame.GetBottom() - 1,
+ rectFrame.GetLeft(), rectFrame.GetRight());
+ DrawVerticalLine(dc, rectFrame.GetRight() - 1,
+ rectFrame.GetTop(), rectFrame.GetBottom() - 1);
+
+ // and 2 parts of the top line
+ DrawHorizontalLine(dc, rectFrame.GetTop(),
+ rectFrame.GetLeft() + 1, rectLabel.GetLeft());
+ DrawHorizontalLine(dc, rectFrame.GetTop(),
+ rectLabel.GetRight(), rectFrame.GetRight() - 2);
+}
+
+/* static */
+void wxRenderer::StandardDrawTextLine(wxDC& dc,
+ const wxString& text,
+ const wxRect& rect,
+ int selStart, int selEnd,
+ int flags)
+{
+ if ( (selStart == -1) || !(flags & wxCONTROL_FOCUSED) )
+ {
+ // just draw it as is
+ dc.DrawText(text, rect.x, rect.y);
+ }
+ else // we have selection
+ {
+ wxCoord width,
+ x = rect.x;
+
+ // draw the part before selection
+ wxString s(text, (size_t)selStart);
+ if ( !s.empty() )
+ {
+ dc.DrawText(s, x, rect.y);
+
+ dc.GetTextExtent(s, &width, NULL);
+ x += width;
+ }
+
+ // draw the selection itself
+ s = wxString(text.c_str() + selStart, text.c_str() + selEnd);
+ if ( !s.empty() )
+ {
+ wxColour colFg = dc.GetTextForeground(),
+ colBg = dc.GetTextBackground();
+ dc.SetTextForeground(wxTHEME_COLOUR(HIGHLIGHT_TEXT));
+ dc.SetTextBackground(wxTHEME_COLOUR(HIGHLIGHT));
+ dc.SetBackgroundMode(wxSOLID);
+
+ dc.DrawText(s, x, rect.y);
+ dc.GetTextExtent(s, &width, NULL);
+ x += width;
+
+ dc.SetBackgroundMode(wxTRANSPARENT);
+ dc.SetTextBackground(colBg);
+ dc.SetTextForeground(colFg);
+ }
+
+ // draw the final part
+ s = text.c_str() + selEnd;
+ if ( !s.empty() )
+ {
+ dc.DrawText(s, x, rect.y);
+ }
+ }
+}
+
+// ----------------------------------------------------------------------------
+// wxRenderer: scrollbar geometry
+// ----------------------------------------------------------------------------
+
+/* static */
+void wxRenderer::StandardScrollBarThumbSize(wxCoord length,
+ int thumbPos,
+ int thumbSize,
+ int range,
+ wxCoord *thumbStart,
+ wxCoord *thumbEnd)
+{
+ // the thumb can't be made less than this number of pixels
+ static const wxCoord thumbMinWidth = 8; // FIXME: should be configurable
+
+ *thumbStart = (length*thumbPos) / range;
+ *thumbEnd = (length*(thumbPos + thumbSize)) / range;
+
+ if ( *thumbEnd - *thumbStart < thumbMinWidth )
+ {
+ // adjust the end if possible
+ if ( *thumbStart <= length - thumbMinWidth )
+ {
+ // yes, just make it wider
+ *thumbEnd = *thumbStart + thumbMinWidth;
+ }
+ else // it is at the bottom of the scrollbar
+ {
+ // so move it a bit up
+ *thumbStart = length - thumbMinWidth;
+ *thumbEnd = length;
+ }
+ }
+}
+
+/* static */
+wxRect wxRenderer::StandardGetScrollbarRect(const wxScrollBar *scrollbar,
+ wxScrollBar::Element elem,
+ int thumbPos,
+ const wxSize& sizeArrow)
+{
+ if ( thumbPos == -1 )
+ {
+ thumbPos = scrollbar->GetThumbPosition();
+ }
+
+ wxSize sizeTotal = scrollbar->GetClientSize();
+ wxCoord *start, *width, length, arrow;
+ wxRect rect;
+ if ( scrollbar->IsVertical() )
+ {
+ rect.x = 0;
+ rect.width = sizeTotal.x;
+ length = sizeTotal.y;
+ start = &rect.y;
+ width = &rect.height;
+ arrow = sizeArrow.y;
+ }
+ else // horizontal
+ {
+ rect.y = 0;
+ rect.height = sizeTotal.y;
+ length = sizeTotal.x;
+ start = &rect.x;
+ width = &rect.width;
+ arrow = sizeArrow.x;
+ }
+
+ switch ( elem )
+ {
+ case wxScrollBar::Element_Arrow_Line_1:
+ *start = 0;
+ *width = arrow;
+ break;
+
+ case wxScrollBar::Element_Arrow_Line_2:
+ *start = length - arrow;
+ *width = arrow;
+ break;
+
+ case wxScrollBar::Element_Arrow_Page_1:
+ case wxScrollBar::Element_Arrow_Page_2:
+ // we don't have them at all
+ break;
+
+ case wxScrollBar::Element_Thumb:
+ case wxScrollBar::Element_Bar_1:
+ case wxScrollBar::Element_Bar_2:
+ // we need to calculate the thumb position - do it
+ {
+ length -= 2*arrow;
+ wxCoord thumbStart, thumbEnd;
+ int range = scrollbar->GetRange();
+ if ( !range )
+ {
+ thumbStart =
+ thumbEnd = 0;
+ }
+ else
+ {
+ StandardScrollBarThumbSize(length,
+ thumbPos,
+ scrollbar->GetThumbSize(),
+ range,
+ &thumbStart,
+ &thumbEnd);
+ }
+
+ if ( elem == wxScrollBar::Element_Thumb )
+ {
+ *start = thumbStart;
+ *width = thumbEnd - thumbStart;
+ }
+ else if ( elem == wxScrollBar::Element_Bar_1 )
+ {
+ *start = 0;
+ *width = thumbStart;
+ }
+ else // elem == wxScrollBar::Element_Bar_2
+ {
+ *start = thumbEnd;
+ *width = length - thumbEnd;
+ }
+
+ // everything is relative to the start of the shaft so far
+ *start += arrow;
+ }
+ break;
+
+ case wxScrollBar::Element_Max:
+ default:
+ wxFAIL_MSG( _T("unknown scrollbar element") );
+ }
+
+ return rect;
+}
+
+/* static */
+wxCoord wxRenderer::StandardScrollBarSize(const wxScrollBar *scrollbar,
+ const wxSize& sizeArrowSB)
+{
+ wxCoord sizeArrow, sizeTotal;
+ if ( scrollbar->GetWindowStyle() & wxVERTICAL )
+ {
+ sizeArrow = sizeArrowSB.y;
+ sizeTotal = scrollbar->GetSize().y;
+ }
+ else // horizontal
+ {
+ sizeArrow = sizeArrowSB.x;
+ sizeTotal = scrollbar->GetSize().x;
+ }
+
+ return sizeTotal - 2*sizeArrow;
+}
+
+/* static */
+wxCoord wxRenderer::StandardScrollbarToPixel(const wxScrollBar *scrollbar,
+ int thumbPos,
+ const wxSize& sizeArrow)
+{
+ int range = scrollbar->GetRange();
+ if ( !range )
+ {
+ // the only valid position anyhow
+ return 0;
+ }
+
+ if ( thumbPos == -1 )
+ {
+ // by default use the current thumb position
+ thumbPos = scrollbar->GetThumbPosition();
+ }
+
+ return ( thumbPos*StandardScrollBarSize(scrollbar, sizeArrow) ) / range
+ + (scrollbar->IsVertical() ? sizeArrow.y : sizeArrow.x);
+}
+
+/* static */
+int wxRenderer::StandardPixelToScrollbar(const wxScrollBar *scrollbar,
+ wxCoord coord,
+ const wxSize& sizeArrow)
+{
+ return ( (coord - (scrollbar->IsVertical() ? sizeArrow.y : sizeArrow.x)) *
+ scrollbar->GetRange() ) /
+ StandardScrollBarSize(scrollbar, sizeArrow);
+}
+
+/* static */
+wxHitTest wxRenderer::StandardHitTestScrollbar(const wxScrollBar *scrollbar,
+ const wxPoint& pt,
+ const wxSize& sizeArrowSB)
+{
+ // we only need to work with either x or y coord depending on the
+ // orientation, choose one (but still check the other one to verify if the
+ // mouse is in the window at all)
+ wxCoord coord, sizeArrow, sizeTotal;
+ wxSize size = scrollbar->GetSize();
+ if ( scrollbar->GetWindowStyle() & wxVERTICAL )
+ {
+ if ( pt.x < 0 || pt.x > size.x )
+ return wxHT_NOWHERE;
+
+ coord = pt.y;
+ sizeArrow = sizeArrowSB.y;
+ sizeTotal = size.y;
+ }
+ else // horizontal
+ {
+ if ( pt.y < 0 || pt.y > size.y )
+ return wxHT_NOWHERE;
+
+ coord = pt.x;
+ sizeArrow = sizeArrowSB.x;
+ sizeTotal = size.x;
+ }
+
+ // test for the arrows first as it's faster
+ if ( coord < 0 || coord > sizeTotal )
+ {
+ return wxHT_NOWHERE;
+ }
+ else if ( coord < sizeArrow )
+ {
+ return wxHT_SCROLLBAR_ARROW_LINE_1;
+ }
+ else if ( coord > sizeTotal - sizeArrow )
+ {
+ return wxHT_SCROLLBAR_ARROW_LINE_2;
+ }
+ else
+ {
+ // calculate the thumb position in pixels
+ sizeTotal -= 2*sizeArrow;
+ wxCoord thumbStart, thumbEnd;
+ int range = scrollbar->GetRange();
+ if ( !range )
+ {
+ // clicking the scrollbar without range has no effect
+ return wxHT_NOWHERE;
+ }
+ else
+ {
+ StandardScrollBarThumbSize(sizeTotal,
+ scrollbar->GetThumbPosition(),
+ scrollbar->GetThumbSize(),
+ range,
+ &thumbStart,
+ &thumbEnd);
+ }
+
+ // now compare with the thumb position
+ coord -= sizeArrow;
+ if ( coord < thumbStart )
+ return wxHT_SCROLLBAR_BAR_1;
+ else if ( coord > thumbEnd )
+ return wxHT_SCROLLBAR_BAR_2;
+ else
+ return wxHT_SCROLLBAR_THUMB;
+ }
+}
+
+wxRenderer::~wxRenderer()
+{
+}
+
+// ----------------------------------------------------------------------------
+// wxControlRenderer
+// ----------------------------------------------------------------------------
+
+wxControlRenderer::wxControlRenderer(wxWindow *window,
+ wxDC& dc,
+ wxRenderer *renderer)
+ : m_dc(dc)
+{
+ m_window = window;
+ m_renderer = renderer;
+
+ wxSize size = m_window->GetClientSize();
+ m_rect.x =
+ m_rect.y = 0;
+ m_rect.width = size.x;
+ m_rect.height = size.y;
+}
+
+void wxControlRenderer::DrawLabel(const wxBitmap& bitmap,
+ wxCoord marginX, wxCoord marginY)
+{
+ m_dc.SetBackgroundMode(wxTRANSPARENT);
+ m_dc.SetFont(m_window->GetFont());
+ m_dc.SetTextForeground(m_window->GetForegroundColour());
+
+ wxString label = m_window->GetLabel();
+ if ( !label.empty() || bitmap.Ok() )
+ {
+ wxRect rectLabel = m_rect;
+ if ( bitmap.Ok() )
+ {
+ rectLabel.Inflate(-marginX, -marginY);
+ }
+
+ wxControl *ctrl = wxStaticCast(m_window, wxControl);
+
+ m_renderer->DrawButtonLabel(m_dc,
+ label,
+ bitmap,
+ rectLabel,
+ m_window->GetStateFlags(),
+ ctrl->GetAlignment(),
+ ctrl->GetAccelIndex());
+ }
+}
+
+void wxControlRenderer::DrawFrame()
+{
+ m_dc.SetFont(m_window->GetFont());
+ m_dc.SetTextForeground(m_window->GetForegroundColour());
+ m_dc.SetTextBackground(m_window->GetBackgroundColour());
+
+ wxControl *ctrl = wxStaticCast(m_window, wxControl);
+
+ m_renderer->DrawFrame(m_dc,
+ m_window->GetLabel(),
+ m_rect,
+ m_window->GetStateFlags(),
+ ctrl->GetAlignment(),
+ ctrl->GetAccelIndex());
+}
+
+void wxControlRenderer::DrawButtonBorder()
+{
+ int flags = m_window->GetStateFlags();
+
+ m_renderer->DrawButtonBorder(m_dc, m_rect, flags, &m_rect);
+
+ // Why do this here?
+ // m_renderer->DrawButtonSurface(m_dc, wxTHEME_BG_COLOUR(m_window), m_rect, flags );
+}
+
+void wxControlRenderer::DrawBitmap(const wxBitmap& bitmap)
+{
+ int style = m_window->GetWindowStyle();
+ DrawBitmap(m_dc, bitmap, m_rect,
+ style & wxALIGN_MASK,
+ style & wxBI_EXPAND ? wxEXPAND : wxSTRETCH_NOT);
+}
+
+/* static */
+void wxControlRenderer::DrawBitmap(wxDC &dc,
+ const wxBitmap& bitmap,
+ const wxRect& rect,
+ int alignment,
+ wxStretch stretch)
+{
+ // we may change the bitmap if we stretch it
+ wxBitmap bmp = bitmap;
+ if ( !bmp.Ok() )
+ return;
+
+ int width = bmp.GetWidth(),
+ height = bmp.GetHeight();
+
+ wxCoord x = 0,
+ y = 0;
+ if ( stretch & wxTILE )
+ {
+ // tile the bitmap
+ for ( ; x < rect.width; x += width )
+ {
+ for ( y = 0; y < rect.height; y += height )
+ {
+ // no need to use mask here as we cover the entire window area
+ dc.DrawBitmap(bmp, x, y);
+ }
+ }
+ }
+ else if ( stretch & wxEXPAND )
+ {
+ // stretch bitmap to fill the entire control
+ bmp = wxBitmap(wxImage(bmp.ConvertToImage()).Scale(rect.width, rect.height));
+ }
+ else // not stretched, not tiled
+ {
+ if ( alignment & wxALIGN_RIGHT )
+ {
+ x = rect.GetRight() - width;
+ }
+ else if ( alignment & wxALIGN_CENTRE )
+ {
+ x = (rect.GetLeft() + rect.GetRight() - width + 1) / 2;
+ }
+ else // alignment & wxALIGN_LEFT
+ {
+ x = rect.GetLeft();
+ }
+
+ if ( alignment & wxALIGN_BOTTOM )
+ {
+ y = rect.GetBottom() - height;
+ }
+ else if ( alignment & wxALIGN_CENTRE_VERTICAL )
+ {
+ y = (rect.GetTop() + rect.GetBottom() - height + 1) / 2;
+ }
+ else // alignment & wxALIGN_TOP
+ {
+ y = rect.GetTop();
+ }
+ }
+
+ // do draw it
+ dc.DrawBitmap(bmp, x, y, TRUE /* use mask */);
+}
+
+void wxControlRenderer::DrawScrollbar(const wxScrollBar *scrollbar,
+ int thumbPosOld)
+{
+ // we will only redraw the parts which must be redrawn and not everything
+ wxRegion rgnUpdate = scrollbar->GetUpdateRegion();
+
+ {
+ wxRect rectUpdate = rgnUpdate.GetBox();
+ wxLogTrace(_T("scrollbar"),
+ _T("%s redraw: update box is (%d, %d)-(%d, %d)"),
+ scrollbar->IsVertical() ? _T("vert") : _T("horz"),
+ rectUpdate.GetLeft(),
+ rectUpdate.GetTop(),
+ rectUpdate.GetRight(),
+ rectUpdate.GetBottom());
+
+#if 0 //def WXDEBUG_SCROLLBAR
+ static bool s_refreshDebug = FALSE;
+ if ( s_refreshDebug )
+ {
+ wxClientDC dc(wxConstCast(scrollbar, wxScrollBar));
+ dc.SetBrush(*wxRED_BRUSH);
+ dc.SetPen(*wxTRANSPARENT_PEN);
+ dc.DrawRectangle(rectUpdate);
+
+ // under Unix we use "--sync" X option for this
+ #ifdef __WXMSW__
+ ::GdiFlush();
+ ::Sleep(200);
+ #endif // __WXMSW__
+ }
+#endif // WXDEBUG_SCROLLBAR
+ }
+
+ wxOrientation orient = scrollbar->IsVertical() ? wxVERTICAL
+ : wxHORIZONTAL;
+
+ // the shaft
+ for ( int nBar = 0; nBar < 2; nBar++ )
+ {
+ wxScrollBar::Element elem =
+ (wxScrollBar::Element)(wxScrollBar::Element_Bar_1 + nBar);
+
+ wxRect rectBar = m_renderer->GetScrollbarRect(scrollbar, elem);
+
+ if ( rgnUpdate.Contains(rectBar) )
+ {
+ wxLogTrace(_T("scrollbar"),
+ _T("drawing bar part %d at (%d, %d)-(%d, %d)"),
+ nBar + 1,
+ rectBar.GetLeft(),
+ rectBar.GetTop(),
+ rectBar.GetRight(),
+ rectBar.GetBottom());
+
+ m_renderer->DrawScrollbarShaft(m_dc,
+ orient,
+ rectBar,
+ scrollbar->GetState(elem));
+ }
+ }
+
+ // arrows
+ for ( int nArrow = 0; nArrow < 2; nArrow++ )
+ {
+ wxScrollBar::Element elem =
+ (wxScrollBar::Element)(wxScrollBar::Element_Arrow_Line_1 + nArrow);
+
+ wxRect rectArrow = m_renderer->GetScrollbarRect(scrollbar, elem);
+ if ( rgnUpdate.Contains(rectArrow) )
+ {
+ wxLogTrace(_T("scrollbar"),
+ _T("drawing arrow %d at (%d, %d)-(%d, %d)"),
+ nArrow + 1,
+ rectArrow.GetLeft(),
+ rectArrow.GetTop(),
+ rectArrow.GetRight(),
+ rectArrow.GetBottom());
+
+ scrollbar->GetArrows().DrawArrow
+ (
+ (wxScrollArrows::Arrow)nArrow,
+ m_dc,
+ rectArrow,
+ TRUE // draw a scrollbar arrow, not just an arrow
+ );
+ }
+ }
+
+ // TODO: support for page arrows
+
+ // and the thumb
+ wxScrollBar::Element elem = wxScrollBar::Element_Thumb;
+ wxRect rectThumb = m_renderer->GetScrollbarRect(scrollbar, elem);
+ if ( rectThumb.width && rectThumb.height && rgnUpdate.Contains(rectThumb) )
+ {
+ wxLogTrace(_T("scrollbar"),
+ _T("drawing thumb at (%d, %d)-(%d, %d)"),
+ rectThumb.GetLeft(),
+ rectThumb.GetTop(),
+ rectThumb.GetRight(),
+ rectThumb.GetBottom());
+
+ m_renderer->DrawScrollbarThumb(m_dc,
+ orient,
+ rectThumb,
+ scrollbar->GetState(elem));
+ }
+}
+
+void wxControlRenderer::DrawLine(wxCoord x1, wxCoord y1, wxCoord x2, wxCoord y2)
+{
+ wxASSERT_MSG( x1 == x2 || y1 == y2,
+ _T("line must be either horizontal or vertical") );
+
+ if ( x1 == x2 )
+ m_renderer->DrawVerticalLine(m_dc, x1, y1, y2);
+ else // horizontal
+ m_renderer->DrawHorizontalLine(m_dc, y1, x1, x2);
+}
+
+#if wxUSE_LISTBOX
+
+void wxControlRenderer::DrawItems(const wxListBox *lbox,
+ size_t itemFirst, size_t itemLast)
+{
+ DoDrawItems(lbox, itemFirst, itemLast);
+}
+
+void wxControlRenderer::DoDrawItems(const wxListBox *lbox,
+ size_t itemFirst, size_t itemLast,
+ bool isCheckLbox)
+{
+ // prepare for the drawing: calc the initial position
+ wxCoord lineHeight = lbox->GetLineHeight();
+
+ // note that SetClippingRegion() needs the physical (unscrolled)
+ // coordinates while we use the logical (scrolled) ones for the drawing
+ // itself
+ wxRect rect;
+ wxSize size = lbox->GetClientSize();
+ rect.width = size.x;
+ rect.height = size.y;
+
+ // keep the text inside the client rect or we will overwrite the vertical
+ // scrollbar for the long strings
+ m_dc.SetClippingRegion(rect.x, rect.y, rect.width + 1, rect.height + 1);
+
+ // adjust the rect position now
+ lbox->CalcScrolledPosition(rect.x, rect.y, &rect.x, &rect.y);
+ rect.y += itemFirst*lineHeight;
+ rect.height = lineHeight;
+
+ // the rect should go to the right visible border so adjust the width if x
+ // is shifted (rightmost point should stay the same)
+ rect.width -= rect.x;
+
+ // we'll keep the text colour unchanged
+ m_dc.SetTextForeground(lbox->GetForegroundColour());
+
+ // an item should have the focused rect only when the lbox has focus, so
+ // make sure that we never set wxCONTROL_FOCUSED flag if it doesn't
+ int itemCurrent = wxWindow::FindFocus() == (wxWindow *)lbox // cast needed
+ ? lbox->GetCurrentItem()
+ : -1;
+ for ( size_t n = itemFirst; n < itemLast; n++ )
+ {
+ int flags = 0;
+ if ( (int)n == itemCurrent )
+ flags |= wxCONTROL_FOCUSED;
+ if ( lbox->IsSelected(n) )
+ flags |= wxCONTROL_SELECTED;
+
+#if wxUSE_CHECKLISTBOX
+ if ( isCheckLbox )
+ {
+ wxCheckListBox *checklstbox = wxStaticCast(lbox, wxCheckListBox);
+ if ( checklstbox->IsChecked(n) )
+ flags |= wxCONTROL_CHECKED;
+
+ m_renderer->DrawCheckItem(m_dc, lbox->GetString(n),
+ wxNullBitmap,
+ rect,
+ flags);
+ }
+ else
+#endif // wxUSE_CHECKLISTBOX
+ {
+ m_renderer->DrawItem(m_dc, lbox->GetString(n), rect, flags);
+ }
+
+ rect.y += lineHeight;
+ }
+}
+
+#endif // wxUSE_LISTBOX
+
+#if wxUSE_CHECKLISTBOX
+
+void wxControlRenderer::DrawCheckItems(const wxCheckListBox *lbox,
+ size_t itemFirst, size_t itemLast)
+{
+ DoDrawItems(lbox, itemFirst, itemLast, TRUE);
+}
+
+#endif // wxUSE_CHECKLISTBOX
+
+#if wxUSE_GAUGE
+
+void wxControlRenderer::DrawProgressBar(const wxGauge *gauge)
+{
+ // draw background
+ m_dc.SetBrush(wxBrush(m_window->GetBackgroundColour(), wxSOLID));
+ m_dc.SetPen(*wxTRANSPARENT_PEN);
+ m_dc.DrawRectangle(m_rect);
+
+ int max = gauge->GetRange();
+ if ( !max )
+ {
+ // nothing to draw
+ return;
+ }
+
+ // calc the filled rect
+ int pos = gauge->GetValue();
+ int left = max - pos;
+
+ wxRect rect = m_rect;
+ rect.Deflate(1); // FIXME this depends on the border width
+
+ wxColour col = m_window->UseFgCol() ? m_window->GetForegroundColour()
+ : wxTHEME_COLOUR(GAUGE);
+ m_dc.SetBrush(wxBrush(col, wxSOLID));
+
+ if ( gauge->IsSmooth() )
+ {
+ // just draw the rectangle in one go
+ if ( gauge->IsVertical() )
+ {
+ // vert bars grow from bottom to top
+ wxCoord dy = ((rect.height - 1) * left) / max;
+ rect.y += dy;
+ rect.height -= dy;
+ }
+ else // horizontal
+ {
+ // grow from left to right
+ rect.width -= ((rect.width - 1) * left) / max;
+ }
+
+ m_dc.DrawRectangle(rect);
+ }
+ else // discrete
+ {
+ wxSize sizeStep = m_renderer->GetProgressBarStep();
+ int step = gauge->IsVertical() ? sizeStep.y : sizeStep.x;
+
+ // we divide by it below!
+ wxCHECK_RET( step, _T("invalid wxGauge step") );
+
+ // round up to make the progress appear to start faster
+ int lenTotal = gauge->IsVertical() ? rect.height : rect.width;
+ int steps = ((lenTotal + step - 1) * pos) / (max * step);
+
+ // calc the coords of one small rect
+ wxCoord *px, dx, dy;
+ if ( gauge->IsVertical() )
+ {
+ // draw from bottom to top: so first set y to the bottom
+ rect.y += rect.height - 1;
+
+ // then adjust the height
+ rect.height = step;
+
+ // and then adjust y again to be what it should for the first rect
+ rect.y -= rect.height;
+
+ // we are going up
+ step = -step;
+
+ // remember that this will be the coord which will change
+ px = &rect.y;
+
+ dy = 1;
+ dx = 0;
+ }
+ else // horizontal
+ {
+ // don't leave 2 empty pixels in the beginning
+ rect.x--;
+
+ px = &rect.x;
+ rect.width = step;
+
+ dy = 0;
+ dx = 1;
+ }
+
+ for ( int n = 0; n < steps; n++ )
+ {
+ wxRect rectSegment = rect;
+ rectSegment.Deflate(dx, dy);
+
+ m_dc.DrawRectangle(rectSegment);
+
+ *px += step;
+ if ( *px < 1 )
+ {
+ // this can only happen for the last step of vertical gauge
+ rect.height = *px - step - 1;
+ *px = 1;
+ }
+ else if ( *px > lenTotal - step )
+ {
+ // this can only happen for the last step of horizontal gauge
+ rect.width = lenTotal - *px - 1;
+ }
+ }
+ }
+}
+
+#endif // wxUSE_GAUGE
+