///////////////////////////////////////////////////////////////////////////// // Name: effects.h // Purpose: wxEffects class // Draws 3D effects. // Author: Julian Smart et al // Modified by: // Created: 25/4/2000 // RCS-ID: $Id$ // Copyright: (c) Julian Smart // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #if defined(__GNUG__) && !defined(__APPLE__) #pragma interface "effects.h" #endif #ifndef _WX_EFFECTS_H_ #define _WX_EFFECTS_H_ /* * wxEffects: various 3D effects */ class WXDLLEXPORT wxEffects: public wxObject { DECLARE_CLASS(wxEffects) public: // Assume system colours wxEffects() ; // Going from lightest to darkest wxEffects(const wxColour& highlightColour, const wxColour& lightShadow, const wxColour& faceColour, const wxColour& mediumShadow, const wxColour& darkShadow) ; // Accessors wxColour GetHighlightColour() const { return m_highlightColour; } wxColour GetLightShadow() const { return m_lightShadow; } wxColour GetFaceColour() const { return m_faceColour; } wxColour GetMediumShadow() const { return m_mediumShadow; } wxColour GetDarkShadow() const { return m_darkShadow; } void SetHighlightColour(const wxColour& c) { m_highlightColour = c; } void SetLightShadow(const wxColour& c) { m_lightShadow = c; } void SetFaceColour(const wxColour& c) { m_faceColour = c; } void SetMediumShadow(const wxColour& c) { m_mediumShadow = c; } void SetDarkShadow(const wxColour& c) { m_darkShadow = c; } void Set(const wxColour& highlightColour, const wxColour& lightShadow, const wxColour& faceColour, const wxColour& mediumShadow, const wxColour& darkShadow) { SetHighlightColour(highlightColour); SetLightShadow(lightShadow); SetFaceColour(faceColour); SetMediumShadow(mediumShadow); SetDarkShadow(darkShadow); } // Draw a sunken edge void DrawSunkenEdge(wxDC& dc, const wxRect& rect, int borderSize = 1); // Tile a bitmap bool TileBitmap(const wxRect& rect, wxDC& dc, wxBitmap& bitmap); protected: wxColour m_highlightColour; // Usually white wxColour m_lightShadow; // Usually light grey wxColour m_faceColour; // Usually grey wxColour m_mediumShadow; // Usually dark grey wxColour m_darkShadow; // Usually black }; #endif