c0cc7004a6
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52498 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
371 lines
14 KiB
Objective-C
371 lines
14 KiB
Objective-C
/////////////////////////////////////////////////////////////////////////////
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// Name: renderer.h
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// Purpose: interface of wxSplitterRenderParams
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows license
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/////////////////////////////////////////////////////////////////////////////
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/**
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@class wxSplitterRenderParams
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@wxheader{renderer.h}
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This is just a simple @c struct used as a return value of
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wxRendererNative::GetSplitterParams.
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It doesn't have any methods and all of its fields are constant and so can be
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only examined but not modified.
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@library{wxbase}
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@category{FIXME}
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*/
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class wxSplitterRenderParams
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{
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public:
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/**
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const wxCoord border
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The width of the border drawn by the splitter inside it, may be 0.
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*/
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/**
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const bool isHotSensitive
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@true if the sash changes appearance when the mouse passes over it, @false
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otherwise.
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*/
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/**
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const wxCoord widthSash
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The width of the splitter sash.
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*/
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};
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/**
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@class wxDelegateRendererNative
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@wxheader{renderer.h}
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wxDelegateRendererNative allows reuse of renderers code by forwarding all the
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wxRendererNative methods to the given object and
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thus allowing you to only modify some of its methods -- without having to
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reimplement all of them.
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Note that the "normal'', inheritance-based approach, doesn't work with the
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renderers as it is impossible to derive from a class unknown at compile-time
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and the renderer is only chosen at run-time. So suppose that you want to only
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add something to the drawing of the tree control buttons but leave all the
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other methods unchanged -- the only way to do it, considering that the renderer
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class which you want to customize might not even be written yet when you write
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your code (it could be written later and loaded from a DLL during run-time), is
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by using this class.
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Except for the constructor, it has exactly the same methods as
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wxRendererNative and their implementation is
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trivial: they are simply forwarded to the real renderer. Note that the "real''
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renderer may, in turn, be a wxDelegateRendererNative as well and that there may
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be arbitrarily many levels like this -- but at the end of the chain there must
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be a real renderer which does the drawing.
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@library{wxcore}
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@category{FIXME}
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*/
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class wxDelegateRendererNative : public wxRendererNative
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{
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public:
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//@{
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/**
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The default constructor does the same thing as the other one except that it
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uses the @ref wxRendererNative::getgeneric "generic renderer" instead of the
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user-specified @e rendererNative.
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In any case, this sets up the delegate renderer object to follow all calls to
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the specified real renderer.
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Note that this object does not take ownership of (i.e. won't delete)
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@e rendererNative.
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*/
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wxDelegateRendererNative();
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wxDelegateRendererNative(wxRendererNative& rendererNative);
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//@}
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/**
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This class also provides all the virtual methods of
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wxRendererNative, please refer to that class
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documentation for the details.
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*/
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DrawXXX(...);
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};
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/**
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@class wxRendererNative
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@wxheader{renderer.h}
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First, a brief introduction to wxRenderer and why it is needed.
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Usually wxWidgets uses the underlying low level GUI system to draw all the
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controls - this is what we mean when we say that it is a "native'' framework.
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However not all controls exist under all (or even any) platforms and in this
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case wxWidgets provides a default, generic, implementation of them written in
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wxWidgets itself.
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These controls don't have the native appearance if only the standard
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line drawing and other graphics primitives are used, because the native
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appearance is different under different platforms while the lines are always
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drawn in the same way.
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This is why we have renderers: wxRenderer is a class which virtualizes the
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drawing, i.e. it abstracts the drawing operations and allows you to draw say, a
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button, without caring about exactly how this is done. Of course, as we
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can draw the button differently in different renderers, this also allows us to
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emulate the native look and feel.
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So the renderers work by exposing a large set of high-level drawing functions
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which are used by the generic controls. There is always a default global
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renderer but it may be changed or extended by the user, see
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@ref overview_samplerender "Render sample".
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All drawing functions take some standard parameters:
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@e win is the window being drawn. It is normally not used and when
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it is it should only be used as a generic wxWindow
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(in order to get its low level handle, for example), but you should
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not assume that it is of some given type as the same renderer
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function may be reused for drawing different kinds of control.
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@e dc is the wxDC to draw on. Only this device
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context should be used for drawing. It is not necessary to restore
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pens and brushes for it on function exit but, on the other hand, you
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shouldn't assume that it is in any specific state on function entry:
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the rendering functions should always prepare it.
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@e rect the bounding rectangle for the element to be drawn.
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@e flags the optional flags (none by default) which can be a
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combination of the @c wxCONTROL_XXX constants below.
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Note that each drawing function restores the wxDC attributes if
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it changes them, so it is safe to assume that the same pen, brush and colours
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that were active before the call to this function are still in effect after it.
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@library{wxcore}
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@category{gdi}
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*/
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class wxRendererNative
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{
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public:
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/**
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Virtual destructor as for any base class.
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*/
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~wxRendererNative();
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/**
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Draw a check box (used by wxDataViewCtrl).
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@a flags may have the @c wxCONTROL_CHECKED, @c wxCONTROL_CURRENT or
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@c wxCONTROL_UNDETERMINED bit set.
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*/
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void DrawCheckBox(wxWindow* win, wxDC& dc, const wxRect& rect,
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int flags);
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/**
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Draw a button like the one used by wxComboBox to show a
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drop down window. The usual appearance is a downwards pointing arrow.
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@a flags may have the @c wxCONTROL_PRESSED or @c wxCONTROL_CURRENT bit set.
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*/
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void DrawComboBoxDropButton(wxWindow* win, wxDC& dc,
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const wxRect& rect,
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int flags);
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/**
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Draw a drop down arrow that is suitable for use outside a combo box. Arrow will
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have
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transparent background.
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@a rect is not entirely filled by the arrow. Instead, you should use bounding
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rectangle of a drop down button which arrow matches the size you need.
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@a flags may have the @c wxCONTROL_PRESSED or @c wxCONTROL_CURRENT bit set.
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*/
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void DrawDropArrow(wxWindow* win, wxDC& dc, const wxRect& rect,
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int flags);
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/**
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Draw a focus rectangle using the specified rectangle.
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wxListCtrl. The only supported flags is
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@c wxCONTROL_SELECTED for items which are selected.
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*/
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void DrawFocusRect(wxWindow* win, wxDC& dc, const wxRect& rect,
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int flags = 0);
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/**
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Draw the header control button (used, for example, by
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wxListCtrl). Depending on platforms the
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@a flags parameter may support the @c wxCONTROL_SELECTED
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@c wxCONTROL_DISABLED and @c wxCONTROL_CURRENT bits.
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The @a sortArrow parameter can be one of
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@c wxHDR_SORT_ICON_NONE, @c wxHDR_SORT_ICON_UP, or
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@c wxHDR_SORT_ICON_DOWN. Additional values controlling the
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drawing of a text or bitmap label can be passed in @e params. The
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value returned is the optimal width to contain the the unabreviated
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label text or bitmap, the sort arrow if present, and internal margins.
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*/
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int DrawHeaderButton(wxWindow* win, wxDC& dc, const wxRect& rect,
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int flags = 0,
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wxHeaderSortIconType sortArrow = wxHDR_SORT_ICON_NONE,
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wxHeaderButtonParams* params = NULL);
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/**
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Draw a selection rectangle underneath the text as used e.g. in a
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wxListCtrl. The supported @a flags are
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@c wxCONTROL_SELECTED for items which are selected (e.g. often a blue
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rectangle) and @c wxCONTROL_CURRENT for the item that has the focus
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(often a dotted line around the item's text). @c wxCONTROL_FOCUSED may
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be used to indicate if the control has the focus (othewise the the selection
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rectangle is e.g. often grey and not blue). This may be ignored by the renderer
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or deduced by the code directly from the @e win.
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*/
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void DrawItemSelectionRect(wxWindow* win, wxDC& dc,
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const wxRect& rect,
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int flags = 0);
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/**
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Draw a blank push button that looks very similar to wxButton.
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@a flags may have the @c wxCONTROL_PRESSED, @c wxCONTROL_CURRENT or
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@c wxCONTROL_ISDEFAULT bit set.
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*/
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void DrawPushButton(wxWindow* win, wxDC& dc, const wxRect& rect,
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int flags);
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/**
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Draw the border for sash window: this border must be such that the sash
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drawn by @ref drawsplittersash() DrawSash blends into it
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well.
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*/
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void DrawSplitterBorder(wxWindow* win, wxDC& dc,
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const wxRect& rect,
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int flags = 0);
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/**
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Draw a sash. The @a orient parameter defines whether the sash should be
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vertical or horizontal and how the @a position should be interpreted.
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*/
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void DrawSplitterSash(wxWindow* win, wxDC& dc,
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const wxSize& size,
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wxCoord position,
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wxOrientation orient,
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int flags = 0);
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/**
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Draw the expanded/collapsed icon for a tree control item. To draw an expanded
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button the @a flags parameter must contain @c wxCONTROL_EXPANDED bit.
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*/
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void DrawTreeItemButton(wxWindow* win, wxDC& dc,
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const wxRect& rect,
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int flags = 0);
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/**
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Return the currently used renderer.
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*/
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wxRendererNative Get();
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/**
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Return the default (native) implementation for this platform -- this is also
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the one used by default but this may be changed by calling
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Set() in which case the return value of this
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method may be different from the return value of Get().
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*/
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wxRendererNative GetDefault();
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/**
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Return the generic implementation of the renderer. Under some platforms, this
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is the default renderer implementation, others have platform-specific default
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renderer which can be retrieved by calling GetDefault().
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*/
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wxRendererNative GetGeneric();
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/**
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Returns the height of a header button, either a fixed platform height if
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available, or a
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generic height based on the window's font.
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*/
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int GetHeaderButtonHeight(const wxWindow* win);
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/**
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Get the splitter parameters, see
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wxSplitterRenderParams.
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*/
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wxSplitterRenderParams GetSplitterParams(const wxWindow* win);
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/**
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This function is used for version checking: Load()
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refuses to load any shared libraries implementing an older or incompatible
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version.
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The implementation of this method is always the same in all renderers (simply
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construct wxRendererVersion using the
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@c wxRendererVersion::Current_XXX values), but it has to be in the derived,
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not base, class, to detect mismatches between the renderers versions and so you
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have to implement it anew in all renderers.
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*/
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wxRendererVersion GetVersion() const;
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/**
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Load the renderer from the specified DLL, the returned pointer must be
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deleted by caller if not @NULL when it is not used any more.
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The @a name should be just the base name of the renderer and not the full
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name of the DLL file which is constructed differently (using
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wxDynamicLibrary::CanonicalizePluginName)
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on different systems.
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*/
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wxRendererNative* Load(const wxString& name);
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/**
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Set the renderer to use, passing @NULL reverts to using the default
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renderer (the global renderer must always exist).
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Return the previous renderer used with Set() or @NULL if none.
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*/
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wxRendererNative* Set(wxRendererNative* renderer);
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};
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/**
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@class wxRendererVersion
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@wxheader{renderer.h}
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This simple struct represents the wxRendererNative
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interface version and is only used as the return value of
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wxRendererNative::GetVersion.
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The version has two components: the version itself and the age. If the main
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program and the renderer have different versions they are never compatible with
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each other because the version is only changed when an existing virtual
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function is modified or removed. The age, on the other hand, is incremented
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each time a new virtual method is added and so, at least for the compilers
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using a common C++ object model, the calling program is compatible with any
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renderer which has the age greater or equal to its age. This verification is
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done by IsCompatible() method.
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@library{wxbase}
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@category{FIXME}
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*/
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class wxRendererVersion
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{
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public:
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/**
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Checks if the main program is compatible with the renderer having the version
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@e ver, returns @true if it is and @false otherwise.
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This method is used by
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wxRendererNative::Load to determine whether a
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renderer can be used.
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*/
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static bool IsCompatible(const wxRendererVersion& ver);
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/**
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const int age
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The age component.
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*/
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/**
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const int version
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The version component.
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*/
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};
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