adaaa68635
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@55912 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
526 lines
19 KiB
Objective-C
526 lines
19 KiB
Objective-C
/////////////////////////////////////////////////////////////////////////////
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// Name: renderer.h
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// Purpose: interface of wxRendererNative
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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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@anchor wxCONTROL_FLAGS
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The following rendering flags are defined for wxRendererNative:
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*/
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enum
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{
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/** Control is disabled. */
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wxCONTROL_DISABLED = 0x00000001,
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/** Currently has keyboard focus. */
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wxCONTROL_FOCUSED = 0x00000002,
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/** (Button) is pressed. */
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wxCONTROL_PRESSED = 0x00000004,
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/** Control-specific bit. */
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wxCONTROL_SPECIAL = 0x00000008,
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/** Only for the buttons. */
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wxCONTROL_ISDEFAULT = wxCONTROL_SPECIAL,
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/** Only for the menu items. */
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wxCONTROL_ISSUBMENU = wxCONTROL_SPECIAL,
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/** Only for the tree items. */
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wxCONTROL_EXPANDED = wxCONTROL_SPECIAL,
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/** Only for the status bar panes. */
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wxCONTROL_SIZEGRIP = wxCONTROL_SPECIAL,
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/** Checkboxes only: flat border. */
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wxCONTROL_FLAT = wxCONTROL_SPECIAL,
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/** Mouse is currently over the control. */
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wxCONTROL_CURRENT = 0x00000010,
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/** Selected item in e.g. listbox. */
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wxCONTROL_SELECTED = 0x00000020,
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/** (Check/radio button) is checked. */
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wxCONTROL_CHECKED = 0x00000040,
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/** (Menu) item can be checked. */
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wxCONTROL_CHECKABLE = 0x00000080,
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/** (Check) undetermined state. */
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wxCONTROL_UNDETERMINED = wxCONTROL_CHECKABLE
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};
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/**
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@struct wxSplitterRenderParams
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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, so they can
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only be examined but not modified.
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@library{wxbase}
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@category{gdi}
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*/
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struct wxSplitterRenderParams
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{
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/**
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The only way to initialize this struct is by using this ctor.
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*/
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wxSplitterRenderParams(wxCoord widthSash_, wxCoord border_, bool isSens_);
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/**
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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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const wxCoord border;
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/**
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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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const bool isHotSensitive;
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/**
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The width of the splitter sash.
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*/
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const wxCoord widthSash;
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};
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/**
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@struct wxHeaderButtonParams
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This @c struct can optionally be used with
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wxRendererNative::DrawHeaderButton() to specify custom values used to draw
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the text or bitmap label.
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@library{wxbase}
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@category{gdi}
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*/
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struct wxHeaderButtonParams
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{
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wxHeaderButtonParams();
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wxColour m_arrowColour;
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wxColour m_selectionColour;
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wxString m_labelText;
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wxFont m_labelFont;
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wxColour m_labelColour;
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wxBitmap m_labelBitmap;
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int m_labelAlignment;
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};
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/**
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Used to specify the type of sort arrow used with
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wxRendererNative::DrawHeaderButton().
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*/
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enum wxHeaderSortIconType
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{
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wxHDR_SORT_ICON_NONE, ///< Don't draw a sort arrow.
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wxHDR_SORT_ICON_UP, ///< Draw a sort arrow icon pointing up.
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wxHDR_SORT_ICON_DOWN ///< Draw a sort arrow icon pointing down.
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};
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/**
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@class wxDelegateRendererNative
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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{gdi}
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@see wxRendererNative
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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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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 @a 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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*/
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wxDelegateRendererNative();
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/**
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This constructor uses the user-specified @a rendererNative to set up the delegate
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renderer object to follow all calls to the specified real renderer.
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@note
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This object does not take ownership of (i.e. won't delete) @a rendererNative.
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*/
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wxDelegateRendererNative(wxRendererNative& rendererNative);
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// The rest of these functions inherit the documentation from wxRendererNative
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virtual int DrawHeaderButton(wxWindow *win, wxDC& dc,
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const wxRect& rect, int flags = 0,
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wxHeaderSortIconType sortArrow = wxHDR_SORT_ICON_NONE,
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wxHeaderButtonParams* params = NULL);
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virtual int DrawHeaderButtonContents(wxWindow *win, wxDC& dc,
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const wxRect& rect, int flags = 0,
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wxHeaderSortIconType sortArrow = wxHDR_SORT_ICON_NONE,
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wxHeaderButtonParams* params = NULL);
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virtual int GetHeaderButtonHeight(wxWindow *win);
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virtual void DrawTreeItemButton(wxWindow *win, wxDC& dc,
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const wxRect& rect, int flags = 0);
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virtual void DrawSplitterBorder(wxWindow *win, wxDC& dc,
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const wxRect& rect, int flags = 0);
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virtual void DrawSplitterSash(wxWindow *win, wxDC& dc,
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const wxSize& size, wxCoord position,
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wxOrientation orient, int flags = 0);
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virtual void DrawComboBoxDropButton(wxWindow *win, wxDC& dc,
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const wxRect& rect, int flags = 0);
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virtual void DrawDropArrow(wxWindow *win, wxDC& dc,
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const wxRect& rect, int flags = 0);
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virtual void DrawCheckBox(wxWindow *win, wxDC& dc,
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const wxRect& rect, int flags = 0 );
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virtual wxSize GetCheckBoxSize(wxWindow *win);
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virtual void DrawPushButton(wxWindow *win, wxDC& dc,
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const wxRect& rect, int flags = 0 );
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virtual void DrawItemSelectionRect(wxWindow *win, wxDC& dc,
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const wxRect& rect, int flags = 0 );
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virtual void DrawFocusRect(wxWindow* win, wxDC& dc,
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const wxRect& rect, int flags = 0);
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virtual wxSplitterRenderParams GetSplitterParams(const wxWindow *win);
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virtual wxRendererVersion GetVersion() const;
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};
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/**
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@class wxRendererNative
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First, a brief introduction to wxRendererNative 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: wxRendererNative 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 page_samples_render.
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All drawing functions take some standard parameters:
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@li @a win - 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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@li @a dc - 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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@li @a rect - The bounding rectangle for the element to be drawn.
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@li @a flags - The optional flags (none by default) which can be a
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combination of the @ref wxCONTROL_FLAGS.
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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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virtual ~wxRendererNative();
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/**
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Draw a check box.
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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, see @ref wxCONTROL_FLAGS.
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*/
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virtual void DrawCheckBox(wxWindow* win, wxDC& dc,
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const wxRect& rect, 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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see @ref wxCONTROL_FLAGS.
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*/
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virtual 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 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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see @ref wxCONTROL_FLAGS.
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*/
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virtual 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.
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The only supported flags is @c wxCONTROL_SELECTED for items which are selected.
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see @ref wxCONTROL_FLAGS.
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*/
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virtual 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 wxListCtrl).
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Depending on platforms the @a flags parameter may support the @c wxCONTROL_SELECTED
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@c wxCONTROL_DISABLED and @c wxCONTROL_CURRENT bits, see @ref wxCONTROL_FLAGS.
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@return
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The optimal width to contain the the unabreviated label text or
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bitmap, the sort arrow if present, and internal margins.
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*/
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virtual int DrawHeaderButton(wxWindow* win, wxDC& dc,
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const wxRect& rect, 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 the contents of a header control button (label, sort arrows,
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etc.). This function is normally only called by DrawHeaderButton().
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Depending on platforms the @a flags parameter may support the @c wxCONTROL_SELECTED
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@c wxCONTROL_DISABLED and @c wxCONTROL_CURRENT bits, see @ref wxCONTROL_FLAGS.
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@return
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The optimal width to contain the the unabreviated label text or
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bitmap, the sort arrow if present, and internal margins.
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*/
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virtual int DrawHeaderButtonContents(wxWindow *win, wxDC& dc,
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const wxRect& rect, 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.
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The supported @a flags are @c wxCONTROL_SELECTED for items
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which are selected (e.g. often a blue rectangle) and @c wxCONTROL_CURRENT
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for the item that has the focus (often a dotted line around the item's text).
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@c wxCONTROL_FOCUSED may be used to indicate if the control has the focus
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(othewise the the selection rectangle is e.g. often grey and not blue).
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This may be ignored by the renderer or deduced by the code directly from
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the @a win.
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*/
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virtual void DrawItemSelectionRect(wxWindow* win, wxDC& dc,
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const wxRect& rect, 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, see @ref wxCONTROL_FLAGS.
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*/
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virtual void DrawPushButton(wxWindow* win, wxDC& dc,
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const wxRect& rect, 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 DrawSplitterSash() blends into it well.
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*/
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virtual void DrawSplitterBorder(wxWindow* win, wxDC& dc,
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const wxRect& rect, 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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virtual void DrawSplitterSash(wxWindow* win, wxDC& dc,
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const wxSize& size, wxCoord position,
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wxOrientation orient, int flags = 0);
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/**
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Draw the expanded/collapsed icon for a tree control item.
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To draw an expanded button the @a flags parameter must contain @c wxCONTROL_EXPANDED bit,
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see @ref wxCONTROL_FLAGS.
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*/
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virtual void DrawTreeItemButton(wxWindow* win, wxDC& dc,
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const wxRect& rect, int flags = 0);
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/**
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Return the currently used renderer.
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*/
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static 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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static 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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static wxRendererNative GetGeneric();
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/**
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Returns the size of a check box.
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*/
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virtual wxSize GetCheckBoxSize(wxWindow *win);
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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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virtual int GetHeaderButtonHeight(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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virtual 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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@remarks
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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 @c wxRendererVersion::Current_XXX values),
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but it has to be in the derived, not base, class, to detect mismatches between
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the renderers versions and so you have to implement it anew in all renderers.
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*/
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virtual 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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static 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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static wxRendererNative* Set(wxRendererNative* renderer);
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};
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/**
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@struct wxRendererVersion
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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{gdi}
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*/
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struct wxRendererVersion
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{
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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 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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The age component.
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*/
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const int age;
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/**
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The version component.
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*/
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const int version;
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};
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