2003-08-06 08:59:59 -04:00
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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%% Name: renderer.tex
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%% Purpose: wxRenderer and wxRendererNative documentation
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%% Author: Vadim Zeitlin
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%% Modified by:
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%% Created: 06.08.03
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%% RCS-ID: $Id$
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%% Copyright: (c) 2003 Vadim Zeitlin <vadim@wxwindows.org>
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%% License: wxWindows license
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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2003-08-10 20:33:11 -04:00
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\section{\class{wxRendererNative}}\label{wxrenderernative}
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First, a brief introduction to wxRenderer and why it is needed.
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Usually wxWindows 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 wxWindows provides a default, generic, implementation of them written in
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wxWindows 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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\helpref{Render sample}{samplerender}.
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All drawing functions take some standard parameters:
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\begin{itemize}
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\item \arg{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 \helpref{wxWindow}{wxwindow}
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(in order to get its low level handle, for example), but you should
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\emph{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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\item \arg{dc} is the \helpref{wxDC}{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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\item \arg{rect} the bounding rectangle for the element to be drawn.
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\item \arg{flags} the optional flags (none by default) which can be a
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combination of the \texttt{wxCONTROL\_XXX} constants below.
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\end{itemize}
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\wxheading{Constants}
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The following rendering flags are defined:
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\begin{verbatim}
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enum
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{
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wxCONTROL_DISABLED = 0x00000001, // control is disabled
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wxCONTROL_FOCUSED = 0x00000002, // currently has keyboard focus
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wxCONTROL_PRESSED = 0x00000004, // (button) is pressed
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wxCONTROL_ISDEFAULT = 0x00000008, // only applies to the buttons
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wxCONTROL_ISSUBMENU = wxCONTROL_ISDEFAULT, // only for menu items
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wxCONTROL_EXPANDED = wxCONTROL_ISDEFAULT, // only for the tree items
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wxCONTROL_CURRENT = 0x00000010, // mouse is currently over the control
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wxCONTROL_SELECTED = 0x00000020, // selected item in e.g. listbox
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wxCONTROL_CHECKED = 0x00000040, // (check/radio button) is checked
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wxCONTROL_CHECKABLE = 0x00000080 // (menu) item can be checked
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};
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\end{verbatim}
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\wxheading{Derived from}
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No base class
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\wxheading{Include files}
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<wx/renderer.h>
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\latexignore{\rtfignore{\wxheading{Members}}}
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\membersection{wxRendererNative::\destruct{wxRendererNative}}\label{wxrenderernativedtor}
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\func{}{\destruct{wxRendererNative}}{\void}
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Virtual destructor as for any base class.
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\membersection{wxRendererNative::DrawHeaderButton}\label{wxrenderernativedrawheaderbutton}
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\func{void}{DrawHeaderButton}{\param{wxWindow* }{win}, \param{wxDC\& }{dc}, \param{const wxRect\& }{rect}, \param{int }{flags = 0}}
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Draw the header control button (used by \helpref{wxListCtrl}{wxlistctrl}).
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\membersection{wxRendererNative::DrawSplitterBorder}\label{wxrenderernativedrawsplitterborder}
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\func{void}{DrawSplitterBorder}{\param{wxWindow* }{win}, \param{wxDC\& }{dc}, \param{const wxRect\& }{rect}, \param{int }{flags = 0}}
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Draw the border for sash window: this border must be such that the sash
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drawn by \helpref{DrawSash}{wxrenderernativedrawsplittersash} blends into it
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well.
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\membersection{wxRendererNative::DrawSplitterSash}\label{wxrenderernativedrawsplittersash}
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\func{void}{DrawSplitterSash}{\param{wxWindow* }{win}, \param{wxDC\& }{dc}, \param{const wxSize\& }{size}, \param{wxCoord }{position}, \param{wxOrientation }{orient}, \param{int }{flags = 0}}
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Draw a sash. The \arg{orient} parameter defines whether the sash should be
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vertical or horizontal and how should the \arg{position} be interpreted.
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\membersection{wxRendererNative::DrawTreeItemButton}\label{wxrenderernativedrawtreeitembutton}
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\func{void}{DrawTreeItemButton}{\param{wxWindow* }{win}, \param{wxDC\& }{dc}, \param{const wxRect\& }{rect}, \param{int }{flags = 0}}
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Draw the expanded/collapsed icon for a tree control item. To draw an expanded
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button the \arg{flags} parameter must contain {\tt wxCONTROL\_EXPANDED} bit.
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\membersection{wxRendererNative::Get}\label{wxrenderernativeget}
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\func{wxRendererNative\&}{Get}{\void}
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Return the currently used renderer.
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\membersection{wxRendererNative::GetDefault}\label{wxrenderernativegetdefault}
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\func{wxRendererNative\&}{GetDefault}{\void}
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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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\helpref{Set}{wxrenderernativeset} in which case the return value of this
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method may be different from the return value of \helpref{Get}{wxrenderernativeget}.
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\membersection{wxRendererNative::GetGeneric}\label{wxrenderernativegetgeneric}
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\func{wxRendererNative\&}{GetGeneric}{\void}
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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 \helpref{GetDefault}{wxrenderernativegetdefault}.
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\membersection{wxRendererNative::GetSplitterParams}\label{wxrenderernativegetsplitterparams}
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\func{wxSplitterRenderParams}{GetSplitterParams}{\param{const wxWindow* }{win}}
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Get the splitter parameters, see
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\helpref{wxSplitterRenderParams}{wxsplitterrenderparams}.
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\membersection{wxRendererNative::GetVersion}\label{wxrenderernativegetversion}
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\constfunc{wxRendererVersion}{GetVersion}{\void}
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This function is used for version checking: \helpref{Load}{wxrenderernativeload}
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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 \helpref{wxRendererVersion}{wxrendererversion} using the
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{\tt 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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\membersection{wxRendererNative::Load}\label{wxrenderernativeload}
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\func{wxRendererNative*}{Load}{\param{const wxString\& }{name}}
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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 {\tt NULL} when it is not used any more.
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The \arg{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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\helpref{wxDynamicLibrary::CanonicalizePluginName}{wxdynamiclibrarycanonicalizepluginname})
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on different systems.
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\membersection{wxRendererNative::Set}\label{wxrenderernativeset}
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\func{wxRendererNative*}{Set}{\param{wxRendererNative* }{renderer}}
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Set the renderer to use, passing {\tt 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 {\tt NULL} if none.
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