2001-06-26 16:59:19 -04:00
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///////////////////////////////////////////////////////////////////////////////
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// Name: wx/univ/gauge.h
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// Purpose: wxUniversal wxGauge declaration
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// Author: Vadim Zeitlin
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// Modified by:
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// Created: 20.02.01
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// RCS-ID: $Id$
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2001-07-02 15:42:27 -04:00
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// Copyright: (c) 2001 SciTech Software, Inc. (www.scitechsoft.com)
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2004-05-23 16:53:33 -04:00
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// Licence: wxWindows licence
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2001-06-26 16:59:19 -04:00
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///////////////////////////////////////////////////////////////////////////////
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// ----------------------------------------------------------------------------
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// wxGauge: a progress bar
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// ----------------------------------------------------------------------------
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class WXDLLEXPORT wxGauge : public wxGaugeBase
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{
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public:
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wxGauge() { Init(); }
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wxGauge(wxWindow *parent,
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wxWindowID id,
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int range,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = wxGA_HORIZONTAL,
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const wxValidator& validator = wxDefaultValidator,
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const wxString& name = wxGaugeNameStr)
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{
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Init();
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(void)Create(parent, id, range, pos, size, style, validator, name);
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}
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bool Create(wxWindow *parent,
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wxWindowID id,
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int range,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = wxGA_HORIZONTAL,
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const wxValidator& validator = wxDefaultValidator,
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const wxString& name = wxGaugeNameStr);
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// implement base class virtuals
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virtual void SetRange(int range);
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virtual void SetValue(int pos);
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// wxUniv-specific methods
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// is it a smooth progress bar or a discrete one?
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bool IsSmooth() const { return (GetWindowStyle() & wxGA_SMOOTH) != 0; }
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// is it a vertica; progress bar or a horizontal one?
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bool IsVertical() const { return (GetWindowStyle() & wxGA_VERTICAL) != 0; }
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protected:
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// common part of all ctors
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void Init();
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// return the def border for a progress bar
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virtual wxBorder GetDefaultBorder() const;
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// return the default size
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virtual wxSize DoGetBestClientSize() const;
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// draw the control
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virtual void DoDraw(wxControlRenderer *renderer);
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DECLARE_DYNAMIC_CLASS(wxGauge)
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};
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