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