wxWidgets/samples/render/render.cpp
Vadim Zeitlin e709239889 Use wxHAS_IMAGES_IN_RESOURCES instead of explicit platform checks.
Add a special symbol which is defined only if the icons and other images (e.g.
cursor) are in the separate resource files and don't need to be embedded as
XPMs in the main program.

This makes the checks more clear and more customizable as it's enough to
change wxHAS_IMAGES_IN_RESOURCES definition instead of changing many platform
checks.

Closes #14050.

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@70789 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2012-03-04 00:28:58 +00:00

566 lines
18 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: render.cpp
// Purpose: Render wxWidgets sample
// Author: Vadim Zeitlin
// Modified by:
// Created: 04.08.03
// RCS-ID: $Id$
// Copyright: (c) 2003 Vadim Zeitlin <vadim@wxwidgets.org>
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
// ============================================================================
// declarations
// ============================================================================
// ----------------------------------------------------------------------------
// headers
// ----------------------------------------------------------------------------
// For compilers that support precompilation, includes "wx/wx.h".
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif
#ifndef WX_PRECOMP
#include "wx/app.h"
#include "wx/frame.h"
#include "wx/dc.h"
#include "wx/dcclient.h"
#include "wx/panel.h"
#include "wx/menu.h"
#include "wx/textdlg.h"
#include "wx/log.h"
#include "wx/msgdlg.h"
#include "wx/icon.h"
#include "wx/image.h"
#endif
#include "wx/apptrait.h"
#include "wx/artprov.h"
#include "wx/renderer.h"
// ----------------------------------------------------------------------------
// resources
// ----------------------------------------------------------------------------
// the application icon (under Windows and OS/2 it is in resources)
#ifndef wxHAS_IMAGES_IN_RESOURCES
#include "../sample.xpm"
#endif
// ----------------------------------------------------------------------------
// private classes
// ----------------------------------------------------------------------------
// A renderer class draws the header buttons in a "special" way
class MyRenderer : public wxDelegateRendererNative
{
public:
MyRenderer() : wxDelegateRendererNative(wxRendererNative::GetDefault()) { }
virtual int DrawHeaderButton(wxWindow *WXUNUSED(win),
wxDC& dc,
const wxRect& rect,
int WXUNUSED(flags) = 0,
wxHeaderSortIconType WXUNUSED(sortArrow)
= wxHDR_SORT_ICON_NONE,
wxHeaderButtonParams* params = NULL)
{
wxDCBrushChanger setBrush(dc, *wxBLUE_BRUSH);
wxDCTextColourChanger setFgCol(dc, *wxWHITE);
dc.DrawRoundedRectangle(rect, 5);
wxString label;
if ( params )
label = params->m_labelText;
dc.DrawLabel(label, wxNullBitmap, rect, wxALIGN_CENTER);
return rect.width;
}
};
// To use a different renderer from the very beginning we must override
// wxAppTraits method creating the renderer (another, simpler, alternative is
// to call wxRendererNative::Set() a.s.a.p. which should work in 99% of the
// cases, but we show this here just for completeness)
class MyTraits : public wxGUIAppTraits
{
virtual wxRendererNative *CreateRenderer()
{
// it will be deleted on program shutdown by wxWidgets itself
return new MyRenderer;
}
};
// Define a new application type, each program should derive a class from wxApp
class MyApp : public wxApp
{
public:
virtual bool OnInit();
// if we want MyTraits to be used we must override CreateTraits()
virtual wxAppTraits *CreateTraits() { return new MyTraits; }
};
// Define a new frame type: this is going to be our main frame
class MyFrame : public wxFrame
{
public:
// ctor(s)
MyFrame();
virtual ~MyFrame();
private:
// event handlers (these functions should _not_ be virtual)
void OnDrawDisabled(wxCommandEvent& event)
{ OnToggleDrawFlag(event, wxCONTROL_DISABLED); }
void OnDrawFocused(wxCommandEvent& event)
{ OnToggleDrawFlag(event, wxCONTROL_FOCUSED); }
void OnDrawPressed(wxCommandEvent& event)
{ OnToggleDrawFlag(event, wxCONTROL_PRESSED); }
void OnDrawChecked(wxCommandEvent& event)
{ OnToggleDrawFlag(event, wxCONTROL_CHECKED); }
void OnDrawHot(wxCommandEvent& event)
{ OnToggleDrawFlag(event, wxCONTROL_CURRENT); }
void OnDrawUndetermined(wxCommandEvent &event)
{ OnToggleDrawFlag(event, wxCONTROL_UNDETERMINED); }
void OnAlignLeft(wxCommandEvent& WXUNUSED(event))
{ OnChangeAlign(wxALIGN_LEFT); }
void OnAlignCentre(wxCommandEvent& WXUNUSED(event))
{ OnChangeAlign(wxALIGN_CENTRE); }
void OnAlignRight(wxCommandEvent& WXUNUSED(event))
{ OnChangeAlign(wxALIGN_RIGHT); }
void OnUseIcon(wxCommandEvent& event);
void OnUseBitmap(wxCommandEvent& event);
#if wxUSE_DYNLIB_CLASS
void OnLoad(wxCommandEvent& event);
void OnUnload(wxCommandEvent& event);
#endif // wxUSE_DYNLIB_CLASS
void OnQuit(wxCommandEvent& event);
void OnAbout(wxCommandEvent& event);
void OnToggleDrawFlag(wxCommandEvent& event, int flag);
void OnChangeAlign(int align);
class MyPanel *m_panel;
// any class wishing to process wxWidgets events must use this macro
DECLARE_EVENT_TABLE()
};
// a very simple class just to have something to draw on
class MyPanel : public wxPanel
{
public:
MyPanel(wxWindow *parent) : wxPanel(parent)
{
m_flags = 0;
m_align = wxALIGN_LEFT;
m_useIcon =
m_useBitmap = false;
}
int GetFlags() const { return m_flags; }
void SetFlags(int flags) { m_flags = flags; }
void SetAlignment(int align) { m_align = align; }
void SetUseIcon(bool useIcon) { m_useIcon = useIcon; }
void SetUseBitmap(bool useBitmap) { m_useBitmap = useBitmap; }
private:
void OnPaint(wxPaintEvent&)
{
wxPaintDC dc(this);
wxRendererNative& renderer = wxRendererNative::Get();
int x1 = 10, // text offset
x2 = 300, // drawing offset
y = 10;
const int lineHeight = dc.GetCharHeight();
dc.DrawText("Demonstration of various wxRenderer functions:", x1, y);
y += lineHeight;
wxString flagsString;
if ( m_flags & wxCONTROL_DISABLED )
flagsString += "wxCONTROL_DISABLED ";
if ( m_flags & wxCONTROL_FOCUSED )
flagsString += "wxCONTROL_FOCUSED ";
if ( m_flags & wxCONTROL_PRESSED )
flagsString += "wxCONTROL_PRESSED ";
if ( m_flags & wxCONTROL_CURRENT )
flagsString += "wxCONTROL_CURRENT ";
if ( m_flags & wxCONTROL_CHECKED )
flagsString += "wxCONTROL_CHECKED ";
if ( m_flags & wxCONTROL_UNDETERMINED )
flagsString += "wxCONTROL_UNDETERMINED ";
if ( flagsString.empty() )
flagsString = "(none)";
dc.DrawText("Using flags: " + flagsString, x1, y);
y += lineHeight*3;
const wxCoord heightHdr = renderer.GetHeaderButtonHeight(this);
const wxCoord widthHdr = 120;
const wxHeaderSortIconType
hdrSortIcon = m_useIcon ? wxHDR_SORT_ICON_UP
: wxHDR_SORT_ICON_NONE;
wxHeaderButtonParams hdrParams;
hdrParams.m_labelText = "Header";
hdrParams.m_labelAlignment = m_align;
if ( m_useBitmap )
{
hdrParams.m_labelBitmap = wxArtProvider::GetBitmap(wxART_WARNING,
wxART_LIST);
}
dc.DrawText("DrawHeaderButton() (default)", x1, y);
wxRendererNative::GetDefault().DrawHeaderButton(this, dc,
wxRect(x2, y, widthHdr, heightHdr), m_flags,
hdrSortIcon, &hdrParams);
y += lineHeight + heightHdr;
dc.DrawText("DrawHeaderButton() (overridden)", x1, y);
renderer.DrawHeaderButton(this, dc,
wxRect(x2, y, widthHdr, heightHdr), m_flags,
hdrSortIcon, &hdrParams);
y += lineHeight + heightHdr;
dc.DrawText("DrawCheckBox()", x1, y);
const wxSize sizeCheck = renderer.GetCheckBoxSize(this);
renderer.DrawCheckBox(this, dc,
wxRect(wxPoint(x2, y), sizeCheck), m_flags);
y += lineHeight + sizeCheck.y;
dc.DrawText("DrawRadioBitmap()", x1, y);
renderer.DrawRadioBitmap(this, dc,
wxRect(wxPoint(x2, y), sizeCheck), m_flags);
y += lineHeight + sizeCheck.y;
dc.DrawText("DrawTreeItemButton()", x1, y);
renderer.DrawTreeItemButton(this, dc,
wxRect(x2, y, 20, 20), m_flags);
y += lineHeight + 20;
#ifdef wxHAS_DRAW_TITLE_BAR_BITMAP
dc.DrawText("DrawTitleBarBitmap()", x1, y);
wxRect rBtn(x2, y, 21, 21);
renderer.DrawTitleBarBitmap(this, dc, rBtn,
wxTITLEBAR_BUTTON_HELP, m_flags);
rBtn.x += 2*rBtn.width;
renderer.DrawTitleBarBitmap(this, dc, rBtn,
wxTITLEBAR_BUTTON_ICONIZE, m_flags);
rBtn.x += 2*rBtn.width;
renderer.DrawTitleBarBitmap(this, dc, rBtn,
wxTITLEBAR_BUTTON_RESTORE, m_flags);
rBtn.x += 2*rBtn.width;
renderer.DrawTitleBarBitmap(this, dc, rBtn,
wxTITLEBAR_BUTTON_MAXIMIZE, m_flags);
rBtn.x += 2*rBtn.width;
renderer.DrawTitleBarBitmap(this, dc, rBtn,
wxTITLEBAR_BUTTON_CLOSE, m_flags);
y += lineHeight + rBtn.height;
#endif // wxHAS_DRAW_TITLE_BAR_BITMAP
}
int m_flags;
int m_align;
bool m_useIcon,
m_useBitmap;
DECLARE_EVENT_TABLE()
};
BEGIN_EVENT_TABLE(MyPanel, wxPanel)
EVT_PAINT(MyPanel::OnPaint)
END_EVENT_TABLE()
// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------
// IDs for the controls and the menu commands
enum
{
// our menu items
Render_DrawDisabled = 100,
Render_DrawFocused,
Render_DrawPressed,
Render_DrawChecked,
Render_DrawHot,
Render_DrawUndetermined,
Render_AlignLeft,
Render_AlignCentre,
Render_AlignRight,
Render_UseIcon,
Render_UseBitmap,
#if wxUSE_DYNLIB_CLASS
Render_Load,
Render_Unload,
#endif // wxUSE_DYNLIB_CLASS
// standard menu items
Render_Quit = wxID_EXIT,
// it is important for the id corresponding to the "About" command to have
// this standard value as otherwise it won't be handled properly under Mac
// (where it is special and put into the "Apple" menu)
Render_About = wxID_ABOUT
};
// ----------------------------------------------------------------------------
// event tables and other macros for wxWidgets
// ----------------------------------------------------------------------------
// the event tables connect the wxWidgets events with the functions (event
// handlers) which process them. It can be also done at run-time, but for the
// simple menu events like this the static method is much simpler.
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MENU(Render_DrawDisabled, MyFrame::OnDrawDisabled)
EVT_MENU(Render_DrawFocused, MyFrame::OnDrawFocused)
EVT_MENU(Render_DrawPressed, MyFrame::OnDrawPressed)
EVT_MENU(Render_DrawChecked, MyFrame::OnDrawChecked)
EVT_MENU(Render_DrawHot, MyFrame::OnDrawHot)
EVT_MENU(Render_DrawUndetermined, MyFrame::OnDrawUndetermined)
EVT_MENU(Render_AlignLeft, MyFrame::OnAlignLeft)
EVT_MENU(Render_AlignCentre, MyFrame::OnAlignCentre)
EVT_MENU(Render_AlignRight, MyFrame::OnAlignRight)
EVT_MENU(Render_UseIcon, MyFrame::OnUseIcon)
EVT_MENU(Render_UseBitmap, MyFrame::OnUseBitmap)
#if wxUSE_DYNLIB_CLASS
EVT_MENU(Render_Load, MyFrame::OnLoad)
EVT_MENU(Render_Unload,MyFrame::OnUnload)
#endif // wxUSE_DYNLIB_CLASS
EVT_MENU(Render_Quit, MyFrame::OnQuit)
EVT_MENU(Render_About, MyFrame::OnAbout)
END_EVENT_TABLE()
// Create a new application object: this macro will allow wxWidgets to create
// the application object during program execution (it's better than using a
// static object for many reasons) and also implements the accessor function
// wxGetApp() which will return the reference of the right type (i.e. MyApp and
// not wxApp)
IMPLEMENT_APP(MyApp)
// ============================================================================
// implementation
// ============================================================================
// ----------------------------------------------------------------------------
// the application class
// ----------------------------------------------------------------------------
// 'Main program' equivalent: the program execution "starts" here
bool MyApp::OnInit()
{
if ( !wxApp::OnInit() )
return false;
#ifdef __WXOSX__
// currently the images used by DrawTitleBarBitmap() are hard coded as PNG
// images inside the library itself so we need to enable PNG support to use
// this function
wxImage::AddHandler(new wxPNGHandler);
#endif // OS X
// create the main application window
new MyFrame;
return true;
}
// ----------------------------------------------------------------------------
// main frame
// ----------------------------------------------------------------------------
// frame constructor
MyFrame::MyFrame()
: wxFrame(NULL,
wxID_ANY,
wxT("Render wxWidgets Sample"),
wxPoint(50, 50),
wxSize(450, 340))
{
// set the frame icon
SetIcon(wxICON(sample));
#if wxUSE_MENUS
// create a menu bar
wxMenu *menuFile = new wxMenu;
menuFile->AppendCheckItem(Render_DrawDisabled,
"Draw in &disabled state\tCtrl-D");
menuFile->AppendCheckItem(Render_DrawFocused,
"Draw in &focused state\tCtrl-F");
menuFile->AppendCheckItem(Render_DrawPressed,
"Draw in &pressed state\tCtrl-P");
menuFile->AppendCheckItem(Render_DrawChecked,
"Draw in &checked state\tCtrl-C");
menuFile->AppendCheckItem(Render_DrawHot,
"Draw in &hot state\tCtrl-H");
menuFile->AppendCheckItem(Render_DrawUndetermined,
"Draw in unde&termined state\tCtrl-T");
menuFile->AppendSeparator();
menuFile->AppendRadioItem(Render_AlignLeft, "&Left align\tCtrl-1");
menuFile->AppendRadioItem(Render_AlignCentre, "C&entre align\tCtrl-2");
menuFile->AppendRadioItem(Render_AlignRight, "&Right align\tCtrl-3");
menuFile->AppendSeparator();
menuFile->AppendCheckItem(Render_UseIcon, "Draw &icon\tCtrl-I");
menuFile->AppendCheckItem(Render_UseBitmap, "Draw &bitmap\tCtrl-B");
menuFile->AppendSeparator();
#if wxUSE_DYNLIB_CLASS
menuFile->Append(Render_Load, wxT("&Load renderer...\tCtrl-L"));
menuFile->Append(Render_Unload, wxT("&Unload renderer\tCtrl-U"));
menuFile->AppendSeparator();
#endif // wxUSE_DYNLIB_CLASS
menuFile->Append(Render_Quit);
// the "About" item should be in the help menu
wxMenu *helpMenu = new wxMenu;
helpMenu->Append(Render_About);
// now append the freshly created menu to the menu bar...
wxMenuBar *menuBar = new wxMenuBar();
menuBar->Append(menuFile, wxT("&File"));
menuBar->Append(helpMenu, wxT("&Help"));
// ... and attach this menu bar to the frame
SetMenuBar(menuBar);
#endif // wxUSE_MENUS
m_panel = new MyPanel(this);
#if wxUSE_STATUSBAR
// create a status bar just for fun (by default with 1 pane only)
CreateStatusBar(2);
SetStatusText(wxT("Welcome to wxWidgets!"));
#endif // wxUSE_STATUSBAR
Show();
}
MyFrame::~MyFrame()
{
delete wxRendererNative::Set(NULL);
}
// event handlers
void MyFrame::OnToggleDrawFlag(wxCommandEvent& event, int flag)
{
int flags = m_panel->GetFlags();
if ( event.IsChecked() )
flags |= flag;
else
flags &= ~flag;
m_panel->SetFlags(flags);
m_panel->Refresh();
}
void MyFrame::OnChangeAlign(int align)
{
m_panel->SetAlignment(align);
m_panel->Refresh();
}
void MyFrame::OnUseIcon(wxCommandEvent& event)
{
m_panel->SetUseIcon(event.IsChecked());
m_panel->Refresh();
}
void MyFrame::OnUseBitmap(wxCommandEvent& event)
{
m_panel->SetUseBitmap(event.IsChecked());
m_panel->Refresh();
}
#if wxUSE_DYNLIB_CLASS
void MyFrame::OnLoad(wxCommandEvent& WXUNUSED(event))
{
static wxString s_name = wxT("renddll");
wxString name = wxGetTextFromUser
(
wxT("Name of the renderer to load:"),
wxT("Render wxWidgets Sample"),
s_name,
this
);
if ( name.empty() )
{
// cancelled
return;
}
s_name = name;
wxRendererNative *renderer = wxRendererNative::Load(name);
if ( !renderer )
{
wxLogError(wxT("Failed to load renderer \"%s\"."), name.c_str());
}
else // loaded ok
{
delete wxRendererNative::Set(renderer);
m_panel->Refresh();
wxLogStatus(this, wxT("Successfully loaded the renderer \"%s\"."),
name.c_str());
}
}
void MyFrame::OnUnload(wxCommandEvent& WXUNUSED(event))
{
wxRendererNative *renderer = wxRendererNative::Set(NULL);
if ( renderer )
{
delete renderer;
m_panel->Refresh();
wxLogStatus(this, wxT("Unloaded the previously loaded renderer."));
}
else
{
wxLogWarning(wxT("No renderer to unload."));
}
}
#endif // wxUSE_DYNLIB_CLASS
void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
{
// true is to force the frame to close
Close(true);
}
void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
{
wxMessageBox(wxT("Render sample shows how to use custom renderers.\n")
wxT("\n")
wxT("(c) 2003 Vadim Zeitlin"),
wxT("About Render wxWidgets Sample"),
wxOK | wxICON_INFORMATION, this);
}