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///////////////////////////////////////////////////////////////////////////////
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// Name: src/generic/renderg.cpp
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// Purpose: generic implementation of wxRendererNative (for any platform)
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// Author: Vadim Zeitlin
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// Copyright: (c) 2003 Vadim Zeitlin <vadim@wxwindows.org>
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// Licence: wxWindows licence
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///////////////////////////////////////////////////////////////////////////////
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// ============================================================================
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// ============================================================================
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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// for compilers that support precompilation, includes "wx.h".
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#include "wx/wxprec.h"
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#include "wx/renderer.h"
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#include "wx/string.h"
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#include "wx/settings.h"
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#include "wx/gdicmn.h"
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#include "wx/module.h"
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#include "wx/control.h"
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#include "wx/splitter.h"
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#include "wx/dcmirror.h"
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#include "wx/osx/private.h"
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// ----------------------------------------------------------------------------
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// wxRendererGeneric: our wxRendererNative implementation
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// ----------------------------------------------------------------------------
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class WXDLLEXPORT wxRendererGeneric : public wxRendererNative
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virtual int DrawHeaderButton(wxWindow *win,
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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,
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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 int GetHeaderButtonMargin(wxWindow *win);
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virtual void DrawTreeItemButton(wxWindow *win,
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virtual void DrawSplitterBorder(wxWindow *win,
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virtual void DrawSplitterSash(wxWindow *win,
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virtual void DrawComboBoxDropButton(wxWindow *win,
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virtual void DrawDropArrow(wxWindow *win,
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virtual void DrawCheckBox(wxWindow *win,
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virtual wxSize GetCheckBoxSize(wxWindow *win);
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virtual void DrawPushButton(wxWindow *win,
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virtual void DrawItemSelectionRect(wxWindow *win,
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virtual void DrawFocusRect(wxWindow* win, wxDC& dc, const wxRect& rect, int flags = 0);
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virtual void DrawChoice(wxWindow* win, wxDC& dc, const wxRect& rect, int flags=0);
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virtual void DrawComboBox(wxWindow* win, wxDC& dc, const wxRect& rect, int flags=0);
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virtual void DrawTextCtrl(wxWindow* win, wxDC& dc, const wxRect& rect, int flags=0);
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virtual void DrawRadioBitmap(wxWindow* win, wxDC& dc, const wxRect& rect, int flags=0);
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#ifdef wxHAS_DRAW_TITLE_BAR_BITMAP
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virtual void DrawTitleBarBitmap(wxWindow *win,
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wxTitleBarButton button,
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#endif // wxHAS_DRAW_TITLE_BAR_BITMAP
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virtual wxSplitterRenderParams GetSplitterParams(const wxWindow *win);
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virtual wxRendererVersion GetVersion() const
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return wxRendererVersion(wxRendererVersion::Current_Version,
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wxRendererVersion::Current_Age);
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// Cleanup by deleting standard renderer
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static void Cleanup();
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// Get the generic object
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static wxRendererGeneric* DoGetGeneric();
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// draw the rectange using the first pen for the left and top sides and
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// the second one for the bottom and right ones
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void DrawShadedRect(wxDC& dc, wxRect *rect,
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const wxPen& pen1, const wxPen& pen2);
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static wxRendererGeneric* sm_rendererGeneric;
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// ============================================================================
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// wxRendererGeneric implementation
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// ============================================================================
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// Get the generic object
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wxRendererGeneric* wxRendererGeneric::DoGetGeneric()
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if (!sm_rendererGeneric)
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sm_rendererGeneric = new wxRendererGeneric;
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return sm_rendererGeneric;
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// ----------------------------------------------------------------------------
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// wxRendererGeneric creation
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// ----------------------------------------------------------------------------
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wxRendererNative& wxRendererNative::GetGeneric()
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return * wxRendererGeneric::DoGetGeneric();
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void wxRendererGeneric::Cleanup()
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wxDELETE(sm_rendererGeneric);
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wxRendererGeneric* wxRendererGeneric::sm_rendererGeneric = NULL;
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wxRendererGeneric::wxRendererGeneric()
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: m_penBlack(wxSystemSettings::GetColour(wxSYS_COLOUR_3DDKSHADOW)),
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m_penDarkGrey(wxSystemSettings::GetColour(wxSYS_COLOUR_3DSHADOW)),
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m_penLightGrey(wxSystemSettings::GetColour(wxSYS_COLOUR_3DFACE)),
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m_penHighlight(wxSystemSettings::GetColour(wxSYS_COLOUR_3DHIGHLIGHT))
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// ----------------------------------------------------------------------------
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// wxRendererGeneric helpers
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// ----------------------------------------------------------------------------
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wxRendererGeneric::DrawShadedRect(wxDC& dc,
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// draw the rectangle
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dc.DrawLine(rect->GetLeft(), rect->GetTop(),
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rect->GetLeft(), rect->GetBottom());
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dc.DrawLine(rect->GetLeft() + 1, rect->GetTop(),
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rect->GetRight(), rect->GetTop());
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dc.DrawLine(rect->GetRight(), rect->GetTop(),
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rect->GetRight(), rect->GetBottom());
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dc.DrawLine(rect->GetLeft(), rect->GetBottom(),
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rect->GetRight() + 1, rect->GetBottom());
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// ----------------------------------------------------------------------------
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// tree/list ctrl drawing
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// ----------------------------------------------------------------------------
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wxRendererGeneric::DrawHeaderButton(wxWindow* win,
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wxHeaderSortIconType sortArrow,
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wxHeaderButtonParams* params)
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const wxCoord x = rect.x,
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dc.SetBrush(wxBrush(wxSystemSettings::GetColour(wxSYS_COLOUR_3DFACE)));
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dc.SetPen(*wxTRANSPARENT_PEN);
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dc.DrawRectangle(rect);
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dc.SetBrush(*wxTRANSPARENT_BRUSH);
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dc.SetPen(m_penBlack);
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dc.DrawLine( x+w-1, y, x+w-1, y+h ); // right (outer)
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dc.DrawLine( x, y+h-1, x+w, y+h-1 ); // bottom (outer)
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dc.SetPen(m_penDarkGrey);
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dc.DrawLine( x+w-2, y+1, x+w-2, y+h-1 ); // right (inner)
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dc.DrawLine( x+1, y+h-2, x+w-1, y+h-2 ); // bottom (inner)
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dc.SetPen(m_penHighlight);
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dc.DrawLine( x, y, x, y+h-1 ); // left (outer)
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dc.DrawLine( x, y, x+w-1, y ); // top (outer)
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return DrawHeaderButtonContents(win, dc, rect, flags, sortArrow, params);
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wxRendererGeneric::DrawHeaderButtonContents(wxWindow *win,
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wxHeaderSortIconType sortArrow,
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wxHeaderButtonParams* params)
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// Mark this item as selected. For the generic version we'll just draw an
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if ( flags & wxCONTROL_SELECTED )
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// draw a line at the bottom of the header button, overlaying the
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// native hot-tracking line (on XP)
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const int penwidth = 3;
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int y = rect.y + rect.height + 1 - penwidth;
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wxColour c = (params && params->m_selectionColour.IsOk()) ?
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params->m_selectionColour : wxColour(0x66, 0x66, 0x66);
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wxPen pen(c, penwidth);
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pen.SetCap(wxCAP_BUTT);
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dc.DrawLine(rect.x, y, rect.x + rect.width, y);
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// Draw an up or down arrow
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if (sortArrow != wxHDR_SORT_ICON_NONE )
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// make a rect for the arrow
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ar.y += (rect.height - ar.height)/2;
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ar.x = ar.x + rect.width - 3*ar.width/2;
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arrowSpace = 3*ar.width/2; // space to preserve when drawing the label
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if ( sortArrow & wxHDR_SORT_ICON_UP )
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triPt[0].x = ar.width / 2;
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triPt[1].x = ar.width;
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triPt[1].y = ar.height;
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triPt[2].y = ar.height;
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triPt[1].x = ar.width;
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triPt[2].x = ar.width / 2;
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triPt[2].y = ar.height;
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wxColour c = (params && params->m_arrowColour.IsOk()) ?
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params->m_arrowColour : wxSystemSettings::GetColour(wxSYS_COLOUR_3DSHADOW);
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wxDCPenChanger setPen(dc, c);
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wxDCBrushChanger setBrush(dc, c);
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wxDCClipper clip(dc, rect);
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dc.DrawPolygon( 3, triPt, ar.x, ar.y);
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labelWidth += arrowSpace;
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// draw the bitmap if there is one
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if ( params && params->m_labelBitmap.IsOk() )
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int w = params->m_labelBitmap.GetWidth();
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int h = params->m_labelBitmap.GetHeight();
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const int margin = 1; // an extra pixel on either side of the bitmap
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bmpWidth = w + 2*margin;
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labelWidth += bmpWidth;
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int x = rect.x + margin;
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const int y = rect.y + wxMax(1, (rect.height - h) / 2);
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const int extraSpace = rect.width - labelWidth;
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if ( params->m_labelText.empty() && extraSpace > 0 )
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// use the alignment flags
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switch (params->m_labelAlignment)
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wxDCClipper clip(dc, rect);
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dc.DrawBitmap(params->m_labelBitmap, x, y, true);
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// Draw a label if one is given
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if ( params && !params->m_labelText.empty() )
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const int margin = 5; // number of pixels to reserve on either side of the label
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labelWidth += 2*margin;
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wxFont font = params->m_labelFont.IsOk() ?
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params->m_labelFont : win->GetFont();
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wxColour clr = params->m_labelColour.IsOk() ?
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params->m_labelColour : win->GetForegroundColour();
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wxString label( params->m_labelText );
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dc.SetTextForeground(clr);
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dc.SetBackgroundMode(wxBRUSHSTYLE_TRANSPARENT);
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dc.GetTextExtent( label, &tw, &th, &td);
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int x = rect.x + bmpWidth + margin;
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const int y = rect.y + wxMax(0, (rect.height - (th+td)) / 2);
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// truncate and add an ellipsis (...) if the text is too wide.
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const int availWidth = rect.width - labelWidth;
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if ( tw > availWidth )
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label = wxControl::Ellipsize(label,
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wxELLIPSIZE_FLAGS_NONE);
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tw = dc.GetTextExtent(label).x;
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else // enough space, we can respect alignment
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#endif // wxUSE_CONTROLS
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switch (params->m_labelAlignment)
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x += (availWidth - tw)/2;
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x += availWidth - tw;
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dc.DrawText(label, x, y);
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int wxRendererGeneric::GetHeaderButtonHeight(wxWindow *win)
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// Copied and adapted from src/generic/listctrl.cpp
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const int HEADER_OFFSET_Y = 1;
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const int EXTRA_HEIGHT = 4;
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win->GetTextExtent(wxT("Hg"), &w, &h, &d);
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return h + d + 2 * HEADER_OFFSET_Y + EXTRA_HEIGHT;
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int wxRendererGeneric::GetHeaderButtonMargin(wxWindow *WXUNUSED(win))
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// draw the plus or minus sign
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wxRendererGeneric::DrawTreeItemButton(wxWindow * WXUNUSED(win),
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wxDCPenChanger penChanger(dc, *wxGREY_PEN);
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wxDCBrushChanger brushChanger(dc, *wxWHITE_BRUSH);
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dc.DrawRectangle(rect);
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const wxCoord xMiddle = rect.x + rect.width/2;
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const wxCoord yMiddle = rect.y + rect.height/2;
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// half of the length of the horz lines in "-" and "+"
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const wxCoord halfWidth = rect.width/2 - 2;
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dc.SetPen(*wxBLACK_PEN);
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dc.DrawLine(xMiddle - halfWidth, yMiddle,
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xMiddle + halfWidth + 1, yMiddle);
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if ( !(flags & wxCONTROL_EXPANDED) )
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const wxCoord halfHeight = rect.height/2 - 2;
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dc.DrawLine(xMiddle, yMiddle - halfHeight,
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xMiddle, yMiddle + halfHeight + 1);
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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wxSplitterRenderParams
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wxRendererGeneric::GetSplitterParams(const wxWindow *win)
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if ( win->HasFlag(wxSP_3DSASH) )
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else if ( win->HasFlag(wxSP_NOSASH) )
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if ( win->HasFlag(wxSP_3DBORDER) )
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return wxSplitterRenderParams(sashWidth, border, false);
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wxRendererGeneric::DrawSplitterBorder(wxWindow *win,
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const wxRect& rectOrig,
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if ( win->HasFlag(wxSP_3DBORDER) )
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wxRect rect = rectOrig;
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DrawShadedRect(dc, &rect, m_penDarkGrey, m_penHighlight);
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DrawShadedRect(dc, &rect, m_penBlack, m_penLightGrey);
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wxRendererGeneric::DrawSplitterSash(wxWindow *win,
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const wxSize& sizeReal,
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wxOrientation orient,
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// to avoid duplicating the same code for horizontal and vertical sashes,
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// simply mirror the DC instead if needed (i.e. if horz splitter)
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wxMirrorDC dc(dcReal, orient != wxVERTICAL);
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wxSize size = dc.Reflect(sizeReal);
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// we draw a Win32-like grey sash with possible 3D border here:
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// ---- this is position
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// GWGGGDB where G is light grey (face)
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// GWGGGDB W white (light)
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// GWGGGDB D dark grey (shadow)
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// GWGGGDB B black (dark shadow)
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// GWGGGDB and lower letters are our border (already drawn)
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// only the middle 3 columns are drawn unless wxSP_3D is specified
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const wxCoord h = size.y;
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// If we're drawing the border, draw the sash 3d lines shorter
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if ( win->HasFlag(wxSP_3DBORDER) )
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dc.SetPen(*wxTRANSPARENT_PEN);
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dc.SetBrush(wxBrush(wxSystemSettings::GetColour(wxSYS_COLOUR_3DFACE)));
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if ( win->HasFlag(wxSP_3DSASH) )
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dc.DrawRectangle(position + 2, 0, 3, h);
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dc.SetPen(m_penLightGrey);
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dc.DrawLine(position, offset, position, h - offset);
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dc.SetPen(m_penHighlight);
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dc.DrawLine(position + 1, 0, position + 1, h);
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dc.SetPen(m_penDarkGrey);
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dc.DrawLine(position + 5, 0, position + 5, h);
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dc.SetPen(m_penBlack);
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dc.DrawLine(position + 6, offset, position + 6, h - offset);
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dc.DrawRectangle(position, 0, 3, h);
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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wxRendererGeneric::DrawComboBoxDropButton(wxWindow *win,
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DrawPushButton(win,dc,rect,flags);
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DrawDropArrow(win,dc,rect,flags);
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wxRendererGeneric::DrawDropArrow(wxWindow *win,
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// This generic implementation should be good
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// enough for Windows platforms (including XP).
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int arrowHalf = rect.width/5;
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int rectMid = rect.width / 2;
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int arrowTopY = (rect.height/2) - (arrowHalf/2);
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// This should always result in arrow with odd width.
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wxPoint(rectMid - arrowHalf, arrowTopY),
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wxPoint(rectMid + arrowHalf, arrowTopY),
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wxPoint(rectMid, arrowTopY + arrowHalf)
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dc.SetBrush(wxBrush(win->GetForegroundColour()));
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dc.SetPen(wxPen(win->GetForegroundColour()));
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dc.DrawPolygon(WXSIZEOF(pt), pt, rect.x, rect.y);
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wxRendererGeneric::DrawCheckBox(wxWindow *WXUNUSED(win),
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dc.SetPen(*(flags & wxCONTROL_DISABLED ? wxGREY_PEN : wxBLACK_PEN));
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dc.SetBrush( *wxTRANSPARENT_BRUSH );
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dc.DrawRectangle(rect);
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if ( flags & wxCONTROL_CHECKED )
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dc.DrawCheckMark(rect.Deflate(2, 2));
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wxSize wxRendererGeneric::GetCheckBoxSize(wxWindow *WXUNUSED(win))
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return wxSize(16, 16);
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wxRendererGeneric::DrawPushButton(wxWindow *win,
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// Don't try anything too fancy. It'll just turn out looking
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// out-of-place on most platforms.
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wxColour bgCol = flags & wxCONTROL_DISABLED ?
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wxSystemSettings::GetColour(wxSYS_COLOUR_BTNFACE) :
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win->GetBackgroundColour();
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dc.SetBrush(wxBrush(bgCol));
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dc.SetPen(wxPen(bgCol));
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dc.DrawRectangle(rect);
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wxRendererGeneric::DrawItemSelectionRect(wxWindow * win,
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if ( flags & wxCONTROL_SELECTED )
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if ( flags & wxCONTROL_FOCUSED )
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brush = wxBrush(wxSystemSettings::GetColour(wxSYS_COLOUR_HIGHLIGHT));
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brush = wxBrush(wxSystemSettings::GetColour(wxSYS_COLOUR_BTNSHADOW));
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brush = *wxTRANSPARENT_BRUSH;
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if ((flags & wxCONTROL_CURRENT) && (flags & wxCONTROL_FOCUSED)
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#if defined( __WXMAC__ ) && !defined(__WXUNIVERSAL__) && wxOSX_USE_CARBON
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&& IsControlActive( (ControlRef)win->GetHandle() )
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dc.SetPen( *wxBLACK_PEN );
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dc.SetPen( *wxTRANSPARENT_PEN );
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dc.DrawRectangle( rect );
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// it's unused everywhere except in wxOSX/Carbon
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wxRendererGeneric::DrawFocusRect(wxWindow* WXUNUSED(win), wxDC& dc, const wxRect& rect, int WXUNUSED(flags))
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// draw the pixels manually because the "dots" in wxPen with wxDOT style
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// may be short traits and not really dots
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// note that to behave in the same manner as DrawRect(), we must exclude
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// the bottom and right borders from the rectangle
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wxCoord x1 = rect.GetLeft(),
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x2 = rect.GetRight(),
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y2 = rect.GetBottom();
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dc.SetPen(m_penBlack);
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dc.SetLogicalFunction(wxCOPY);
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// this seems to be closer than what Windows does than wxINVERT although
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// I'm still not sure if it's correct
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dc.SetLogicalFunction(wxAND_REVERSE);
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for ( z = x1 + 1; z < x2; z += 2 )
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dc.DrawPoint(z, rect.GetTop());
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wxCoord shift = z == x2 ? 0 : 1;
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for ( z = y1 + shift; z < y2; z += 2 )
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shift = z == y2 ? 0 : 1;
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for ( z = x2 - shift; z > x1; z -= 2 )
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shift = z == x1 ? 0 : 1;
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for ( z = y2 - shift; z > y1; z -= 2 )
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dc.SetLogicalFunction(wxCOPY);
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void wxRendererGeneric::DrawChoice(wxWindow* WXUNUSED(win), wxDC& WXUNUSED(dc),
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const wxRect& WXUNUSED(rect), int WXUNUSED(flags))
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wxFAIL_MSG("UNIMPLEMENTED: wxRendererGeneric::DrawChoice");
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void wxRendererGeneric::DrawComboBox(wxWindow* WXUNUSED(win), wxDC& WXUNUSED(dc),
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const wxRect& WXUNUSED(rect), int WXUNUSED(flags))
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wxFAIL_MSG("UNIMPLEMENTED: wxRendererGeneric::DrawComboBox");
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void wxRendererGeneric::DrawRadioBitmap(wxWindow* WXUNUSED(win), wxDC& WXUNUSED(dc),
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const wxRect& WXUNUSED(rect), int WXUNUSED(flags))
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wxFAIL_MSG("UNIMPLEMENTED: wxRendererGeneric::DrawRadioBitmap");
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void wxRendererGeneric::DrawTextCtrl(wxWindow* WXUNUSED(win), wxDC& WXUNUSED(dc),
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const wxRect& WXUNUSED(rect), int WXUNUSED(flags))
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wxFAIL_MSG("UNIMPLEMENTED: wxRendererGeneric::DrawTextCtrl");
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#ifdef wxHAS_DRAW_TITLE_BAR_BITMAP
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void wxRendererGeneric::DrawTitleBarBitmap(wxWindow * WXUNUSED(win),
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const wxRect& WXUNUSED(rect),
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wxTitleBarButton WXUNUSED(button),
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// no need to fail here, if wxHAS_DRAW_TITLE_BAR_BITMAP is defined this
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// will be implemented in the native renderer and this version is never
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// going to be used -- but we still need to define it to allow
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// instantiation of this class (which would have been pure virtual
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#endif // wxHAS_DRAW_TITLE_BAR_BITMAP
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// ----------------------------------------------------------------------------
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// A module to allow cleanup of generic renderer.
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// ----------------------------------------------------------------------------
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class wxGenericRendererModule: public wxModule
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DECLARE_DYNAMIC_CLASS(wxGenericRendererModule)
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wxGenericRendererModule() {}
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bool OnInit() { return true; }
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void OnExit() { wxRendererGeneric::Cleanup(); }
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IMPLEMENT_DYNAMIC_CLASS(wxGenericRendererModule, wxModule)