git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@41884 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
		
			
				
	
	
		
			324 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			324 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/////////////////////////////////////////////////////////////////////////////
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// Name:        render.cpp
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// Purpose:     Render wxWidgets sample
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// Author:      Vadim Zeitlin
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// Modified by:
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// Created:     04.08.03
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// RCS-ID:      $Id$
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// Copyright:   (c) 2003 Vadim Zeitlin <vadim@wxwidgets.org>
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// Licence:     wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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// ============================================================================
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// declarations
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// ============================================================================
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// ----------------------------------------------------------------------------
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// headers
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// ----------------------------------------------------------------------------
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// For compilers that support precompilation, includes "wx/wx.h".
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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    #pragma hdrstop
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#endif
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#ifndef WX_PRECOMP
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    #include "wx/app.h"
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    #include "wx/frame.h"
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    #include "wx/dc.h"
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    #include "wx/dcclient.h"
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    #include "wx/panel.h"
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    #include "wx/menu.h"
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    #include "wx/textdlg.h"
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    #include "wx/log.h"
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    #include "wx/msgdlg.h"
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    #include "wx/icon.h"
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#endif
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#include "wx/apptrait.h"
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#include "wx/renderer.h"
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// ----------------------------------------------------------------------------
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// resources
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// ----------------------------------------------------------------------------
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// the application icon (under Windows and OS/2 it is in resources)
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#if defined(__WXGTK__) || defined(__WXMOTIF__) || defined(__WXMAC__) || defined(__WXMGL__) || defined(__WXX11__)
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    #include "../sample.xpm"
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#endif
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// ----------------------------------------------------------------------------
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// private classes
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// ----------------------------------------------------------------------------
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// A renderer class draws the header buttons in a "special" way
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class MyRenderer : public wxDelegateRendererNative
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{
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public:
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    MyRenderer() : wxDelegateRendererNative(wxRendererNative::GetDefault()) { }
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    virtual void DrawHeaderButton(wxWindow *WXUNUSED(win),
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                                  wxDC& dc,
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                                  const wxRect& rect,
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                                  int WXUNUSED(flags) = 0,
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                                  wxHeaderSortIconType WXUNUSED(sortArrow) = wxHDR_SORT_ICON_NONE,
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                                  wxHeaderButtonParams* WXUNUSED(params) = NULL)
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    {
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        dc.SetBrush(*wxBLUE_BRUSH);
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        dc.SetTextForeground(*wxWHITE);
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        dc.DrawRoundedRectangle(rect, 5);
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        dc.DrawLabel(_T("MyRenderer"), wxNullBitmap, rect, wxALIGN_CENTER);
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    }
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};
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// To use a different renderer from the very beginning we must override
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// wxAppTraits method creating the renderer (another, simpler, alternative is
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// to call wxRendererNative::Set() a.s.a.p. which should work in 99% of the
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// cases, but we show this here just for completeness)
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class MyTraits : public wxGUIAppTraits
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{
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    virtual wxRendererNative *CreateRenderer()
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    {
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        // it will be deleted on program shutdown by wxWidgets itself
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        return new MyRenderer;
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    }
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};
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// Define a new application type, each program should derive a class from wxApp
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class MyApp : public wxApp
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{
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public:
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    virtual bool OnInit();
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    // if we want MyTraits to be used we must override CreateTraits()
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    virtual wxAppTraits *CreateTraits() { return new MyTraits; }
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};
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// Define a new frame type: this is going to be our main frame
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class MyFrame : public wxFrame
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{
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public:
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    // ctor(s)
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    MyFrame();
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    virtual ~MyFrame();
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    // event handlers (these functions should _not_ be virtual)
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    void OnLoad(wxCommandEvent& event);
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    void OnUnload(wxCommandEvent& event);
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    void OnQuit(wxCommandEvent& event);
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    void OnAbout(wxCommandEvent& event);
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private:
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    wxPanel *m_panel;
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    // any class wishing to process wxWidgets events must use this macro
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    DECLARE_EVENT_TABLE()
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};
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// a very simple class just to have something to draw on
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class MyPanel : public wxPanel
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{
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public:
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    MyPanel(wxWindow *parent) : wxPanel(parent) { }
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    void OnPaint(wxPaintEvent&)
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    {
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        wxPaintDC dc(this);
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        dc.DrawText(_T("Below is the standard header button drawn"), 10, 10);
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        dc.DrawText(_T("using the current renderer:"), 10, 40);
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        wxRendererNative::Get().DrawHeaderButton(this, dc,
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                                                 wxRect(20, 70, 100, 60));
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    }
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    DECLARE_EVENT_TABLE()
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};
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BEGIN_EVENT_TABLE(MyPanel, wxPanel)
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    EVT_PAINT(MyPanel::OnPaint)
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END_EVENT_TABLE()
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// ----------------------------------------------------------------------------
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// constants
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// ----------------------------------------------------------------------------
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// IDs for the controls and the menu commands
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enum
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{
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    // our menu items
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    Render_Load = 100,
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    Render_Unload,
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    // standard menu items
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    Render_Quit = wxID_EXIT,
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    // it is important for the id corresponding to the "About" command to have
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    // this standard value as otherwise it won't be handled properly under Mac
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    // (where it is special and put into the "Apple" menu)
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    Render_About = wxID_ABOUT
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};
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// ----------------------------------------------------------------------------
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// event tables and other macros for wxWidgets
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// ----------------------------------------------------------------------------
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// the event tables connect the wxWidgets events with the functions (event
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// handlers) which process them. It can be also done at run-time, but for the
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// simple menu events like this the static method is much simpler.
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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    EVT_MENU(Render_Load,  MyFrame::OnLoad)
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    EVT_MENU(Render_Unload,MyFrame::OnUnload)
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    EVT_MENU(Render_Quit,  MyFrame::OnQuit)
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    EVT_MENU(Render_About, MyFrame::OnAbout)
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END_EVENT_TABLE()
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// Create a new application object: this macro will allow wxWidgets to create
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// the application object during program execution (it's better than using a
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// static object for many reasons) and also implements the accessor function
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// wxGetApp() which will return the reference of the right type (i.e. MyApp and
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// not wxApp)
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IMPLEMENT_APP(MyApp)
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// ============================================================================
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// implementation
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// ============================================================================
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// ----------------------------------------------------------------------------
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// the application class
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// ----------------------------------------------------------------------------
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// 'Main program' equivalent: the program execution "starts" here
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bool MyApp::OnInit()
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{
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    // create the main application window
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    new MyFrame;
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    return true;
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}
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// ----------------------------------------------------------------------------
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// main frame
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// ----------------------------------------------------------------------------
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// frame constructor
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MyFrame::MyFrame()
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       : wxFrame(NULL,
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                 wxID_ANY,
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                 _T("Render wxWidgets Sample"),
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                 wxPoint(50, 50),
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                 wxSize(450, 340))
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{
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    // set the frame icon
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    SetIcon(wxICON(sample));
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#if wxUSE_MENUS
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    // create a menu bar
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    wxMenu *menuFile = new wxMenu;
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    menuFile->Append(Render_Load, _T("&Load renderer...\tCtrl-L"));
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    menuFile->Append(Render_Unload, _T("&Unload renderer\tCtrl-U"));
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    menuFile->Append(Render_Quit, _T("E&xit\tCtrl-Q"), _T("Quit this program"));
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    // the "About" item should be in the help menu
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    wxMenu *helpMenu = new wxMenu;
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    helpMenu->Append(Render_About, _T("&About...\tF1"), _T("Show about dialog"));
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    // now append the freshly created menu to the menu bar...
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    wxMenuBar *menuBar = new wxMenuBar();
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    menuBar->Append(menuFile, _T("&File"));
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    menuBar->Append(helpMenu, _T("&Help"));
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    // ... and attach this menu bar to the frame
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    SetMenuBar(menuBar);
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#endif // wxUSE_MENUS
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    m_panel = new MyPanel(this);
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#if wxUSE_STATUSBAR
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    // create a status bar just for fun (by default with 1 pane only)
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    CreateStatusBar(2);
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    SetStatusText(_T("Welcome to wxWidgets!"));
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#endif // wxUSE_STATUSBAR
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    Show();
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}
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MyFrame::~MyFrame()
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{
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    delete wxRendererNative::Set(NULL);
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}
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// event handlers
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void MyFrame::OnLoad(wxCommandEvent& WXUNUSED(event))
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{
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    static wxString s_name = _T("renddll");
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    wxString name = wxGetTextFromUser
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                    (
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                        _T("Name of the renderer to load:"),
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                        _T("Render wxWidgets Sample"),
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                        s_name,
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                        this
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                    );
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    if ( name.empty() )
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    {
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        // cancelled
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        return;
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    }
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    s_name = name;
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    wxRendererNative *renderer = wxRendererNative::Load(name);
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    if ( !renderer )
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    {
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        wxLogError(_T("Failed to load renderer \"%s\"."), name.c_str());
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    }
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    else // loaded ok
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    {
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        delete wxRendererNative::Set(renderer);
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        m_panel->Refresh();
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        wxLogStatus(this, _T("Successfully loaded the renderer \"%s\"."),
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                    name.c_str());
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    }
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}
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void MyFrame::OnUnload(wxCommandEvent& WXUNUSED(event))
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{
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    wxRendererNative *renderer = wxRendererNative::Set(NULL);
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    if ( renderer )
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    {
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        delete renderer;
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        m_panel->Refresh();
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        wxLogStatus(this, _T("Unloaded the previously loaded renderer."));
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    }
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    else
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    {
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        wxLogWarning(_T("No renderer to unload."));
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    }
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}
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void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
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{
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    // true is to force the frame to close
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    Close(true);
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}
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void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
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{
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    wxMessageBox(_T("Render sample shows how to use custom renderers.\n")
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                 _T("\n")
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                 _T("(c) 2003 Vadim Zeitlin"),
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                 _T("About Render wxWidgets Sample"),
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                 wxOK | wxICON_INFORMATION, this);
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}
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