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CodeBlocksPortable/wxWidgets-3.0.5/include/wx/generic/animate.h

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/////////////////////////////////////////////////////////////////////////////
// Name: wx/generic/animate.h
// Purpose: wxAnimation and wxAnimationCtrl
// Author: Julian Smart and Guillermo Rodriguez Garcia
// Modified by: Francesco Montorsi
// Created: 13/8/99
// Copyright: (c) Julian Smart and Guillermo Rodriguez Garcia
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_GENERIC_ANIMATEH__
#define _WX_GENERIC_ANIMATEH__
#include "wx/bitmap.h"
// ----------------------------------------------------------------------------
// wxAnimation
// ----------------------------------------------------------------------------
WX_DECLARE_LIST_WITH_DECL(wxAnimationDecoder, wxAnimationDecoderList, class WXDLLIMPEXP_ADV);
class WXDLLIMPEXP_ADV wxAnimation : public wxAnimationBase
{
public:
wxAnimation() {}
wxAnimation(const wxString &name, wxAnimationType type = wxANIMATION_TYPE_ANY)
{ LoadFile(name, type); }
virtual bool IsOk() const
{ return m_refData != NULL; }
virtual unsigned int GetFrameCount() const;
virtual int GetDelay(unsigned int i) const;
virtual wxImage GetFrame(unsigned int i) const;
virtual wxSize GetSize() const;
virtual bool LoadFile(const wxString& filename,
wxAnimationType type = wxANIMATION_TYPE_ANY);
virtual bool Load(wxInputStream& stream,
wxAnimationType type = wxANIMATION_TYPE_ANY);
// extended interface used by the generic implementation of wxAnimationCtrl
wxPoint GetFramePosition(unsigned int frame) const;
wxSize GetFrameSize(unsigned int frame) const;
wxAnimationDisposal GetDisposalMethod(unsigned int frame) const;
wxColour GetTransparentColour(unsigned int frame) const;
wxColour GetBackgroundColour() const;
protected:
static wxAnimationDecoderList sm_handlers;
public:
static inline wxAnimationDecoderList& GetHandlers() { return sm_handlers; }
static void AddHandler(wxAnimationDecoder *handler);
static void InsertHandler(wxAnimationDecoder *handler);
static const wxAnimationDecoder *FindHandler( wxAnimationType animType );
static void CleanUpHandlers();
static void InitStandardHandlers();
DECLARE_DYNAMIC_CLASS(wxAnimation)
};
// ----------------------------------------------------------------------------
// wxAnimationCtrl
// ----------------------------------------------------------------------------
class WXDLLIMPEXP_ADV wxAnimationCtrl: public wxAnimationCtrlBase
{
public:
wxAnimationCtrl() { Init(); }
wxAnimationCtrl(wxWindow *parent,
wxWindowID id,
const wxAnimation& anim = wxNullAnimation,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxAC_DEFAULT_STYLE,
const wxString& name = wxAnimationCtrlNameStr)
{
Init();
Create(parent, id, anim, pos, size, style, name);
}
void Init();
bool Create(wxWindow *parent, wxWindowID id,
const wxAnimation& anim = wxNullAnimation,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxAC_DEFAULT_STYLE,
const wxString& name = wxAnimationCtrlNameStr);
~wxAnimationCtrl();
public:
virtual bool LoadFile(const wxString& filename, wxAnimationType type = wxANIMATION_TYPE_ANY);
virtual bool Load(wxInputStream& stream, wxAnimationType type = wxANIMATION_TYPE_ANY);
virtual void Stop();
virtual bool Play()
{ return Play(true /* looped */); }
virtual bool IsPlaying() const
{ return m_isPlaying; }
void SetAnimation(const wxAnimation &animation);
wxAnimation GetAnimation() const
{ return m_animation; }
virtual void SetInactiveBitmap(const wxBitmap &bmp);
// override base class method
virtual bool SetBackgroundColour(const wxColour& col);
public: // event handlers
void OnPaint(wxPaintEvent& event);
void OnTimer(wxTimerEvent& event);
void OnSize(wxSizeEvent& event);
public: // extended API specific to this implementation of wxAnimateCtrl
// Specify whether the animation's background colour is to be shown (the default),
// or whether the window background should show through
void SetUseWindowBackgroundColour(bool useWinBackground = true)
{ m_useWinBackgroundColour = useWinBackground; }
bool IsUsingWindowBackgroundColour() const
{ return m_useWinBackgroundColour; }
// This overload of Play() lets you specify if the animation must loop or not
bool Play(bool looped);
// Draw the current frame of the animation into given DC.
// This is fast as current frame is always cached.
void DrawCurrentFrame(wxDC& dc);
// Returns a wxBitmap with the current frame drawn in it
wxBitmap& GetBackingStore()
{ return m_backingStore; }
protected: // internal utilities
// resize this control to fit m_animation
void FitToAnimation();
// Draw the background; use this when e.g. previous frame had wxANIM_TOBACKGROUND disposal.
void DisposeToBackground();
void DisposeToBackground(wxDC& dc);
void DisposeToBackground(wxDC& dc, const wxPoint &pos, const wxSize &sz);
void IncrementalUpdateBackingStore();
bool RebuildBackingStoreUpToFrame(unsigned int);
void DrawFrame(wxDC &dc, unsigned int);
virtual void DisplayStaticImage();
virtual wxSize DoGetBestSize() const;
protected:
unsigned int m_currentFrame; // Current frame
bool m_looped; // Looped, or not
wxTimer m_timer; // The timer
wxAnimation m_animation; // The animation
bool m_isPlaying; // Is the animation playing?
bool m_useWinBackgroundColour; // Use animation bg colour or window bg colour?
wxBitmap m_backingStore; // The frames are drawn here and then blitted
// on the screen
private:
typedef wxAnimationCtrlBase base_type;
DECLARE_DYNAMIC_CLASS(wxAnimationCtrl)
DECLARE_EVENT_TABLE()
};
#endif // _WX_GENERIC_ANIMATEH__