wxWidgets/wxPython/contrib/animate/animate.i

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/////////////////////////////////////////////////////////////////////////////
// Name: animate.i
// Purpose: Wrappers for the animation classes in wx/contrib
//
// Author: Robin Dunn
//
// Created: 4-April-2005
// RCS-ID: $Id$
// Copyright: (c) 2005 by Total Control Software
// Licence: wxWindows license
/////////////////////////////////////////////////////////////////////////////
%define DOCSTRING
"Simple animation player classes, including `GIFAnimationCtrl` for displaying
animated GIF files
"
%enddef
%module(package="wx", docstring=DOCSTRING) animate
%{
#include "wx/wxPython/wxPython.h"
#include "wx/wxPython/pyclasses.h"
#include <wx/animate/animate.h>
%}
//---------------------------------------------------------------------------
%import core.i
%pythoncode { import wx }
%pythoncode { __docfilter__ = wx._core.__DocFilter(globals()) }
MAKE_CONST_WXSTRING2(AnimationControlNameStr, wxT("animationControl"));
MAKE_CONST_WXSTRING_NOSWIG(EmptyString);
//---------------------------------------------------------------------------
enum wxAnimationDisposal
{
wxANIM_UNSPECIFIED = -1,
wxANIM_DONOTREMOVE = 0,
wxANIM_TOBACKGROUND = 1,
wxANIM_TOPREVIOUS = 2
} ;
/* wxAnimationPlayer
* Create an object of this class, and either pass an wxXXXAnimation object in
* the constructor, or call SetAnimation. Then call Play(). The wxAnimation
* object is only destroyed in the destructor if destroyAnimation is true in
* the constructor.
*/
class wxAnimationPlayer : public wxObject
{
public:
wxAnimationPlayer(wxAnimationBase *animation = NULL,
bool destroyAnimation = false);
~wxAnimationPlayer();
void SetAnimation(wxAnimationBase* animation, bool destroyAnimation = false);
wxAnimationBase* GetAnimation() const;
void SetDestroyAnimation(bool destroyAnimation);
bool GetDestroyAnimation() const;
void SetCurrentFrame(int currentFrame);
int GetCurrentFrame() const;
void SetWindow(wxWindow* window);
wxWindow* GetWindow() const;
void SetPosition(const wxPoint& pos);
wxPoint GetPosition() const;
void SetLooped(bool looped);
bool GetLooped() const;
bool HasAnimation() const;
bool IsPlaying() const;
// Specify whether the GIF's background colour is to be shown,
// or whether the window background should show through (the default)
void UseBackgroundColour(bool useBackground);
bool UsingBackgroundColour() const;
// Set and use a user-specified background colour (valid for transparent
// animations only)
void SetCustomBackgroundColour(const wxColour& col,
bool useCustomBackgroundColour = true);
bool UsingCustomBackgroundColour() const;
const wxColour& GetCustomBackgroundColour() const;
// Another refinement - suppose we're drawing the animation in a separate
// control or window. We may wish to use the background of the parent
// window as the background of our animation. This allows us to specify
// whether to grab from the parent or from this window.
void UseParentBackground(bool useParent);
bool UsingParentBackground() const;
// Play
virtual bool Play(wxWindow& window, const wxPoint& pos = wxPoint(0, 0), bool looped = true);
// Build animation (list of wxImages). If not called before Play
// is called, Play will call this automatically.
virtual bool Build();
// Stop the animation
virtual void Stop();
// Draw the current view of the animation into this DC.
// Call this from your OnPaint, for example.
virtual void Draw(wxDC& dc);
virtual int GetFrameCount() const;
%newobject GetFrame;
virtual wxImage* GetFrame(int i) const; // Creates a new wxImage
virtual wxAnimationDisposal GetDisposalMethod(int i) const;
virtual wxRect GetFrameRect(int i) const; // Position and size of frame
virtual int GetDelay(int i) const; // Delay for this frame
virtual wxSize GetLogicalScreenSize() const;
virtual bool GetBackgroundColour(wxColour& col) const ;
virtual bool GetTransparentColour(wxColour& col) const ;
// Play the frame
virtual bool PlayFrame(int frame, wxWindow& window, const wxPoint& pos);
%Rename(PlayNextFrame,
virtual bool, PlayFrame());
virtual void DrawFrame(int frame, wxDC& dc, const wxPoint& pos);
virtual void DrawBackground(wxDC& dc, const wxPoint& pos, const wxColour& colour);
// Clear the wxImage cache
virtual void ClearCache();
// Save the pertinent area of the window so we can restore
// it if drawing transparently
void SaveBackground(const wxRect& rect);
wxBitmap& GetBackingStore();
};
//---------------------------------------------------------------------------
/* wxAnimationBase
* Base class for animations.
* A wxXXXAnimation only stores the animation, providing accessors to
* wxAnimationPlayer. Currently an animation is read-only, but we could
* extend the API for adding frames programmatically, and perhaps have a
* wxMemoryAnimation class that stores its frames in memory, and is able to
* save all files with suitable filenames. You could then use e.g. Ulead GIF
* Animator to load the image files into a GIF animation.
*/
class wxAnimationBase : public wxObject
{
public:
//wxAnimationBase() {}; // It's an ABC
~wxAnimationBase() {};
//// Accessors. Should be overridden by each derived class.
virtual int GetFrameCount() const;
%newobject GetFrame;
virtual wxImage* GetFrame(int i) const;
virtual wxAnimationDisposal GetDisposalMethod(int i) const;
virtual wxRect GetFrameRect(int i) const; // Position and size of frame
virtual int GetDelay(int i) const; // Delay for this frame
virtual wxSize GetLogicalScreenSize() const;
virtual bool GetBackgroundColour(wxColour& col) const;
virtual bool GetTransparentColour(wxColour& col) const;
// Is the animation OK?
virtual bool IsValid() const;
virtual bool LoadFile(const wxString& filename);
};
// TODO: Add a wxPyAnimationBase class
//---------------------------------------------------------------------------
/* wxGIFAnimation
* This will be moved to a separate file in due course.
*/
class wxGIFAnimation : public wxAnimationBase
{
public:
wxGIFAnimation() ;
~wxGIFAnimation() ;
//// Accessors
virtual int GetFrameCount() const;
%newobject GetFrame;
virtual wxImage* GetFrame(int i) const;
virtual wxAnimationDisposal GetDisposalMethod(int i) const;
virtual wxRect GetFrameRect(int i) const; // Position and size of frame
virtual int GetDelay(int i) const; // Delay for this frame
virtual wxSize GetLogicalScreenSize() const ;
virtual bool GetBackgroundColour(wxColour& col) const ;
virtual bool GetTransparentColour(wxColour& col) const ;
virtual bool IsValid() const;
//// Operations
virtual bool LoadFile(const wxString& filename);
};
//---------------------------------------------------------------------------
/*
* wxAnimationCtrlBase
* Abstract base class for format-specific animation controls.
* This class implements most of the functionality; all a derived
* class has to do is create the appropriate animation class on demand.
*/
// Resize to animation size if this is set
enum { wxAN_FIT_ANIMATION };
// class wxAnimationCtrlBase: public wxControl
// {
// public:
// %pythonAppend wxAnimationCtrlBase "self._setOORInfo(self)"
// %pythonAppend wxAnimationCtrlBase() ""
// wxAnimationCtrlBase(wxWindow *parent, wxWindowID id,
// const wxString& filename = wxPyEmptyString,
// const wxPoint& pos = wxDefaultPosition,
// const wxSize& size = wxDefaultSize,
// long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
// const wxString& name = wxPyAnimationControlNameStr);
// %RenameCtor(PreAnimationCtrlBase, wxAnimationCtrlBase());
// bool Create(wxWindow *parent, wxWindowID id,
// const wxString& filename = wxPyEmptyString,
// const wxPoint& pos = wxDefaultPosition,
// const wxSize& size = wxDefaultSize,
// long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
// const wxString& name = wxPyAnimationControlNameStr);
// //// Operations
// virtual bool LoadFile(const wxString& filename = wxPyEmptyString);
// virtual bool Play(bool looped = true) ;
// virtual void Stop();
// virtual void FitToAnimation();
// //// Accessors
// virtual bool IsPlaying() const;
// virtual wxAnimationPlayer& GetPlayer();
// virtual wxAnimationBase* GetAnimation();
// const wxString& GetFilename() const;
// void SetFilename(const wxString& filename);
// };
/*
* wxGIFAnimationCtrl
* Provides a GIF animation class when required.
*/
MustHaveApp(wxGIFAnimationCtrl);
class wxGIFAnimationCtrl: public wxControl //wxAnimationCtrlBase
{
public:
%pythonAppend wxGIFAnimationCtrl "self._setOORInfo(self)"
%pythonAppend wxGIFAnimationCtrl() ""
wxGIFAnimationCtrl(wxWindow *parent, wxWindowID id=-1,
const wxString& filename = wxPyEmptyString,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
const wxString& name = wxPyAnimationControlNameStr);
%RenameCtor(PreGIFAnimationCtrl, wxGIFAnimationCtrl());
bool Create(wxWindow *parent, wxWindowID id=-1,
const wxString& filename = wxPyEmptyString,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
const wxString& name = wxPyAnimationControlNameStr);
//// Operations
virtual bool LoadFile(const wxString& filename = wxPyEmptyString);
virtual bool Play(bool looped = true) ;
virtual void Stop();
virtual void FitToAnimation();
//// Accessors
virtual bool IsPlaying() const;
virtual wxAnimationPlayer& GetPlayer();
virtual wxAnimationBase* GetAnimation();
const wxString& GetFilename() const;
void SetFilename(const wxString& filename);
};
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------