wxWidgets/contrib/include/wx/animate/animate.h

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/////////////////////////////////////////////////////////////////////////////
// Name: animate.h
// Purpose: Animation classes
// Author: Julian Smart and Guillermo Rodriguez Garcia
// Modified by:
// Created: 13/8/99
// RCS-ID: $Id$
// Copyright: (c) Julian Smart and Guillermo Rodriguez Garcia
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_ANIMATEH__
#define _WX_ANIMATEH__
#ifdef __GNUG__
#pragma interface "animate.h"
#endif
#include <wx/defs.h>
#include <wx/string.h>
#include <wx/gdicmn.h>
#include <wx/list.h>
#include <wx/timer.h>
//#define ANIMDLLEXPORT WXDLLEXPORT
#define ANIMDLLEXPORT
class ANIMDLLEXPORT wxAnimationBase;
class ANIMDLLEXPORT wxAnimationPlayer;
class WXDLLEXPORT wxImage;
enum wxAnimationDisposal
{
wxANIM_UNSPECIFIED = -1,
wxANIM_DONOTREMOVE = 0,
wxANIM_TOBACKGROUND = 1,
wxANIM_TOPREVIOUS = 2
} ;
class ANIMDLLEXPORT wxAnimationTimer: public wxTimer
{
public:
wxAnimationTimer() { m_player = (wxAnimationPlayer*) NULL; }
virtual void Notify();
void SetPlayer(wxAnimationPlayer* player) { m_player = player; }
protected:
wxAnimationPlayer* m_player;
};
/* 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 ANIMDLLEXPORT wxAnimationPlayer : public wxObject
{
DECLARE_CLASS(wxAnimationPlayer)
public:
wxAnimationPlayer(wxAnimationBase *animation = (wxAnimationBase *) NULL, bool destroyAnimation = FALSE);
~wxAnimationPlayer();
//// Accessors
void SetAnimation(wxAnimationBase* animation, bool destroyAnimation = FALSE);
wxAnimationBase* GetAnimation() const { return m_animation; }
void SetDestroyAnimation(bool destroyAnimation) { m_destroyAnimation = destroyAnimation; };
bool GetDestroyAnimation() const { return m_destroyAnimation; }
void SetCurrentFrame(int currentFrame) { m_currentFrame = currentFrame; };
int GetCurrentFrame() const { return m_currentFrame; }
void SetWindow(wxWindow* window) { m_window = window; };
wxWindow* GetWindow() const { return m_window; }
void SetPosition(const wxPoint& pos) { m_position = pos; };
wxPoint GetPosition() const { return m_position; }
void SetLooped(bool looped) { m_looped = looped; };
bool GetLooped() const { return m_looped; }
bool HasAnimation() const { return (m_animation != (wxAnimationBase*) NULL); }
bool IsPlaying() const { return m_isPlaying; }
// 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) { m_useBackgroundColour = useBackground; }
bool UsingBackgroundColour() const { return m_useBackgroundColour; }
// Set and use a user-specified background colour (valid for transparent
// animations only)
void SetCustomBackgroundColour(const wxColour& col, bool useCustomBackgroundColour = TRUE)
{ m_customBackgroundColour = col; m_useCustomBackgroundColour = useCustomBackgroundColour; }
bool UsingCustomBackgroundColour() const { return m_useCustomBackgroundColour; }
const wxColour& GetCustomBackgroundColour() const { return m_customBackgroundColour; }
// 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) { m_useParentBackground = useParent; }
bool UsingParentBackground() const { return m_useParentBackground; }
//// Operations
// 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);
//// Accessing the current animation
virtual int GetFrameCount() const;
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 ;
//// Implementation
// Play the frame
virtual bool PlayFrame(int frame, wxWindow& window, wxPoint& pos);
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() { return m_backingStore; }
//// Data members
protected:
wxAnimationBase* m_animation;
bool m_destroyAnimation; // Destroy m_animation on deletion of this object
wxList m_frames; // List of cached wxBitmap frames.
int m_currentFrame; // Current frame
wxWindow* m_window; // Window to draw into
wxPoint m_position; // Position to draw at
bool m_looped; // Looped, or not
wxAnimationTimer m_timer; // The timer
bool m_isPlaying; // Is the animation playing?
wxBitmap m_savedBackground; // Saved background of window portion
wxBitmap m_backingStore; // The player draws into this
bool m_useBackgroundColour; // Use colour or background
wxColour m_customBackgroundColour; // Override animation background
bool m_useCustomBackgroundColour;
bool m_useParentBackground; // Grab background from parent?
};
/* 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 ANIMDLLEXPORT wxAnimationBase : public wxObject
{
DECLARE_ABSTRACT_CLASS(wxAnimationBase)
public:
wxAnimationBase() {};
~wxAnimationBase() {};
//// Accessors. Should be overridden by each derived class.
virtual int GetFrameCount() const = 0;
virtual wxImage* GetFrame(int i) const = 0; // Creates a new wxImage
virtual wxAnimationDisposal GetDisposalMethod(int i) const = 0;
virtual wxRect GetFrameRect(int i) const = 0; // Position and size of frame
virtual int GetDelay(int i) const = 0; // Delay for this frame
virtual wxSize GetLogicalScreenSize() const = 0;
virtual bool GetBackgroundColour(wxColour& col) const = 0;
virtual bool GetTransparentColour(wxColour& col) const = 0;
// Is the animation OK?
virtual bool IsValid() const = 0;
//// Operations
virtual bool LoadFile(const wxString& filename) { return FALSE; }
};
/* wxGIFAnimation
* This will be moved to a separate file in due course.
*/
class ANIMDLLEXPORT wxGIFDecoder;
class ANIMDLLEXPORT wxGIFAnimation : public wxAnimationBase
{
DECLARE_CLASS(wxGIFAnimation)
public:
wxGIFAnimation() ;
~wxGIFAnimation() ;
//// Accessors
virtual int GetFrameCount() const;
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);
protected:
wxGIFDecoder* m_decoder;
};
/*
* 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
#define wxAN_FIT_ANIMATION 0x0010
class ANIMDLLEXPORT wxAnimationCtrlBase: public wxControl
{
public:
wxAnimationCtrlBase() { }
wxAnimationCtrlBase(wxWindow *parent, wxWindowID id,
const wxString& filename = wxEmptyString,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
const wxString& name = wxT("animationControl"))
{
Create(parent, id, filename, pos, size, style, name);
}
~wxAnimationCtrlBase();
bool Create(wxWindow *parent, wxWindowID id,
const wxString& filename = wxEmptyString,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
const wxString& name = wxT("animationControl"));
//// Operations
virtual bool LoadFile(const wxString& filename = wxEmptyString);
virtual bool Play(bool looped = TRUE) ;
virtual void Stop() { m_animationPlayer.Stop(); }
virtual void FitToAnimation();
//// Accessors
virtual bool IsPlaying() const { return m_animationPlayer.IsPlaying(); }
virtual wxAnimationPlayer& GetPlayer() { return m_animationPlayer; }
virtual wxAnimationBase* GetAnimation() { return m_animation; }
const wxString& GetFilename() const { return m_filename; }
void SetFilename(const wxString& filename) { m_filename = filename; }
//// Event handlers
void OnPaint(wxPaintEvent& event);
protected:
virtual wxSize DoGetBestSize() const;
// Override this in derived classes
virtual wxAnimationBase* DoCreateAnimation(const wxString& filename) = 0;
wxAnimationPlayer m_animationPlayer;
wxAnimationBase* m_animation;
wxString m_filename;
private:
DECLARE_ABSTRACT_CLASS(wxAnimationCtrlBase)
DECLARE_EVENT_TABLE()
};
/*
* wxGIFAnimationCtrl
* Provides a GIF animation class when required.
*/
class ANIMDLLEXPORT wxGIFAnimationCtrl: public wxAnimationCtrlBase
{
public:
wxGIFAnimationCtrl() { }
wxGIFAnimationCtrl(wxWindow *parent, wxWindowID id,
const wxString& filename = wxEmptyString,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
const wxString& name = wxT("animationControl"))
{
Create(parent, id, filename, pos, size, style, name);
}
protected:
virtual wxAnimationBase* DoCreateAnimation(const wxString& filename) ;
private:
DECLARE_DYNAMIC_CLASS(wxGIFAnimationCtrl)
};
#endif // _WX_ANIMATEH__