///////////////////////////////////////////////////////////////////////////// // Name: animate.h // Purpose: interface of wxAnimation* classes // Author: wxWidgets team // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// /** Supported animation types. */ enum wxAnimationType { wxANIMATION_TYPE_INVALID, /** represents an animated GIF file. */ wxANIMATION_TYPE_GIF, /** represents an ANI file. */ wxANIMATION_TYPE_ANI, /** autodetect the filetype. */ wxANIMATION_TYPE_ANY }; #define wxAC_NO_AUTORESIZE (0x0010) #define wxAC_DEFAULT_STYLE (wxBORDER_NONE) /** @class wxAnimationCtrl This is a static control which displays an animation. wxAnimationCtrl API is as simple as possible and won't give you full control on the animation; if you need it then use wxMediaCtrl. This control is useful to display a (small) animation while doing a long task (e.g. a "throbber"). It is only available if @c wxUSE_ANIMATIONCTRL is set to 1 (the default). @beginStyleTable @style{wxAC_DEFAULT_STYLE} The default style: wxBORDER_NONE. @style{wxAC_NO_AUTORESIZE} By default, the control will adjust its size to exactly fit to the size of the animation when SetAnimation is called. If this style flag is given, the control will not change its size @endStyleTable @library{wxadv} @category{ctrl} @nativeimpl{wxgtk,wxmsw} @appearance{animationctrl} @see wxAnimation, @sample{animate} */ class wxAnimationCtrl : public wxControl { public: /** Initializes the object and calls Create() with all the parameters. */ 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); /** Creates the control with the given @a anim animation. After control creation you must explicitly call Play() to start to play the animation. Until that function won't be called, the first frame of the animation is displayed. @param parent Parent window, must be non-@NULL. @param id The identifier for the control. @param anim The initial animation shown in the control. @param pos Initial position. @param size Initial size. @param style The window style, see wxAC_* flags. @param name Control name. @return @true if the control was successfully created or @false if creation failed. */ 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); /** Returns the animation associated with this control. */ virtual wxAnimation GetAnimation() const; /** Returns the inactive bitmap shown in this control when the; see SetInactiveBitmap() for more info. */ wxBitmap GetInactiveBitmap() const; /** Returns @true if the animation is being played. */ virtual bool IsPlaying() const; /** Loads the animation from the given file and calls SetAnimation(). See wxAnimation::LoadFile for more info. */ virtual bool LoadFile(const wxString& file, wxAnimationType animType = wxANIMATION_TYPE_ANY); /** Loads the animation from the given stream and calls SetAnimation(). See wxAnimation::Load() for more info. */ virtual bool Load(wxInputStream& file, wxAnimationType animType = wxANIMATION_TYPE_ANY); /** Starts playing the animation. The animation is always played in loop mode (unless the last frame of the animation has an infinite delay time) and always start from the first frame even if you @ref Stop "stopped" it while some other frame was displayed. */ virtual bool Play(); /** Sets the animation to play in this control. If the previous animation is being played, it's @ref Stop() stopped. Until Play() isn't called, a static image, the first frame of the given animation or the background colour will be shown (see SetInactiveBitmap() for more info). */ virtual void SetAnimation(const wxAnimation& anim); /** Sets the bitmap to show on the control when it's not playing an animation. If you set as inactive bitmap ::wxNullBitmap (which is the default), then the first frame of the animation is instead shown when the control is inactive; in this case, if there's no valid animation associated with the control (see SetAnimation()), then the background colour of the window is shown. If the control is not playing the animation, the given bitmap will be immediately shown, otherwise it will be shown as soon as Stop() is called. Note that the inactive bitmap, if smaller than the control's size, will be centered in the control; if bigger, it will be stretched to fit it. */ virtual void SetInactiveBitmap(const wxBitmap& bmp); /** Stops playing the animation. The control will show the first frame of the animation, a custom static image or the window's background colour as specified by the last SetInactiveBitmap() call. */ virtual void Stop(); }; /** @class wxAnimation This class encapsulates the concept of a platform-dependent animation. An animation is a sequence of frames of the same size. Sound is not supported by wxAnimation. Note that on wxGTK wxAnimation is capable of loading the formats supported by the internally-used @c gdk-pixbuf library (typically this means only @c wxANIMATION_TYPE_GIF). On other platforms wxAnimation is always capable of loading both GIF and ANI formats (i.e. both @c wxANIMATION_TYPE_GIF and @c wxANIMATION_TYPE_ANI). @library{wxadv} @category{gdi} @stdobjects ::wxNullAnimation @see wxAnimationCtrl, @sample{animate} */ class wxAnimation : public wxObject { public: /** Default ctor. */ wxAnimation(); /** Copy ctor. */ wxAnimation(const wxAnimation& anim); /** Loads an animation from a file. @param name The name of the file to load. @param type See LoadFile() for more info. */ wxAnimation(const wxString& name, wxAnimationType type = wxANIMATION_TYPE_ANY); /** Destructor. See @ref overview_refcount_destruct for more info. */ virtual ~wxAnimation(); /** Returns the delay for the i-th frame in milliseconds. If @c -1 is returned the frame is to be displayed forever. */ virtual int GetDelay(unsigned int i) const; /** Returns the i-th frame as a wxImage. This method is not implemented in the native wxGTK implementation of this class and always returns an invalid image there. */ virtual wxImage GetFrame(unsigned int i) const; /** Returns the number of frames for this animation. This method is not implemented in the native wxGTK implementation of this class and always returns 0 there. */ virtual unsigned int GetFrameCount() const; /** Returns the size of the animation. */ virtual wxSize GetSize() const; /** Returns @true if animation data is present. */ virtual bool IsOk() const; /** Loads an animation from the given stream. @param stream The stream to use to load the animation. Under wxGTK may be any kind of stream; under other platforms this must be a seekable stream. @param type One of the ::wxAnimationType enumeration values. @return @true if the operation succeeded, @false otherwise. */ virtual bool Load(wxInputStream& stream, wxAnimationType type = wxANIMATION_TYPE_ANY); /** Loads an animation from a file. @param name A filename. @param type One of the ::wxAnimationType values; wxANIMATION_TYPE_ANY means that the function should try to autodetect the filetype. @return @true if the operation succeeded, @false otherwise. */ virtual bool LoadFile(const wxString& name, wxAnimationType type = wxANIMATION_TYPE_ANY); /** Assignment operator, using @ref overview_refcount "reference counting". */ wxAnimation& operator =(const wxAnimation& brush); }; // ============================================================================ // Global functions/macros // ============================================================================ /** An empty animation object. */ wxAnimation wxNullAnimation;