///////////////////////////////////////////////////////////////////////////// // 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__ #if defined(__GNUG__) && !defined(__APPLE__) #pragma interface "animate.h" #endif #include #include #include #include #include #include #include #include #ifdef WXMAKINGDLL_ANIMATE #define WXDLLIMPEXP_ANIMATE WXEXPORT #elif defined(WXUSINGDLL) #define WXDLLIMPEXP_ANIMATE WXIMPORT #else // not making nor using DLL #define WXDLLIMPEXP_ANIMATE #endif class WXDLLIMPEXP_ANIMATE wxAnimationBase; class WXDLLIMPEXP_ANIMATE wxAnimationPlayer; class WXDLLEXPORT wxImage; enum wxAnimationDisposal { wxANIM_UNSPECIFIED = -1, wxANIM_DONOTREMOVE = 0, wxANIM_TOBACKGROUND = 1, wxANIM_TOPREVIOUS = 2 } ; class WXDLLIMPEXP_ANIMATE 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 WXDLLIMPEXP_ANIMATE 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, const 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 WXDLLIMPEXP_ANIMATE 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 WXDLLIMPEXP_ANIMATE wxGIFDecoder; class WXDLLIMPEXP_ANIMATE 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 WXDLLIMPEXP_ANIMATE 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 WXDLLIMPEXP_ANIMATE 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__