///////////////////////////////////////////////////////////////////////////// // Name: wx/bmpbndl.h // Purpose: Interface of wxBitmapBundle. // Author: Vadim Zeitlin // Created: 2021-09-24 // Copyright: (c) 2021 Vadim Zeitlin // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// /** Contains representations of the same bitmap in different resolutions. This class generalizes wxBitmap for applications supporting multiple DPIs and allows to operate with multiple versions of the same bitmap, in the sizes appropriate to the currently used display resolution, as a single unit. Notably, an entire wxBitmapBundle can be passed to functions such as wxToolBar::AddTool() to allow toolbar to select the best available bitmap to be shown. Objects of this class are typically created by the application and then passed to wxWidgets functions, but not used by the application itself. Currently bitmap bundles can be created from: - A vector of bitmaps, of any provenance. - A single wxBitmap or wxImage for backwards compatibility. More functions for creating bitmap bundles will be added in the future. Objects of wxBitmapBundle class have value-like semantics, i.e. they can be copied around freely (and cheaply) and don't need to be allocated on the heap. However they usually are created using static factory functions (known as "pseudo-constructors") such as FromBitmaps() instead of using the real constructors. Example of using this class to initialize a toolbar in a frame constructor: @code MyFrame::MyFrame() : wxFrame(nullptr, wxID_ANY, "My frame") { ... wxToolBar* toolBar = CreateToolBar(); wxVector bitmaps; bitmaps.push_back(wxBITMAP_PNG(open_32x32)); bitmaps.push_back(wxBITMAP_PNG(open_48x48)); bitmaps.push_back(wxBITMAP_PNG(open_64x64)); toolBar->AddTool(wxID_OPEN, wxBitmapBundle::FromBitmaps(bitmaps)); } @endcode The code shown above will use 32 pixel bitmap in normal DPI, 64 pixel bitmap in "high DPI", i.e. pixel-doubling or 200% resolution, and 48 pixel bitmap in 150% resolution. For all the other resolutions, the best matching bitmap will be created dynamically from the best available match, e.g. for 175% resolution, 64 pixel bitmap will be rescaled to 56 pixels. Of course, this code relies on actually having the resources with the corresponding names (i.e. @c open_NxN) in MSW .rc file or Mac application bundle and @c open_NxN_png arrays being defined in the program code, e.g. by including a file generated with @c bin2c (see wxBITMAP_PNG_FROM_DATA()), on the other platforms. For the platforms with resources support, you can also create the bundle from the bitmaps defined in the resources, which has the advantage of not having to explicitly list all the bitmaps, e.g. the code above becomes @code #ifdef wxHAS_IMAGE_RESOURCES toolBar->AddTool(wxID_OPEN, wxBitmapBundle::FromResources("open")); #else ... same code as shown above ... #endif @endcode and will load all resources called @c open, @c open_2x, @c open_1_5x etc (at least the first one of them must be available). See also wxBITMAP_BUNDLE_2() macro which can avoid the need to check for wxHAS_IMAGE_RESOURCES explicitly in the code in a common case of having only 2 embedded resources (for standard and high DPI). See also FromSVGResource(). Also note that the existing code using wxBitmap is compatible with the functions taking wxBitmapBundle in wxWidgets 3.1.6 and later because bitmaps are implicitly convertible to the objects of this class, so just passing wxBitmap to the functions taking wxBitmapBundle continues to work and if high resolution versions of bitmap are not (yet) available for the other toolbar tools, single bitmaps can continue to be used instead. @library{wxcore} @category{gdi} @since 3.1.6 */ class wxBitmapBundle { public: /** Default constructor constructs an empty bundle. An empty bundle can't be used for anything, but can be assigned something else later. */ wxBitmapBundle(); /** Conversion constructor from a single bitmap. This constructor does the same thing as FromBitmap() and only exists for interoperability with the existing code using wxBitmap. */ wxBitmapBundle(const wxBitmap& bitmap); /** Conversion constructor from a single icon. This constructor does the same thing as FromBitmap() and only exists for interoperability with the existing code using wxIcon. */ wxBitmapBundle(const wxIcon& icon); /** Conversion constructor from a single image. Similarly to the constructor from wxBitmap, this constructor only exists for interoperability with the existing code using wxImage and can be replaced with more readable FromImage() in the new code. */ wxBitmapBundle(const wxImage& image); /** Copy constructor creates a copy of another bundle. */ wxBitmapBundle(const wxBitmapBundle& other); /** Assignment operator makes this bundle a copy of another bundle. */ wxBitmapBundle& operator=(const wxBitmapBundle& other); /** Create a bundle from the given collection of bitmaps. If the @a bitmaps vector is empty, an invalid, empty bundle is returned, otherwise initialize the bundle with all the bitmaps in this vector which must be themselves valid. */ static wxBitmapBundle FromBitmaps(const wxVector& bitmaps); /// @overload static wxBitmapBundle FromBitmaps(const wxBitmap& bitmap1, const wxBitmap& bitmap2); /** Create a bundle from a single bitmap. This is only useful for compatibility with the existing code using wxBitmap. If @a bitmap is invalid, empty bundle is returned. */ static wxBitmapBundle FromBitmap(const wxBitmap& bitmap); /** Create a bundle from a single image. This is only useful for compatibility with the existing code using wxImage. If @a image is invalid, empty bundle is returned. */ static wxBitmapBundle FromImage(const wxImage& image); /** Create a bundle from a custom bitmap bundle implementation. This function can be used to create bundles implementing custom logic for creating the bitmaps, e.g. creating them on the fly rather than using predefined bitmaps. See wxBitmapBundleImpl. @param impl A valid, i.e. non-null, pointer. This function takes ownership of it, so the caller must @e not call DecRef() on it. */ static wxBitmapBundle FromImpl(wxBitmapBundleImpl* impl); /** Create a bundle from the bitmaps in the application resources. This function can only be used on the platforms supporting storing bitmaps in resources, and currently only works under MSW and MacOS and returns an empty bundle on the other platforms. Under MSW, for this function to create a valid bundle, you must have @c RCDATA resource with the given @a name in your application resource file (with the extension @c .rc) containing PNG file, and any other resources using @a name as prefix and suffix with the scale, e.g. "_2x" or "_1_5x" (for 150% DPI) will be also loaded as part of the bundle. @see FromSVGResource() */ static wxBitmapBundle FromResources(const wxString& name); /** Create a bundle from bitmaps stored as files. Looking in @a path for files using @a filename as prefix and potentionally a suffix with scale, e.g. "_2x" or "@2x" @param path Path of the directory containing the files @param filename Bitmap's filename without any scale suffix @param extension File extension, without leading dot (`png` by default) */ static wxBitmapBundle FromFiles(const wxString& path, const wxString& filename, const wxString& extension = "png"); /// @overload static wxBitmapBundle FromFiles(const wxString& fullpathname); /** Create a bundle from the SVG image. Please note that the current implementation uses NanoSVG library (https://github.com/memononen/nanosvg) for parsing and rasterizing SVG images which imposes the following limitations: - Text elements are not supported at all. - SVG 1.1 filters are not supported. These limitations will be relaxed in the future wxWidgets versions. Please also note that this method is only available in the ports providing raw bitmap access via wxPixelData. This is the case for all tier-1 ports, but not all of them, check if @c wxHAS_SVG is defined before using this method if for maximum portability. @param data This data may, or not, have the XML document preamble, i.e. it can start either with @c "AddTool(wxID_OPEN, wxBitmapBundle::FromImpl(new MyCustomBitmapBundleImpl()); @endcode Full (but still very simple) example of using it can be found in the toolbar sample code. @library{wxcore} @category{gdi} @since 3.1.6 */ class wxBitmapBundleImpl : public wxRefCounter { public: /** Return the size of the bitmaps represented by this bundle in the default DPI. Must always return a valid size. */ virtual wxSize GetDefaultSize() const = 0; /** Return the preferred size that should be used at the given scale. Must always return a valid size. */ virtual wxSize GetPreferredBitmapSizeAtScale(double scale) const = 0; /** Retrieve the bitmap of exactly the given size. Note that this function is non-const because it may generate the bitmap on demand and cache it. */ virtual wxBitmap GetBitmap(const wxSize& size) = 0; }; /** Creates a wxBitmapBundle from resources on the platforms supporting them or from two embedded bitmaps otherwise. This macro use wxBitmapBundle::FromResources() with the provide @a name, which must be an @e identifier and not a string, i.e. used without quotes, on the platforms where it works and wxBitmapBundle::FromBitmaps() with @c name_png and @c name_2x_png arrays containing PNG data elsewhere. Using it allows to avoid using preprocessor checks in the common case when just two bitmaps (for standard and high DPI) are embedded in the application code. Note that all bitmaps defined in the resources, even if there are more than 2 of them. Example of use: @code toolBar->AddTool(wxID_OPEN, wxBITMAP_BUNDLE_2(open)); @endcode @header{wx/bmpbndl.h} @since 3.1.6 */ #define wxBITMAP_BUNDLE_2(name)