55ccdb93e4
1. perform deep comparison for the classes for which it makes sense in the ports where this wasn't done yet 2. remove (shallow) comparison operators for the classes for which it does not make sense (such as wxBitmap) 3. makes wxBitmap use COW on all ports 4. adds wxObject::IsRefTo() 5. centralizes and improves COW docs git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@42752 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
172 lines
5.8 KiB
C++
172 lines
5.8 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: wx/generic/animate.h
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// Purpose: wxAnimation and wxAnimationCtrl
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// Author: Julian Smart and Guillermo Rodriguez Garcia
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// Modified by: Francesco Montorsi
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// Created: 13/8/99
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// RCS-ID: $Id$
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// Copyright: (c) Julian Smart and Guillermo Rodriguez Garcia
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_GENERIC_ANIMATEH__
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#define _WX_GENERIC_ANIMATEH__
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#include "wx/bitmap.h"
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// ----------------------------------------------------------------------------
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// wxAnimation
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// ----------------------------------------------------------------------------
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WX_DECLARE_LIST_WITH_DECL(wxAnimationDecoder, wxAnimationDecoderList, class WXDLLIMPEXP_ADV);
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class WXDLLIMPEXP_ADV wxAnimation : public wxAnimationBase
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{
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public:
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virtual bool IsOk() const
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{ return m_refData != NULL; }
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virtual size_t GetFrameCount() const;
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virtual int GetDelay(size_t i) const;
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virtual wxImage GetFrame(size_t i) const;
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virtual wxSize GetSize() const;
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virtual bool LoadFile(const wxString& filename,
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wxAnimationType type = wxANIMATION_TYPE_ANY);
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virtual bool Load(wxInputStream& stream,
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wxAnimationType type = wxANIMATION_TYPE_ANY);
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public: // extended interface used by the generic implementation of wxAnimationCtrl
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wxPoint GetFramePosition(size_t frame) const;
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wxSize GetFrameSize(size_t frame) const;
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wxAnimationDisposal GetDisposalMethod(size_t frame) const;
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wxColour GetTransparentColour(size_t frame) const;
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wxColour GetBackgroundColour() const;
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protected:
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static wxAnimationDecoderList sm_handlers;
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public:
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static inline wxAnimationDecoderList& GetHandlers() { return sm_handlers; }
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static void AddHandler(wxAnimationDecoder *handler);
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static void InsertHandler(wxAnimationDecoder *handler);
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static const wxAnimationDecoder *FindHandler( wxAnimationType animType );
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static void CleanUpHandlers();
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static void InitStandardHandlers();
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DECLARE_DYNAMIC_CLASS(wxAnimation)
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};
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// ----------------------------------------------------------------------------
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// wxAnimationCtrl
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_ADV wxAnimationCtrl: public wxAnimationCtrlBase
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{
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public:
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wxAnimationCtrl() { Init(); }
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wxAnimationCtrl(wxWindow *parent,
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wxWindowID id,
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const wxAnimation& anim = wxNullAnimation,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = wxAC_DEFAULT_STYLE,
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const wxString& name = wxAnimationCtrlNameStr)
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{
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Init();
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Create(parent, id, anim, pos, size, style, name);
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}
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void Init();
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bool Create(wxWindow *parent, wxWindowID id,
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const wxAnimation& anim = wxNullAnimation,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = wxAC_DEFAULT_STYLE,
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const wxString& name = wxAnimationCtrlNameStr);
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~wxAnimationCtrl();
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public:
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virtual bool LoadFile(const wxString& filename, wxAnimationType type = wxANIMATION_TYPE_ANY);
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virtual void Stop();
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virtual bool Play()
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{ return Play(true /* looped */); }
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virtual bool IsPlaying() const
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{ return m_isPlaying; }
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void SetAnimation(const wxAnimation &animation);
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wxAnimation GetAnimation() const
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{ return m_animation; }
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void SetInactiveBitmap(const wxBitmap &bmp);
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public: // event handlers
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void OnPaint(wxPaintEvent& event);
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void OnTimer(wxTimerEvent& event);
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void OnSize(wxSizeEvent& event);
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public: // extended API specific to this implementation of wxAnimateCtrl
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// Specify whether the animation's background colour is to be shown (the default),
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// or whether the window background should show through
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void SetUseWindowBackgroundColour(bool useWinBackground = true)
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{ m_useWinBackgroundColour = useWinBackground; }
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bool IsUsingWindowBackgroundColour() const
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{ return m_useWinBackgroundColour; }
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// This overload of Play() lets you specify if the animation must loop or not
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bool Play(bool looped);
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// Draw the current frame of the animation into given DC.
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// This is fast as current frame is always cached.
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void DrawCurrentFrame(wxDC& dc);
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// Returns a wxBitmap with the current frame drawn in it
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wxBitmap& GetBackingStore()
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{ return m_backingStore; }
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protected: // internal utilities
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// resize this control to fit m_animation
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void FitToAnimation();
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// Draw the background; use this when e.g. previous frame had wxANIM_TOBACKGROUND disposal.
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void DisposeToBackground();
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void DisposeToBackground(wxDC& dc);
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void DisposeToBackground(wxDC& dc, const wxPoint &pos, const wxSize &sz);
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void UpdateBackingStoreWithStaticImage();
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void IncrementalUpdateBackingStore();
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bool RebuildBackingStoreUpToFrame(size_t);
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void DrawFrame(wxDC &dc, size_t);
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virtual wxSize DoGetBestSize() const;
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protected:
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size_t m_currentFrame; // Current frame
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bool m_looped; // Looped, or not
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wxTimer m_timer; // The timer
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wxAnimation m_animation; // The animation
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bool m_isPlaying; // Is the animation playing?
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bool m_useWinBackgroundColour; // Use animation bg colour or window bg colour?
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wxBitmap m_backingStore; // The frames are drawn here and then blitted
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// on the screen
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private:
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typedef wxAnimationCtrlBase base_type;
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DECLARE_DYNAMIC_CLASS(wxAnimationCtrl)
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DECLARE_EVENT_TABLE()
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};
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#endif // _WX_GENERIC_ANIMATEH__
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