495 lines
16 KiB
Objective-C
495 lines
16 KiB
Objective-C
/////////////////////////////////////////////////////////////////////////////
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// Name: animate.h
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// Purpose: interface of wxAnimation* classes
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// Author: wxWidgets team
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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/**
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Supported animation types.
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*/
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enum wxAnimationType
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{
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wxANIMATION_TYPE_INVALID,
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/** represents an animated GIF file. */
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wxANIMATION_TYPE_GIF,
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/** represents an ANI file. */
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wxANIMATION_TYPE_ANI,
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/** autodetect the filetype. */
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wxANIMATION_TYPE_ANY
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};
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#define wxAC_NO_AUTORESIZE (0x0010)
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#define wxAC_DEFAULT_STYLE (wxBORDER_NONE)
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/**
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Animation implementation types
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@since 3.1.4
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*/
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enum wxAnimationImplType
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{
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/** With this flag wxAnimation will use a native implemetation if available. */
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wxANIMATION_IMPL_TYPE_NATIVE,
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/** Using this flag will cause wxAnimation to use a generic implementation. */
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wxANIMATION_IMPL_TYPE_GENERIC
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};
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/**
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@class wxGenericAnimationCtrl
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This is a static control which displays an animation.
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wxAnimationCtrl API is as simple as possible and won't give you full control
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on the animation; if you need it then use wxMediaCtrl.
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This control is useful to display a (small) animation while doing a long task
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(e.g. a "throbber").
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It is only available if @c wxUSE_ANIMATIONCTRL is set to 1 (the default).
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@beginStyleTable
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@style{wxAC_DEFAULT_STYLE}
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The default style: wxBORDER_NONE.
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@style{wxAC_NO_AUTORESIZE}
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By default, the control will adjust its size to exactly fit to the
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size of the animation when SetAnimation is called. If this style
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flag is given, the control will not change its size
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@endStyleTable
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@library{wxcore}
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@category{ctrl}
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@nativeimpl{wxgtk,wxmsw}
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@appearance{animationctrl}
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@see wxAnimation, @sample{animate}
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*/
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class wxGenericAnimationCtrl : public wxControl
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{
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public:
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/**
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Initializes the object and calls Create() with
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all the parameters.
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*/
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wxGenericAnimationCtrl(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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/**
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Creates the control with the given @a anim animation.
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After control creation you must explicitly call Play() to start to play
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the animation. Until that function won't be called, the first frame
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of the animation is displayed.
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@param parent
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Parent window, must be non-@NULL.
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@param id
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The identifier for the control.
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@param anim
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The initial animation shown in the control.
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@param pos
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Initial position.
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@param size
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Initial size.
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@param style
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The window style, see wxAC_* flags.
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@param name
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Control name.
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@return @true if the control was successfully created or @false if
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creation failed.
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*/
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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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/**
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Returns the animation associated with this control.
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*/
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virtual wxAnimation GetAnimation() const;
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/**
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Returns the inactive bitmap shown in this control when the;
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see SetInactiveBitmap() for more info.
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*/
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wxBitmap GetInactiveBitmap() const;
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/**
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Returns @true if the animation is being played.
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*/
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virtual bool IsPlaying() const;
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/**
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Loads the animation from the given file and calls SetAnimation().
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See wxAnimation::LoadFile for more info.
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*/
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virtual bool LoadFile(const wxString& file,
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wxAnimationType animType = wxANIMATION_TYPE_ANY);
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/**
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Loads the animation from the given stream and calls SetAnimation().
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See wxAnimation::Load() for more info.
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*/
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virtual bool Load(wxInputStream& file,
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wxAnimationType animType = wxANIMATION_TYPE_ANY);
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/**
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Starts playing the animation.
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The animation is always played in loop mode (unless the last frame of the
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animation has an infinite delay time) and always start from the first frame
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even if you @ref Stop "stopped" it while some other frame was displayed.
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*/
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virtual bool Play();
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/**
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Sets the animation to play in this control.
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If the previous animation is being played, it's @ref Stop() stopped.
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Until Play() isn't called, a static image, the first frame of the given
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animation or the background colour will be shown
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(see SetInactiveBitmap() for more info).
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*/
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virtual void SetAnimation(const wxAnimation& anim);
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/**
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Sets the bitmap to show on the control when it's not playing an animation.
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If you set as inactive bitmap ::wxNullBitmap (which is the default), then the
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first frame of the animation is instead shown when the control is inactive;
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in this case, if there's no valid animation associated with the control
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(see SetAnimation()), then the background colour of the window is shown.
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If the control is not playing the animation, the given bitmap will be
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immediately shown, otherwise it will be shown as soon as Stop() is called.
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Note that the inactive bitmap, if smaller than the control's size, will be
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centered in the control; if bigger, it will be stretched to fit it.
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*/
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virtual void SetInactiveBitmap(const wxBitmap& bmp);
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/**
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Stops playing the animation.
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The control will show the first frame of the animation, a custom static image or
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the window's background colour as specified by the last SetInactiveBitmap() call.
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*/
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virtual void Stop();
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/**
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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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@note This method is only effective when using the generic version of the control.
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*/
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void SetUseWindowBackgroundColour(bool useWinBackground = true);
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/**
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Returns @c true if the window's background colour is being used.
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@note This method is only effective when using the generic version of the control.
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*/
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bool IsUsingWindowBackgroundColour() const;
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/**
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This overload of Play() lets you specify if the animation must loop or not
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@note This method is only effective when using the generic version of the control.
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*/
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bool Play(bool looped);
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/**
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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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@note This method is only effective when using the generic version of the control.
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*/
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void DrawCurrentFrame(wxDC& dc);
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/**
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Returns a wxBitmap with the current frame drawn in it.
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@note This method is only effective when using the generic version of the control.
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*/
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wxBitmap& GetBackingStore();
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};
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/**
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@class wxAnimationCtrl
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If the platform supports a native animation control (currently just wxGTK)
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then this class implements the control via the native widget.
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Otherwise it is virtually the same as @c wxGenericAnimationCtrl.
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Note that on wxGTK wxAnimationCtrl by default is capable of loading the
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formats supported by the internally-used @c gdk-pixbuf library (typically
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this means only @c wxANIMATION_TYPE_GIF). See @c wxGenericAnimationCtrl if
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you need to support additional file types.
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@library{wxcore}
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@category{gdi}
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*/
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class wxAnimationCtrl : public wxGenericAnimationCtrl
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{
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public:
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wxAnimationCtrl();
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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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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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};
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/**
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@class wxAnimationImpl
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Abstract base class for native and generic animation classes. An instance
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of one of these classes is used by @c wxAnimation to handle the details of
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the interface between the animation file and the animation control.
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@See wxAnimationGenericImpl
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*/
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class wxAnimationImpl : public wxObject, public wxRefCounter
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{
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public:
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wxAnimationImpl();
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virtual wxAnimationImplType GetImplType() = 0;
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virtual bool IsOk() const = 0;
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virtual int GetDelay(unsigned int frame) const = 0;
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virtual unsigned int GetFrameCount() const = 0;
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virtual wxImage GetFrame(unsigned int frame) const = 0;
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virtual wxSize GetSize() const = 0;
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virtual bool LoadFile(const wxString& name,
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wxAnimationType type = wxANIMATION_TYPE_ANY) = 0;
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virtual bool Load(wxInputStream& stream,
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wxAnimationType type = wxANIMATION_TYPE_ANY) = 0;
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};
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/**
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@class wxAnimationGenericImpl
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This class provides a generic implementation for the @c wxAnimation
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class. It can be used all platforms even if the platform provides a native
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implementation.
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It is unlikely that an application developer would explicitly create
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instances of this class, instead the @c wxAnimation class will create its
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own instance of an implementation when it is created.
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@c wxAnimationGenericImpl supports animated GIF and ANI files out of the
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box. Additional file types can be supported by implementing a class
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derived from @c wxAnimationDecoder and adding an instance of it to the
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handlers managed by this class.
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@library{wxcore}
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@category{gdi}
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@see wxAnimationCtrl, wxAnimation @sample{animate}
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*/
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class wxAnimationGenericImpl : public wxAnimationImpl
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{
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public:
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/**
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Default ctor.
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*/
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wxAnimationGenericImpl();
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virtual wxAnimationImplType GetImplType();
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/**
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Returns the delay for the i-th frame in milliseconds.
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If @c -1 is returned the frame is to be displayed forever.
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*/
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virtual int GetDelay(unsigned int i) const;
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/**
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Returns the i-th frame as a wxImage.
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This method is not implemented in the native wxGTK implementation of
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this class and always returns an invalid image there.
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*/
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virtual wxImage GetFrame(unsigned int i) const;
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/**
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Returns the number of frames for this animation.
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This method is not implemented in the native wxGTK implementation of
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this class and always returns 0 there.
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*/
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virtual unsigned int GetFrameCount() const;
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/**
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Returns the size of the animation.
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*/
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virtual wxSize GetSize() const;
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/**
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Returns @true if animation data is present.
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*/
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virtual bool IsOk() const;
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/**
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Loads an animation from the given stream.
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@param stream
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The stream to use to load the animation.
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Under wxGTK may be any kind of stream; under other platforms
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this must be a seekable stream.
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@param type
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One of the ::wxAnimationType enumeration values.
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@return @true if the operation succeeded, @false otherwise.
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*/
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virtual bool Load(wxInputStream& stream,
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wxAnimationType type = wxANIMATION_TYPE_ANY);
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/**
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Loads an animation from a file.
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@param name
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A filename.
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@param type
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One of the ::wxAnimationType values; wxANIMATION_TYPE_ANY
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means that the function should try to autodetect the filetype.
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@return @true if the operation succeeded, @false otherwise.
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*/
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virtual bool LoadFile(const wxString& name,
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wxAnimationType type = wxANIMATION_TYPE_ANY);
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/**
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Retuns the position of the given frame.
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Some kinds animation formats may provide partial frames that should be
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overlayed on the previous frame at a postion other than (0,0).
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@note This method is only available when using the generic version of
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@c wxAnimation and @c wxAnimationCtrl.
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*/
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virtual wxPoint GetFramePosition(unsigned int frame) const;
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/**
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Returns the size of the given animation frame.
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@note This method is only available when using the generic version of
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@c wxAnimation and @c wxAnimationCtrl.
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*/
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virtual wxSize GetFrameSize(unsigned int frame) const;
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/**
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Returns the type of disposal that should be done for the given
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animation frame.
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@note This method is only available when using the generic version of
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@c wxAnimation and @c wxAnimationCtrl.
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*/
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virtual wxAnimationDisposal GetDisposalMethod(unsigned int frame) const;
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/**
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Returns the colour that should be treated as transparent. Returns @c
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wxNullColour if the current decoder does not indicate a transparent
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colour is to be used.
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@note This method is only available when using the generic version of
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@c wxAnimation and @c wxAnimationCtrl.
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*/
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virtual wxColour GetTransparentColour(unsigned int frame) const;
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/**
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Returns the colour that should be on the animation's background, if any.
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Returns @c wxNullColour otherwise.
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@note This method is only available when using the generic version of
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@c wxAnimation and @c wxAnimationCtrl.
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*/
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virtual wxColour GetBackgroundColour() const;
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static inline wxAnimationDecoderList& GetHandlers();
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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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};
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/**
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@class wxAnimation
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The @c wxAnimation class handles the interface between the animation
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control and the details of the animation image or data.
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@stdobjects
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::wxNullAnimation
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@see wxAnimationCtrl, @sample{animate}
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*/
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class WXDLLIMPEXP_CORE wxAnimation : public wxObject
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{
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public:
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wxAnimation(wxAnimationImplType implType = wxANIMATION_IMPL_TYPE_NATIVE);
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wxAnimation(const wxString &name, wxAnimationType type = wxANIMATION_TYPE_ANY,
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wxAnimationImplType implType = wxANIMATION_IMPL_TYPE_NATIVE);
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wxAnimation(const wxAnimation& other);
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wxAnimationImpl* GetImpl() const;
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bool IsOk() const;
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int GetDelay(unsigned int frame) const;
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unsigned int GetFrameCount() const;
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wxImage GetFrame(unsigned int frame);
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wxSize GetSize() const;
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bool LoadFile(const wxString& name, wxAnimationType type = wxANIMATION_TYPE_ANY);
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bool Load(wxInputStream& stream, wxAnimationType type = wxANIMATION_TYPE_ANY);
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};
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// ============================================================================
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// Global functions/macros
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// ============================================================================
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/**
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An empty animation object.
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*/
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wxAnimation wxNullAnimation;
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