Added animation classes to contrib hierarchy
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@10856 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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335
contrib/include/wx/animate/animate.h
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335
contrib/include/wx/animate/animate.h
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/////////////////////////////////////////////////////////////////////////////
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// Name: animate.h
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// Purpose: Animation classes
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// Author: Julian Smart and Guillermo Rodriguez Garcia
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// Modified by:
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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_ANIMATEH__
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#define _WX_ANIMATEH__
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#ifdef __GNUG__
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#pragma interface "animate.h"
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#endif
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#include <wx/defs.h>
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#include <wx/string.h>
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#include <wx/gdicmn.h>
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#include <wx/list.h>
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#include <wx/timer.h>
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//#define ANIMDLLEXPORT WXDLLEXPORT
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#define ANIMDLLEXPORT
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class ANIMDLLEXPORT wxAnimationBase;
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class ANIMDLLEXPORT wxAnimationPlayer;
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class WXDLLEXPORT wxImage;
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enum wxAnimationDisposal
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{
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wxANIM_UNSPECIFIED = -1,
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wxANIM_DONOTREMOVE = 0,
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wxANIM_TOBACKGROUND = 1,
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wxANIM_TOPREVIOUS = 2
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} ;
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class ANIMDLLEXPORT wxAnimationTimer: public wxTimer
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{
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public:
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wxAnimationTimer() { m_player = (wxAnimationPlayer*) NULL; }
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virtual void Notify();
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void SetPlayer(wxAnimationPlayer* player) { m_player = player; }
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protected:
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wxAnimationPlayer* m_player;
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};
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/* wxAnimationPlayer
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* Create an object of this class, and either pass an wxXXXAnimation object in the constructor,
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* or call SetAnimation. Then call Play().
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* The wxAnimation object is only destroyed in the destructor if destroyAnimation is TRUE
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* in the constructor.
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*/
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class ANIMDLLEXPORT wxAnimationPlayer : public wxObject
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{
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DECLARE_CLASS(wxAnimationPlayer)
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public:
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wxAnimationPlayer(wxAnimationBase *animation = (wxAnimationBase *) NULL, bool destroyAnimation = FALSE);
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~wxAnimationPlayer();
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//// Accessors
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void SetAnimation(wxAnimationBase* animation, bool destroyAnimation = FALSE);
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wxAnimationBase* GetAnimation() const { return m_animation; }
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void SetDestroyAnimation(bool destroyAnimation) { m_destroyAnimation = destroyAnimation; };
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bool GetDestroyAnimation() const { return m_destroyAnimation; }
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void SetCurrentFrame(int currentFrame) { m_currentFrame = currentFrame; };
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int GetCurrentFrame() const { return m_currentFrame; }
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void SetWindow(wxWindow* window) { m_window = window; };
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wxWindow* GetWindow() const { return m_window; }
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void SetPosition(const wxPoint& pos) { m_position = pos; };
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wxPoint GetPosition() const { return m_position; }
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void SetLooped(bool looped) { m_looped = looped; };
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bool GetLooped() const { return m_looped; }
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bool HasAnimation() const { return (m_animation != (wxAnimationBase*) NULL); }
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bool IsPlaying() const { return m_isPlaying; }
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// Specify whether the GIF's background colour is to be shown,
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// or whether the window background should show through (the default)
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void UseBackgroundColour(bool useBackground) { m_useBackgroundColour = useBackground; }
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bool UsingBackgroundColour() const { return m_useBackgroundColour; }
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// Set and use a user-specified background colour (valid for transparent
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// animations only)
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void SetCustomBackgroundColour(const wxColour& col, bool useCustomBackgroundColour = TRUE)
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{ m_customBackgroundColour = col; m_useCustomBackgroundColour = useCustomBackgroundColour; }
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bool UsingCustomBackgroundColour() const { return m_useCustomBackgroundColour; }
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const wxColour& GetCustomBackgroundColour() const { return m_customBackgroundColour; }
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// Another refinement - suppose we're drawing the animation in a separate
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// control or window. We may wish to use the background of the parent
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// window as the background of our animation. This allows us to specify
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// whether to grab from the parent or from this window.
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void UseParentBackground(bool useParent) { m_useParentBackground = useParent; }
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bool UsingParentBackground() const { return m_useParentBackground; }
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//// Operations
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// Play
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virtual bool Play(wxWindow& window, const wxPoint& pos = wxPoint(0, 0), bool looped = TRUE);
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// Build animation (list of wxImages). If not called before Play
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// is called, Play will call this automatically.
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virtual bool Build();
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// Stop the animation
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virtual void Stop();
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// Draw the current view of the animation into this DC.
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// Call this from your OnPaint, for example.
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virtual void Draw(wxDC& dc);
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//// Accessing the current animation
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virtual int GetFrameCount() const;
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virtual wxImage* GetFrame(int i) const; // Creates a new wxImage
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virtual wxAnimationDisposal GetDisposalMethod(int i) const;
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virtual wxRect GetFrameRect(int i) const; // Position and size of frame
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virtual int GetDelay(int i) const; // Delay for this frame
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virtual wxSize GetLogicalScreenSize() const;
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virtual bool GetBackgroundColour(wxColour& col) const ;
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virtual bool GetTransparentColour(wxColour& col) const ;
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//// Implementation
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// Play the frame
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virtual bool PlayFrame(int frame, wxWindow& window, wxPoint& pos);
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virtual bool PlayFrame();
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virtual void DrawFrame(int frame, wxDC& dc, const wxPoint& pos);
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virtual void DrawBackground(wxDC& dc, const wxPoint& pos, const wxColour& colour);
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// Clear the wxImage cache
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virtual void ClearCache();
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// Save the pertinent area of the window so we can restore
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// it if drawing transparently
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void SaveBackground(const wxRect& rect);
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wxBitmap& GetBackingStore() { return m_backingStore; }
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//// Data members
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protected:
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wxAnimationBase* m_animation;
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bool m_destroyAnimation; // Destroy m_animation on deletion of this object
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wxList m_frames; // List of cached wxBitmap frames.
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int m_currentFrame; // Current frame
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wxWindow* m_window; // Window to draw into
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wxPoint m_position; // Position to draw at
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bool m_looped; // Looped, or not
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wxAnimationTimer m_timer; // The timer
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bool m_isPlaying; // Is the animation playing?
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wxBitmap m_savedBackground; // Saved background of window portion
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wxBitmap m_backingStore; // The player draws into this
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bool m_useBackgroundColour; // Use colour or background
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wxColour m_customBackgroundColour; // Override animation background
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bool m_useCustomBackgroundColour;
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bool m_useParentBackground; // Grab background from parent?
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};
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/* wxAnimationBase
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* Base class for animations.
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* A wxXXXAnimation only stores the animation, providing accessors to wxAnimationPlayer.
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* Currently an animation is read-only, but we could extend the API for adding frames
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* programmatically, and perhaps have a wxMemoryAnimation class that stores its frames
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* in memory, and is able to save all files with suitable filenames. You could then use
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* e.g. Ulead GIF Animator to load the image files into a GIF animation.
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*/
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class ANIMDLLEXPORT wxAnimationBase : public wxObject
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{
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DECLARE_ABSTRACT_CLASS(wxAnimationBase)
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public:
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wxAnimationBase() {};
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~wxAnimationBase() {};
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//// Accessors. Should be overridden by each derived class.
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virtual int GetFrameCount() const = 0;
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virtual wxImage* GetFrame(int i) const = 0; // Creates a new wxImage
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virtual wxAnimationDisposal GetDisposalMethod(int i) const = 0;
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virtual wxRect GetFrameRect(int i) const = 0; // Position and size of frame
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virtual int GetDelay(int i) const = 0; // Delay for this frame
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virtual wxSize GetLogicalScreenSize() const = 0;
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virtual bool GetBackgroundColour(wxColour& col) const = 0;
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virtual bool GetTransparentColour(wxColour& col) const = 0;
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// Is the animation OK?
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virtual bool IsValid() const = 0;
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//// Operations
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virtual bool LoadFile(const wxString& filename) { return FALSE; }
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};
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/* wxGIFAnimation
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* This will be moved to a separate file in due course.
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*/
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class ANIMDLLEXPORT wxGIFDecoder;
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class ANIMDLLEXPORT wxGIFAnimation : public wxAnimationBase
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{
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DECLARE_CLASS(wxGIFAnimation)
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public:
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wxGIFAnimation() ;
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~wxGIFAnimation() ;
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//// Accessors
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virtual int GetFrameCount() const;
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virtual wxImage* GetFrame(int i) const;
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virtual wxAnimationDisposal GetDisposalMethod(int i) const;
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virtual wxRect GetFrameRect(int i) const; // Position and size of frame
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virtual int GetDelay(int i) const; // Delay for this frame
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virtual wxSize GetLogicalScreenSize() const ;
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virtual bool GetBackgroundColour(wxColour& col) const ;
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virtual bool GetTransparentColour(wxColour& col) const ;
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virtual bool IsValid() const;
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//// Operations
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virtual bool LoadFile(const wxString& filename);
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protected:
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wxGIFDecoder* m_decoder;
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};
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/*
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* wxAnimationCtrlBase
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* Abstract base class for format-specific animation controls.
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* This class implements most of the functionality; all a derived
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* class has to do is create the appropriate animation class on demand.
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*/
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// Resize to animation size if this is set
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#define wxAN_FIT_ANIMATION 0x0010
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class ANIMDLLEXPORT wxAnimationCtrlBase: public wxControl
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{
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public:
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wxAnimationCtrlBase() { }
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wxAnimationCtrlBase(wxWindow *parent, wxWindowID id,
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const wxString& filename = wxEmptyString,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
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const wxString& name = wxT("animationControl"))
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{
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Create(parent, id, filename, pos, size, style, name);
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}
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~wxAnimationCtrlBase();
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bool Create(wxWindow *parent, wxWindowID id,
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const wxString& filename = wxEmptyString,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
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const wxString& name = wxT("animationControl"));
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//// Operations
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virtual bool LoadFile(const wxString& filename = wxEmptyString);
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virtual bool Play(bool looped = TRUE) ;
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virtual void Stop() { m_animationPlayer.Stop(); }
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virtual void FitToAnimation();
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//// Accessors
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virtual bool IsPlaying() const { return m_animationPlayer.IsPlaying(); }
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virtual wxAnimationPlayer& GetPlayer() { return m_animationPlayer; }
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virtual wxAnimationBase* GetAnimation() { return m_animation; }
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const wxString& GetFilename() const { return m_filename; }
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void SetFilename(const wxString& filename) { m_filename = filename; }
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//// Event handlers
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void OnPaint(wxPaintEvent& event);
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protected:
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virtual wxSize DoGetBestSize() const;
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// Override this in derived classes
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virtual wxAnimationBase* DoCreateAnimation(const wxString& filename) = 0;
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wxAnimationPlayer m_animationPlayer;
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wxAnimationBase* m_animation;
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wxString m_filename;
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private:
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DECLARE_ABSTRACT_CLASS(wxAnimationCtrlBase)
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DECLARE_EVENT_TABLE()
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};
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/*
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* wxGIFAnimationCtrl
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* Provides a GIF animation class when required.
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*/
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class ANIMDLLEXPORT wxGIFAnimationCtrl: public wxAnimationCtrlBase
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{
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public:
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wxGIFAnimationCtrl() { }
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wxGIFAnimationCtrl(wxWindow *parent, wxWindowID id,
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const wxString& filename = wxEmptyString,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
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const wxString& name = wxT("animationControl"))
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{
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Create(parent, id, filename, pos, size, style, name);
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}
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protected:
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virtual wxAnimationBase* DoCreateAnimation(const wxString& filename) ;
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private:
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DECLARE_DYNAMIC_CLASS(wxGIFAnimationCtrl)
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};
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#endif // _WX_ANIMATEH__
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