added wxAnimationCtrl (patch 1570325)

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@41819 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Vadim Zeitlin
2006-10-09 17:51:07 +00:00
parent be6520af4e
commit 72045d5768
49 changed files with 3657 additions and 504 deletions

549
src/generic/animateg.cpp Normal file
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///////////////////////////////////////////////////////////////////////////////
// Name: animateg.cpp
// Purpose: wxAnimation and wxAnimationCtrl
// Author: Julian Smart and Guillermo Rodriguez Garcia
// Modified by: Francesco Montorsi
// Created: 13/8/99
// RCS-ID: $Id$
// Copyright: (c) Julian Smart and Guillermo Rodriguez Garcia
// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif //__BORLANDC__
#if wxUSE_ANIMATIONCTRL
#include "wx/log.h"
#include "wx/wfstream.h"
#include "wx/image.h"
#include "wx/gifdecod.h"
#include "wx/anidecod.h"
#include "wx/dcmemory.h"
#include "wx/dc.h"
#include "wx/dcclient.h"
#include "wx/animate.h"
#include "wx/animdecod.h"
#include <wx/listimpl.cpp>
WX_DEFINE_LIST(wxAnimationDecoderList);
wxAnimationDecoderList wxAnimation::sm_handlers;
// ----------------------------------------------------------------------------
// wxAnimation
// ----------------------------------------------------------------------------
IMPLEMENT_DYNAMIC_CLASS(wxAnimation, wxAnimationBase)
#define M_ANIMDATA wx_static_cast(wxAnimationDecoder*, m_refData)
wxSize wxAnimation::GetSize() const
{
wxCHECK_MSG( IsOk(), wxDefaultSize, wxT("invalid animation") );
return M_ANIMDATA->GetAnimationSize();
}
size_t wxAnimation::GetFrameCount() const
{
wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
return M_ANIMDATA->GetFrameCount();
}
wxImage wxAnimation::GetFrame(size_t i) const
{
wxCHECK_MSG( IsOk(), wxNullImage, wxT("invalid animation") );
wxImage ret;
if (!M_ANIMDATA->ConvertToImage(i, &ret))
return wxNullImage;
return ret;
}
int wxAnimation::GetDelay(size_t i) const
{
wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
return M_ANIMDATA->GetDelay(i);
}
wxPoint wxAnimation::GetFramePosition(size_t frame) const
{
wxCHECK_MSG( IsOk(), wxDefaultPosition, wxT("invalid animation") );
return M_ANIMDATA->GetFramePosition(frame);
}
wxAnimationDisposal wxAnimation::GetDisposalMethod(size_t frame) const
{
wxCHECK_MSG( IsOk(), wxANIM_UNSPECIFIED, wxT("invalid animation") );
return M_ANIMDATA->GetDisposalMethod(frame);
}
wxColour wxAnimation::GetBackgroundColour() const
{
wxCHECK_MSG( IsOk(), wxNullColour, wxT("invalid animation") );
return M_ANIMDATA->GetBackgroundColour();
}
bool wxAnimation::LoadFile(const wxString& filename, wxAnimationType type)
{
wxFileInputStream stream(filename);
if (!stream.Ok())
return false;
return Load(stream, type);
}
bool wxAnimation::Load(wxInputStream &stream, wxAnimationType type)
{
UnRef();
const wxAnimationDecoder *handler;
if ( type == wxANIMATION_TYPE_ANY )
{
for ( wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst();
node; node = node->GetNext() )
{
handler=(const wxAnimationDecoder*)node->GetData();
if ( handler->CanRead(stream) )
{
// do a copy of the handler from the static list which we will own
// as our reference data
m_refData = handler->Clone();
return M_ANIMDATA->Load(stream);
}
}
wxLogWarning( _("No handler found for animation type.") );
return false;
}
handler = FindHandler(type);
// do a copy of the handler from the static list which we will own
// as our reference data
m_refData = handler->Clone();
if (handler == NULL)
{
wxLogWarning( _("No animation handler for type %ld defined."), type );
return false;
}
if (stream.IsSeekable() && !M_ANIMDATA->CanRead(stream))
{
wxLogError(_("Animation file is not of type %ld."), type);
return false;
}
else
return M_ANIMDATA->Load(stream);
}
// ----------------------------------------------------------------------------
// animation decoders
// ----------------------------------------------------------------------------
void wxAnimation::AddHandler( wxAnimationDecoder *handler )
{
// Check for an existing handler of the type being added.
if (FindHandler( handler->GetType() ) == 0)
{
sm_handlers.Append( handler );
}
else
{
// This is not documented behaviour, merely the simplest 'fix'
// for preventing duplicate additions. If someone ever has
// a good reason to add and remove duplicate handlers (and they
// may) we should probably refcount the duplicates.
// also an issue in InsertHandler below.
wxLogDebug( _T("Adding duplicate animation handler for '%d' type"),
handler->GetType() );
delete handler;
}
}
void wxAnimation::InsertHandler( wxAnimationDecoder *handler )
{
// Check for an existing handler of the type being added.
if (FindHandler( handler->GetType() ) == 0)
{
sm_handlers.Insert( handler );
}
else
{
// see AddHandler for additional comments.
wxLogDebug( _T("Inserting duplicate animation handler for '%d' type"),
handler->GetType() );
delete handler;
}
}
const wxAnimationDecoder *wxAnimation::FindHandler( wxAnimationType animType )
{
wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst();
while (node)
{
const wxAnimationDecoder *handler = (const wxAnimationDecoder *)node->GetData();
if (handler->GetType() == animType) return handler;
node = node->GetNext();
}
return 0;
}
void wxAnimation::InitStandardHandlers()
{
AddHandler(new wxGIFDecoder);
AddHandler(new wxANIDecoder);
}
void wxAnimation::CleanUpHandlers()
{
wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst();
while (node)
{
wxAnimationDecoder *handler = (wxAnimationDecoder *)node->GetData();
wxAnimationDecoderList::compatibility_iterator next = node->GetNext();
delete handler;
node = next;
}
sm_handlers.Clear();
}
// A module to allow wxAnimation initialization/cleanup
// without calling these functions from app.cpp or from
// the user's application.
class wxAnimationModule: public wxModule
{
DECLARE_DYNAMIC_CLASS(wxAnimationModule)
public:
wxAnimationModule() {}
bool OnInit() { wxAnimation::InitStandardHandlers(); return true; };
void OnExit() { wxAnimation::CleanUpHandlers(); };
};
IMPLEMENT_DYNAMIC_CLASS(wxAnimationModule, wxModule)
// ----------------------------------------------------------------------------
// wxAnimationCtrl
// ----------------------------------------------------------------------------
IMPLEMENT_CLASS(wxAnimationCtrl, wxAnimationCtrlBase)
BEGIN_EVENT_TABLE(wxAnimationCtrl, wxAnimationCtrlBase)
EVT_PAINT(wxAnimationCtrl::OnPaint)
EVT_SIZE(wxAnimationCtrl::OnSize)
EVT_TIMER(wxID_ANY, wxAnimationCtrl::OnTimer)
END_EVENT_TABLE()
bool wxAnimationCtrl::Create(wxWindow *parent, wxWindowID id,
const wxAnimation& animation, const wxPoint& pos,
const wxSize& size, long style, const wxString& name)
{
m_animation = animation;
m_currentFrame = 0;
m_looped = true;
m_isPlaying = false;
m_useWinBackgroundColour = false;
m_timer.SetOwner(this);
if (!wxControl::Create(parent, id, pos, size, style, wxDefaultValidator, name))
return false;
// by default we get the same background colour of our parent
SetBackgroundColour(parent->GetBackgroundColour());
return true;
}
wxAnimationCtrl::~wxAnimationCtrl()
{
Stop();
}
bool wxAnimationCtrl::LoadFile(const wxString& filename, wxAnimationType type)
{
wxAnimation anim;
if (!anim.LoadFile(filename, type) ||
!anim.IsOk())
return false;
SetAnimation(anim);
return true;
}
wxSize wxAnimationCtrl::DoGetBestSize() const
{
if (m_animation.IsOk() && !this->HasFlag(wxAC_NO_AUTORESIZE))
return m_animation.GetSize();
return wxSize(100, 100);
}
void wxAnimationCtrl::SetAnimation(const wxAnimation& animation)
{
if (IsPlaying())
Stop();
m_animation = animation;
if (m_animation.GetBackgroundColour() == wxNullColour)
SetUseWindowBackgroundColour();
if (!this->HasFlag(wxAC_NO_AUTORESIZE))
FitToAnimation();
// display first frame
m_currentFrame = 0;
if (m_animation.IsOk())
RebuildBackingStoreUpToFrame(0);
else
{
// clear to
wxMemoryDC dc;
dc.SelectObject(m_backingStore);
// Draw the background
DisposeToBackground(dc);
}
Refresh();
}
void wxAnimationCtrl::FitToAnimation()
{
SetSize(m_animation.GetSize());
}
// ----------------------------------------------------------------------------
// wxAnimationCtrl - stop/play methods
// ----------------------------------------------------------------------------
void wxAnimationCtrl::Stop()
{
// leave current frame displayed until Play() is called again
m_timer.Stop();
m_isPlaying = false;
}
bool wxAnimationCtrl::Play(bool looped)
{
if (!m_animation.IsOk())
return false;
int oldframe = m_currentFrame;
m_looped = looped;
m_currentFrame = 0;
m_isPlaying = true;
// small optimization: if the back store was already updated to the
// first frame, don't rebuild it
if (oldframe != 0)
RebuildBackingStoreUpToFrame(0);
// DrawCurrentFrame() will use our updated backing store
wxClientDC clientDC(this);
DrawCurrentFrame(clientDC);
// start the timer
int delay = m_animation.GetDelay(0);
if (delay == 0)
delay = 1; // 0 is invalid timeout for wxTimer.
m_timer.Start(delay);
return true;
}
// ----------------------------------------------------------------------------
// wxAnimationCtrl - rendering methods
// ----------------------------------------------------------------------------
void wxAnimationCtrl::RebuildBackingStoreUpToFrame(size_t frame)
{
// if we've not created the backing store yet or it's too
// small, then recreate it
wxSize sz = m_animation.GetSize(),
winsz = GetClientSize();
int w = wxMin(sz.GetWidth(), winsz.GetWidth());
int h = wxMin(sz.GetHeight(), winsz.GetHeight());
if (m_backingStore.GetWidth() < w ||
m_backingStore.GetHeight() < h)
m_backingStore.Create(w, h);
wxMemoryDC dc;
dc.SelectObject(m_backingStore);
// Draw the background
DisposeToBackground(dc);
// Draw all intermediate frames that haven't been removed from the animation
for (size_t i = 0; i < frame; i++)
{
if (m_animation.GetDisposalMethod(i) == wxANIM_DONOTREMOVE ||
m_animation.GetDisposalMethod(i) == wxANIM_UNSPECIFIED)
{
DrawFrame(dc, i);
}
}
// finally draw this frame
DrawFrame(dc, frame);
dc.SelectObject(wxNullBitmap);
}
void wxAnimationCtrl::IncrementalUpdateBackingStore()
{
wxMemoryDC dc;
dc.SelectObject(m_backingStore);
// OPTIMIZATION:
// since wxAnimationCtrl can only play animations forward, without skipping
// frames, we can be sure that m_backingStore contains the m_currentFrame-1
// frame and thus we just need to dispose the m_currentFrame-1 frame and
// render the m_currentFrame-th one.
if (m_currentFrame == 0)
{
// before drawing the first frame always dispose to bg colour
DisposeToBackground(dc);
}
else
{
switch (m_animation.GetDisposalMethod(m_currentFrame-1))
{
case wxANIM_TOBACKGROUND:
DisposeToBackground(dc);
break;
case wxANIM_TOPREVIOUS:
// this disposal should never be used too often.
// E.g. GIF specification explicitely say to keep the usage of this
// disposal limited to the minimum.
// In fact it may require a lot of time to restore
if (m_currentFrame == 1)
{
// if 0-th frame disposal is to restore to previous frame,
// the best we can do is to restore to background
DisposeToBackground(dc);
}
else
RebuildBackingStoreUpToFrame(m_currentFrame-2);
break;
case wxANIM_DONOTREMOVE:
case wxANIM_UNSPECIFIED:
break;
}
}
// now just draw the current frame on the top of the backing store
DrawFrame(dc, m_currentFrame);
dc.SelectObject(wxNullBitmap);
}
void wxAnimationCtrl::DrawFrame(wxDC &dc, size_t frame)
{
// PERFORMANCE NOTE:
// this draw stuff is not as fast as possible: the wxAnimationDecoder
// needs first to convert from its internal format to wxImage RGB24;
// the wxImage is then converted as a wxBitmap and finally blitted.
// If wxAnimationDecoder had a function to convert directly from its
// internal format to a port-specific wxBitmap, it would be somewhat faster.
wxBitmap bmp(m_animation.GetFrame(frame));
dc.DrawBitmap(bmp, m_animation.GetFramePosition(frame),
true /* use mask */);
}
void wxAnimationCtrl::DrawCurrentFrame(wxDC& dc)
{
wxASSERT(m_backingStore.Ok());
// m_backingStore always contains the current frame
dc.DrawBitmap(m_backingStore, 0, 0);
}
void wxAnimationCtrl::DisposeToBackground(wxDC& dc)
{
wxBrush brush(IsUsingWindowBackgroundColour() ?
this->GetBackgroundColour() : m_animation.GetBackgroundColour(), wxSOLID);
dc.SetBackground(brush);
dc.Clear();
}
// ----------------------------------------------------------------------------
// wxAnimationCtrl - event handlers
// ----------------------------------------------------------------------------
void wxAnimationCtrl::OnPaint(wxPaintEvent& WXUNUSED(event))
{
// VERY IMPORTANT: the wxPaintDC *must* be created in any case
wxPaintDC dc(this);
// both if we are playing or not, we need to refresh the current frame
if (m_backingStore.Ok())
DrawCurrentFrame(dc);
//else: m_animation is not valid and thus we don't have a valid backing store...
}
void wxAnimationCtrl::OnTimer(wxTimerEvent &WXUNUSED(event))
{
m_currentFrame++;
if (m_currentFrame == m_animation.GetFrameCount())
{
// Should a non-looped animation display the last frame?
if (!m_looped)
{
m_timer.Stop();
m_isPlaying = false;
return;
}
else
m_currentFrame = 0; // let's restart
}
IncrementalUpdateBackingStore();
wxClientDC dc(this);
DrawCurrentFrame(dc);
// Set the timer for the next frame
int delay = m_animation.GetDelay(m_currentFrame);
if (delay == 0)
delay = 1; // 0 is invalid timeout for wxTimer.
m_timer.Start(delay);
}
void wxAnimationCtrl::OnSize(wxSizeEvent &WXUNUSED(event))
{
// NB: resizing an animation control may take a lot of time
// for big animations as the backing store must be
// extended and rebuilt. Try to avoid it!!
if (m_animation.IsOk())
RebuildBackingStoreUpToFrame(m_currentFrame);
}
#endif // wxUSE_ANIMATIONCTRL