The Image sample now does anti-aliasing, oh well.
Made internal use of OnIdle - er - internal. (I.e. it doesn't use EVT_IDLE anymore and thus cannot be overridden by users) git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@1450 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -34,9 +34,11 @@ public:
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MyCanvas( wxWindow *parent, wxWindowID, const wxPoint &pos, const wxSize &size );
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~MyCanvas();
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void OnPaint( wxPaintEvent &event );
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void CreateAntiAliasedBitmap();
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wxBitmap *my_horse;
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wxBitmap *my_square;
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wxBitmap *my_anti;
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DECLARE_DYNAMIC_CLASS(MyCanvas)
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DECLARE_EVENT_TABLE()
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@@ -107,12 +109,15 @@ MyCanvas::MyCanvas( wxWindow *parent, const wxWindowID id,
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image.LoadFile( dir + wxString("test.png"), wxBITMAP_TYPE_PNG );
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my_square = new wxBitmap( image.ConvertToBitmap() );
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CreateAntiAliasedBitmap();
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}
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MyCanvas::~MyCanvas()
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{
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delete my_horse;
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delete my_square;
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delete my_anti;
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}
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void MyCanvas::OnPaint( wxPaintEvent &WXUNUSED(event) )
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@@ -120,15 +125,65 @@ void MyCanvas::OnPaint( wxPaintEvent &WXUNUSED(event) )
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wxPaintDC dc( this );
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PrepareDC( dc );
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dc.DrawText( "Loaded image", 30, 100 );
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if (my_square->Ok()) dc.DrawBitmap( *my_square, 30, 120 );
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dc.DrawText( "Loaded image", 30, 10 );
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if (my_square->Ok()) dc.DrawBitmap( *my_square, 30, 30 );
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dc.DrawText( "Drawn directly", 150, 100 );
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dc.DrawText( "Drawn directly", 150, 10 );
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dc.SetBrush( wxBrush( "orange", wxSOLID ) );
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dc.SetPen( *wxWHITE_PEN );
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dc.DrawRectangle( 150, 120, 100, 100 );
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dc.DrawRectangle( 150, 30, 100, 100 );
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if (my_horse->Ok()) dc.DrawBitmap( *my_horse, 30, 240 );
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if (my_horse->Ok()) dc.DrawBitmap( *my_horse, 30, 140 );
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if (my_anti->Ok()) dc.DrawBitmap( *my_anti, 250, 140 );
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}
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void MyCanvas::CreateAntiAliasedBitmap()
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{
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wxBitmap bitmap( 300, 300 );
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wxMemoryDC dc;
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dc.SelectObject( bitmap );
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dc.SetPen( *wxTRANSPARENT_PEN );
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dc.Clear();
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dc.SetFont( wxFont( 24, wxDECORATIVE, wxDEFAULT, wxDEFAULT ) );
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dc.SetTextForeground( "RED" );
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dc.DrawText( "This is anti-aliased Text.", 20, 20 );
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dc.DrawText( "And a Rectangle.", 20, 60 );
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dc.SetBrush( *wxRED_BRUSH );
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dc.DrawRoundedRectangle( 20, 100, 200, 180, 20 );
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wxImage original( bitmap );
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wxImage anti( 150, 150 );
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/* This is quite slow, but safe. Use wxImage::GetData() for speed instead. */
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for (int y = 1; y < 149; y++)
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for (int x = 1; x < 149; x++)
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{
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int red = original.GetRed( x*2, y*2 ) +
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original.GetRed( x*2-1, y*2 ) +
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original.GetRed( x*2, y*2+1 ) +
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original.GetRed( x*2+1, y*2+1 );
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red = red/4;
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int green = original.GetGreen( x*2, y*2 ) +
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original.GetGreen( x*2-1, y*2 ) +
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original.GetGreen( x*2, y*2+1 ) +
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original.GetGreen( x*2+1, y*2+1 );
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green = green/4;
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int blue = original.GetBlue( x*2, y*2 ) +
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original.GetBlue( x*2-1, y*2 ) +
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original.GetBlue( x*2, y*2+1 ) +
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original.GetBlue( x*2+1, y*2+1 );
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blue = blue/4;
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anti.SetRGB( x, y, red, green, blue );
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}
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my_anti = new wxBitmap( anti.ConvertToBitmap() );
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}
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// MyFrame
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