interface headers reviewed

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52429 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Francesco Montorsi
2008-03-10 16:23:56 +00:00
parent 27547285fe
commit f59be7c6bc
4 changed files with 324 additions and 169 deletions

View File

@@ -1,18 +1,35 @@
/////////////////////////////////////////////////////////////////////////////
// Name: animate.h
// Purpose: interface of wxAnimationCtrl
// Purpose: interface of wxAnimation* classes
// Author: wxWidgets team
// RCS-ID: $Id$
// Licence: wxWindows license
/////////////////////////////////////////////////////////////////////////////
/**
Supported animation types.
*/
enum wxAnimationType
{
wxANIMATION_TYPE_INVALID,
/** represents an animated GIF file. */
wxANIMATION_TYPE_GIF,
/** represents an ANI file. */
wxANIMATION_TYPE_ANI,
/** autodetect the filetype. */
wxANIMATION_TYPE_ANY
};
/**
@class wxAnimationCtrl
@wxheader{animate.h}
This is a static control which displays an animation.
wxAnimationCtrl API is simple as possible and won't give you full control on the
animation; if you need it then use wxMediaCtrl.
wxAnimationCtrl API is as simple as possible and won't give you full control
on the animation; if you need it then use wxMediaCtrl.
This control is useful to display a (small) animation while doing a long task
(e.g. a "throbber").
@@ -30,6 +47,9 @@
@library{wxadv}
@category{ctrl}
@nativeimpl{wxgtk,wxmsw}
@appearance{animationctrl.png}
@see wxAnimation
@@ -49,9 +69,10 @@ public:
const wxString& name = "animationctrl");
/**
After control creation you must explicitely call Play()
to start to play the animation. Until that function won't be called, the first
frame
Creates the control with the given @a anim animation.
After control creation you must explicitely call Play() to start to play
the animation. Until that function won't be called, the first frame
of the animation is displayed.
@param parent
@@ -104,46 +125,43 @@ public:
/**
Starts playing the animation.
The animation is always played in loop mode (unless the last frame of the
animation
has an infinite delay time) and always start from the first frame
(even if you @ref stop() stopped it while some other frame was
displayed).
animation has an infinite delay time) and always start from the first frame
even if you @ref Stop "stopped" it while some other frame was displayed.
*/
bool Play();
/**
Sets the animation to play in this control.
If the previous animation is being played, it's @ref stop() Stopped.
Until Play() isn't called, a static image, the first
frame of the given animation or the background colour will be shown
If the previous animation is being played, it's @ref Stop() stopped.
Until Play() isn't called, a static image, the first frame of the given
animation or the background colour will be shown
(see SetInactiveBitmap() for more info).
*/
void SetAnimation(const wxAnimation& anim);
/**
Sets the bitmap to show on the control when it's not playing an animation.
If you set as inactive bitmap @c wxNullBitmap (which is the default), then the
first frame of the animation is instead shown when the control is inactive; in
this case,
if there's no valid animation associated with the control (see
wxAnimationCtrl::SetAnimation),
then the background colour of the window is shown.
If you set as inactive bitmap ::wxNullBitmap (which is the default), then the
first frame of the animation is instead shown when the control is inactive;
in this case, if there's no valid animation associated with the control
(see SetAnimation()), then the background colour of the window is shown.
If the control is not playing the animation, the given bitmap will be
immediately
shown, otherwise it will be shown as soon as Stop()
is called.
immediately shown, otherwise it will be shown as soon as Stop() is called.
Note that the inactive bitmap, if smaller than the control's size, will be
centered in
the control; if bigger, it will be stretched to fit it.
centered in the control; if bigger, it will be stretched to fit it.
*/
void SetInactiveBitmap(const wxBitmap& bmp);
/**
Stops playing the animation.
The control will show the first frame of the animation, a custom static image or
the window's background colour as specified by the
last SetInactiveBitmap() call.
the window's background colour as specified by the last SetInactiveBitmap() call.
*/
void Stop();
};
@@ -159,17 +177,19 @@ public:
Sound is not supported by wxAnimation.
@library{wxadv}
@category{FIXME}
@category{gdi}
@stdobjects
::Objects:, ::wxNullAnimation,
::wxNullAnimation
@see wxAnimationCtrl
*/
class wxAnimation : public wxGDIObject
{
public:
//@{
wxAnimation();
wxAnimation(const wxAnimation& anim);
/**
Loads an animation from a file.
@@ -178,16 +198,12 @@ public:
@param type
See LoadFile for more info.
*/
wxAnimation();
wxAnimation(const wxAnimation& anim);
wxAnimation(const wxString& name,
wxAnimationType type = wxANIMATION_TYPE_ANY);
//@}
/**
Destructor.
See @ref overview_refcountdestruct "reference-counted object destruction" for
more info.
See @ref overview_refcount_destruct for more info.
*/
~wxAnimation();
@@ -224,41 +240,9 @@ public:
The stream to use to load the animation.
@param type
One of the following values:
wxANIMATION_TYPE_GIF
Load an animated GIF file.
wxANIMATION_TYPE_ANI
Load an ANI file.
wxANIMATION_TYPE_ANY
Try to autodetect the filetype.
@li wxANIMATION_TYPE_GIF: loads an animated GIF file;
@li wxANIMATION_TYPE_ANI: load an ANI file;
@li wxANIMATION_TYPE_ANY: tries to autodetect the filetype.
@returns @true if the operation succeeded, @false otherwise.
*/
@@ -271,42 +255,8 @@ public:
@param name
A filename.
@param type
One of the following values:
wxANIMATION_TYPE_GIF
Load an animated GIF file.
wxANIMATION_TYPE_ANI
Load an ANI file.
wxANIMATION_TYPE_ANY
Try to autodetect the filetype.
One of the wxAnimationType values; wxANIMATION_TYPE_ANY
means that the function should try to autodetect the filetype.
@returns @true if the operation succeeded, @false otherwise.
*/
@@ -314,21 +264,13 @@ public:
wxAnimationType type = wxANIMATION_TYPE_ANY);
/**
Assignment operator, using @ref overview_trefcount "reference counting".
Assignment operator, using @ref overview_refcount "reference counting".
*/
wxAnimation operator =(const wxAnimation& brush);
};
/**
FIXME
*/
wxAnimation Objects:
;
/**
FIXME
An empty animation object.
*/
wxAnimation wxNullAnimation;