This may be more convenient to use than CreateAnimation() if there is no wxAnimationCtrl object at hand.
		
			
				
	
	
		
			140 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			140 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/////////////////////////////////////////////////////////////////////////////
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// Name:        wx/generic/animate.h
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// Purpose:     wxGenericAnimationCtrl
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// Author:      Julian Smart and Guillermo Rodriguez Garcia
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// Modified by: Francesco Montorsi
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// Created:     13/8/99
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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_GENERIC_ANIMATEH__
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#define _WX_GENERIC_ANIMATEH__
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#include "wx/bitmap.h"
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// ----------------------------------------------------------------------------
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// wxGenericAnimationCtrl
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_ADV wxGenericAnimationCtrl: public wxAnimationCtrlBase
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{
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public:
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    wxGenericAnimationCtrl() { Init(); }
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    wxGenericAnimationCtrl(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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    {
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        Init();
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        Create(parent, id, anim, pos, size, style, name);
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    }
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    void Init();
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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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    ~wxGenericAnimationCtrl();
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public:
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    virtual bool LoadFile(const wxString& filename, wxAnimationType type = wxANIMATION_TYPE_ANY) wxOVERRIDE;
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    virtual bool Load(wxInputStream& stream, wxAnimationType type = wxANIMATION_TYPE_ANY) wxOVERRIDE;
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    virtual void Stop() wxOVERRIDE;
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    virtual bool Play() wxOVERRIDE
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        { return Play(true /* looped */); }
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    virtual bool IsPlaying() const wxOVERRIDE
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        { return m_isPlaying; }
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    void SetAnimation(const wxAnimation &animation) wxOVERRIDE;
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    virtual void SetInactiveBitmap(const wxBitmap &bmp) wxOVERRIDE;
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    // override base class method
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    virtual bool SetBackgroundColour(const wxColour& col) wxOVERRIDE;
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    static wxAnimation CreateCompatibleAnimation();
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public:     // event handlers
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    void OnPaint(wxPaintEvent& event);
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    void OnTimer(wxTimerEvent& event);
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    void OnSize(wxSizeEvent& event);
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public:     // extended API specific to this implementation of wxAnimateCtrl
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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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    void SetUseWindowBackgroundColour(bool useWinBackground = true)
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        { m_useWinBackgroundColour = useWinBackground; }
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    bool IsUsingWindowBackgroundColour() const
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        { return m_useWinBackgroundColour; }
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    // This overload of Play() lets you specify if the animation must loop or not
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    bool Play(bool looped);
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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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    void DrawCurrentFrame(wxDC& dc);
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    // Returns a wxBitmap with the current frame drawn in it
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    wxBitmap& GetBackingStore()
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        { return m_backingStore; }
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protected:      // internal utilities
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    virtual wxAnimationImpl* DoCreateAnimationImpl() const wxOVERRIDE;
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    // resize this control to fit m_animation
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    void FitToAnimation();
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    // Draw the background; use this when e.g. previous frame had wxANIM_TOBACKGROUND disposal.
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    void DisposeToBackground();
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    void DisposeToBackground(wxDC& dc);
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    void DisposeToBackground(wxDC& dc, const wxPoint &pos, const wxSize &sz);
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    void IncrementalUpdateBackingStore();
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    bool RebuildBackingStoreUpToFrame(unsigned int);
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    void DrawFrame(wxDC &dc, unsigned int);
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    virtual void DisplayStaticImage() wxOVERRIDE;
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    virtual wxSize DoGetBestSize() const wxOVERRIDE;
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    // Helpers to safely access methods in the wxAnimationGenericImpl that are
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    // specific to the generic implementation
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    wxPoint AnimationImplGetFramePosition(unsigned int frame) const;
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    wxSize AnimationImplGetFrameSize(unsigned int frame) const;
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    wxAnimationDisposal AnimationImplGetDisposalMethod(unsigned int frame) const;
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    wxColour AnimationImplGetTransparentColour(unsigned int frame) const;
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    wxColour AnimationImplGetBackgroundColour() const;
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protected:
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    unsigned int  m_currentFrame;     // Current frame
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    bool          m_looped;           // Looped, or not
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    wxTimer       m_timer;            // The timer
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    bool          m_isPlaying;        // Is the animation playing?
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    bool          m_useWinBackgroundColour; // Use animation bg colour or window bg colour?
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    wxBitmap      m_backingStore;     // The frames are drawn here and then blitted
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                                      // on the screen
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private:
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    typedef wxAnimationCtrlBase base_type;
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    wxDECLARE_DYNAMIC_CLASS(wxGenericAnimationCtrl);
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    wxDECLARE_EVENT_TABLE();
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};
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#endif // _WX_GENERIC_ANIMATEH__
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