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wxWidgets/interface/wx/animate.h
2020-04-03 14:10:35 -07:00

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14 KiB
Objective-C

/////////////////////////////////////////////////////////////////////////////
// Name: animate.h
// Purpose: interface of wxAnimation* classes
// Author: wxWidgets team
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
/**
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
};
#define wxAC_NO_AUTORESIZE (0x0010)
#define wxAC_DEFAULT_STYLE (wxBORDER_NONE)
/**
Animation implementation types
@since 3.1.4
*/
enum wxAnimationImplType
{
/** With this flag wxAnimation will use a native implemetation if available. */
wxANIMATION_IMPL_TYPE_NATIVE,
/** Using this flag will cause wxAnimation to use a generic implementation. */
wxANIMATION_IMPL_TYPE_GENERIC
};
/**
@class wxGenericAnimationCtrl
This is a static control which displays an animation.
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").
It is only available if @c wxUSE_ANIMATIONCTRL is set to 1 (the default).
@beginStyleTable
@style{wxAC_DEFAULT_STYLE}
The default style: wxBORDER_NONE.
@style{wxAC_NO_AUTORESIZE}
By default, the control will adjust its size to exactly fit to the
size of the animation when SetAnimation is called. If this style
flag is given, the control will not change its size
@endStyleTable
@library{wxcore}
@category{ctrl}
@nativeimpl{wxgtk,wxmsw}
@appearance{animationctrl}
@see wxAnimation, @sample{animate}
*/
class wxGenericAnimationCtrl : public wxControl
{
public:
/**
Initializes the object and calls Create() with
all the parameters.
*/
wxGenericAnimationCtrl(wxWindow* parent, wxWindowID id,
const wxAnimation& anim = wxNullAnimation,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxAC_DEFAULT_STYLE,
const wxString& name = wxAnimationCtrlNameStr);
/**
Creates the control with the given @a anim animation.
After control creation you must explicitly 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
Parent window, must be non-@NULL.
@param id
The identifier for the control.
@param anim
The initial animation shown in the control.
@param pos
Initial position.
@param size
Initial size.
@param style
The window style, see wxAC_* flags.
@param name
Control name.
@return @true if the control was successfully created or @false if
creation failed.
*/
bool Create(wxWindow* parent, wxWindowID id,
const wxAnimation& anim = wxNullAnimation,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxAC_DEFAULT_STYLE,
const wxString& name = wxAnimationCtrlNameStr);
/**
Returns the animation associated with this control.
*/
virtual wxAnimation GetAnimation() const;
/**
Returns the inactive bitmap shown in this control when the;
see SetInactiveBitmap() for more info.
*/
wxBitmap GetInactiveBitmap() const;
/**
Returns @true if the animation is being played.
*/
virtual bool IsPlaying() const;
/**
Loads the animation from the given file and calls SetAnimation().
See wxAnimation::LoadFile for more info.
*/
virtual bool LoadFile(const wxString& file,
wxAnimationType animType = wxANIMATION_TYPE_ANY);
/**
Loads the animation from the given stream and calls SetAnimation().
See wxAnimation::Load() for more info.
*/
virtual bool Load(wxInputStream& file,
wxAnimationType animType = wxANIMATION_TYPE_ANY);
/**
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.
*/
virtual 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
(see SetInactiveBitmap() for more info).
*/
virtual 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 ::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.
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.
*/
virtual 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.
*/
virtual void Stop();
/**
Specify whether the animation's background colour is to be shown (the default),
or whether the window background should show through
@note This method is only effective when using the generic version of the control.
*/
void SetUseWindowBackgroundColour(bool useWinBackground = true);
/**
Returns @c true if the window's background colour is being used.
@note This method is only effective when using the generic version of the control.
*/
bool IsUsingWindowBackgroundColour() const;
/**
This overload of Play() lets you specify if the animation must loop or not
@note This method is only effective when using the generic version of the control.
*/
bool Play(bool looped);
/**
Draw the current frame of the animation into given DC.
This is fast as current frame is always cached.
@note This method is only effective when using the generic version of the control.
*/
void DrawCurrentFrame(wxDC& dc);
/**
Returns a wxBitmap with the current frame drawn in it.
@note This method is only effective when using the generic version of the control.
*/
wxBitmap& GetBackingStore();
};
/**
@class wxAnimationCtrl
If the platform supports a native animation control (currently just wxGTK)
then this class implements the control via the native widget.
Otherwise it is virtually the same as @c wxGenericAnimationCtrl.
Note that on wxGTK wxAnimationCtrl by default is capable of loading the
formats supported by the internally-used @c gdk-pixbuf library (typically
this means only @c wxANIMATION_TYPE_GIF). See @c wxGenericAnimationCtrl if
you need to support additional file types.
@library{wxcore}
@category{gdi}
*/
class wxAnimationCtrl : public wxGenericAnimationCtrl
{
public:
wxAnimationCtrl();
wxAnimationCtrl(wxWindow *parent,
wxWindowID id,
const wxAnimation& anim = wxNullAnimation,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxAC_DEFAULT_STYLE,
const wxString& name = wxAnimationCtrlNameStr);
bool Create(wxWindow *parent, wxWindowID id,
const wxAnimation& anim = wxNullAnimation,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxAC_DEFAULT_STYLE,
const wxString& name = wxAnimationCtrlNameStr);
};
/**
@class wxAnimationImpl
Abstract base class for native and generic animation classes. An instance
of one of these classes is used by @c wxAnimation to handle the details of
the interface between the animation file and the animation control.
@See wxAnimationGenericImpl
*/
class wxAnimationImpl : public wxObject, public wxRefCounter
{
public:
wxAnimationImpl();
virtual wxAnimationImplType GetImplType() = 0;
virtual bool IsOk() const = 0;
virtual int GetDelay(unsigned int frame) const = 0;
virtual unsigned int GetFrameCount() const = 0;
virtual wxImage GetFrame(unsigned int frame) const = 0;
virtual wxSize GetSize() const = 0;
virtual bool LoadFile(const wxString& name,
wxAnimationType type = wxANIMATION_TYPE_ANY) = 0;
virtual bool Load(wxInputStream& stream,
wxAnimationType type = wxANIMATION_TYPE_ANY) = 0;
};
/**
@class wxAnimation
The @c wxAnimation class handles the interface between the animation
control and the details of the animation image or data.
@stdobjects
::wxNullAnimation
@see wxAnimationCtrl, @sample{animate}
*/
class WXDLLIMPEXP_CORE wxAnimation : public wxObject
{
public:
/**
Constructs a new animation object.
@param implType
Specifies if the native or generic animation implementation should
be used. Most of the time this can be ignored, but if you want to
force the use of the generic back-end implementation on a platform
which has a native version, then pass ::wxANIMATION_IMPL_TYPE_GENERIC.
*/
wxAnimation(wxAnimationImplType implType = wxANIMATION_IMPL_TYPE_NATIVE);
/**
Constructs a new animation object and load the animation data from the
given filename.
@param name
A filename.
@param type
One of the ::wxAnimationType values; wxANIMATION_TYPE_ANY
means that the function should try to autodetect the filetype.
@param implType
Specifies if the native or generic animation implementation should
be used. Most of the time this can be ignored, but if you want to
force the use of the generic back-end implementation on a platform
which has a native version, then pass ::wxANIMATION_IMPL_TYPE_GENERIC.
*/
wxAnimation(const wxString &name, wxAnimationType type = wxANIMATION_TYPE_ANY,
wxAnimationImplType implType = wxANIMATION_IMPL_TYPE_NATIVE);
/**
Copy constructor.
*/
wxAnimation(const wxAnimation& other);
/**
Returns a pointer to the backend animation implementation object.
*/
wxAnimationImpl* GetImpl() const;
/**
Returns @true if animation data is present.
*/
bool IsOk() const;
/**
Returns the delay for the i-th frame in milliseconds.
If @c -1 is returned the frame is to be displayed forever.
*/
int GetDelay(unsigned int frame) const;
/**
Returns the number of frames for this animation.
This method is not implemented in the native wxGTK implementation of
this class and always returns 0 there.
*/
unsigned int GetFrameCount() const;
/**
Returns the i-th frame as a wxImage.
This method is not implemented in the native wxGTK implementation of
this class and always returns an invalid image there.
*/
wxImage GetFrame(unsigned int frame);
/**
Returns the size of the animation.
*/
wxSize GetSize() const;
/**
Loads an animation from a file.
@param name
A filename.
@param type
One of the ::wxAnimationType values; wxANIMATION_TYPE_ANY
means that the function should try to autodetect the filetype.
@return @true if the operation succeeded, @false otherwise.
*/
bool LoadFile(const wxString& name, wxAnimationType type = wxANIMATION_TYPE_ANY);
/**
Loads an animation from the given stream.
@param stream
The stream to use to load the animation.
Under wxGTK may be any kind of stream; under other platforms
this must be a seekable stream.
@param type
One of the ::wxAnimationType enumeration values.
@return @true if the operation succeeded, @false otherwise.
*/
bool Load(wxInputStream& stream, wxAnimationType type = wxANIMATION_TYPE_ANY);
/**
Returns the list of animation decoders used by the generic animation
and @c wxGenericAnimationCtrl.
*/
static inline wxAnimationDecoderList& GetHandlers();
/**
Add a new decoder to the list of animation decoders.
*/
static void AddHandler(wxAnimationDecoder *handler);
/**
Insert a new decoder to the front of the list of animation decoders.
*/
static void InsertHandler(wxAnimationDecoder *handler);
/**
Search for an animation decoder by type.
*/
static const wxAnimationDecoder *FindHandler( wxAnimationType animType );
/**
Load the stock animation decoders (currently GIF and ANI) into the list
of decoders. This is called automatically at program startup.
*/
static void InitStandardHandlers();
/**
Clear out the animation decoder list. This is called automatically at
program shutdown.
*/
static void CleanUpHandlers();
};
// ============================================================================
// Global functions/macros
// ============================================================================
/**
An empty animation object.
*/
wxAnimation wxNullAnimation;