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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| 
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| #ifndef _WX_GENERIC_ANIMATEH__
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| #define _WX_GENERIC_ANIMATEH__
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| 
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| #include "wx/bitmap.h"
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| 
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| 
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| // ----------------------------------------------------------------------------
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| // wxGenericAnimationCtrl
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| // ----------------------------------------------------------------------------
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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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| 
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|         Create(parent, id, anim, pos, size, style, name);
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|     }
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| 
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|     void Init();
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| 
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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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| 
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|     ~wxGenericAnimationCtrl();
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| 
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| 
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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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| 
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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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| 
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|     void SetAnimation(const wxAnimation &animation) wxOVERRIDE;
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| 
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|     virtual void SetInactiveBitmap(const wxBitmap &bmp) wxOVERRIDE;
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| 
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|     // override base class method
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|     virtual bool SetBackgroundColour(const wxColour& col) wxOVERRIDE;
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| 
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|     static wxAnimation CreateCompatibleAnimation();
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| 
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| public:     // event handlers
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| 
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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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| 
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| public:     // extended API specific to this implementation of wxAnimateCtrl
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| protected:      // internal utilities
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|     virtual wxAnimationImpl* DoCreateAnimationImpl() const wxOVERRIDE;
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| 
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|     // resize this control to fit m_animation
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|     void FitToAnimation();
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| 
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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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| 
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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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| 
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|     virtual void DisplayStaticImage() wxOVERRIDE;
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|     virtual wxSize DoGetBestSize() const wxOVERRIDE;
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| 
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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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| 
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| #endif // _WX_GENERIC_ANIMATEH__
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