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1/////////////////////////////////////////////////////////////////////////////
2// Name: animate.h
3// Purpose: Animation classes
4// Author: Julian Smart and Guillermo Rodriguez Garcia
5// Modified by:
6// Created: 13/8/99
7// RCS-ID: $Id$
8// Copyright: (c) Julian Smart and Guillermo Rodriguez Garcia
9// Licence: wxWindows licence
10/////////////////////////////////////////////////////////////////////////////
11
12#ifndef _WX_ANIMATEH__
13#define _WX_ANIMATEH__
14
15#ifdef __GNUG__
16 #pragma interface "animate.h"
17#endif
18
19#include <wx/defs.h>
20#include <wx/string.h>
21#include <wx/gdicmn.h>
22#include <wx/list.h>
23#include <wx/timer.h>
24
25//#define ANIMDLLEXPORT WXDLLEXPORT
26#define ANIMDLLEXPORT
27
28class ANIMDLLEXPORT wxAnimationBase;
29class ANIMDLLEXPORT wxAnimationPlayer;
30class WXDLLEXPORT wxImage;
31
32enum wxAnimationDisposal
33{
34 wxANIM_UNSPECIFIED = -1,
35 wxANIM_DONOTREMOVE = 0,
36 wxANIM_TOBACKGROUND = 1,
37 wxANIM_TOPREVIOUS = 2
38} ;
39
40class ANIMDLLEXPORT wxAnimationTimer: public wxTimer
41{
42public:
43 wxAnimationTimer() { m_player = (wxAnimationPlayer*) NULL; }
44
45 virtual void Notify();
46 void SetPlayer(wxAnimationPlayer* player) { m_player = player; }
47
48protected:
49 wxAnimationPlayer* m_player;
50};
51
52/* wxAnimationPlayer
53 * Create an object of this class, and either pass an wxXXXAnimation object in the constructor,
54 * or call SetAnimation. Then call Play().
55 * The wxAnimation object is only destroyed in the destructor if destroyAnimation is TRUE
56 * in the constructor.
57 */
58
59class ANIMDLLEXPORT wxAnimationPlayer : public wxObject
60{
61 DECLARE_CLASS(wxAnimationPlayer)
62
63public:
64 wxAnimationPlayer(wxAnimationBase *animation = (wxAnimationBase *) NULL, bool destroyAnimation = FALSE);
65 ~wxAnimationPlayer();
66//// Accessors
67
68 void SetAnimation(wxAnimationBase* animation, bool destroyAnimation = FALSE);
69 wxAnimationBase* GetAnimation() const { return m_animation; }
70
71 void SetDestroyAnimation(bool destroyAnimation) { m_destroyAnimation = destroyAnimation; };
72 bool GetDestroyAnimation() const { return m_destroyAnimation; }
73
74 void SetCurrentFrame(int currentFrame) { m_currentFrame = currentFrame; };
75 int GetCurrentFrame() const { return m_currentFrame; }
76
77 void SetWindow(wxWindow* window) { m_window = window; };
78 wxWindow* GetWindow() const { return m_window; }
79
80 void SetPosition(const wxPoint& pos) { m_position = pos; };
81 wxPoint GetPosition() const { return m_position; }
82
83 void SetLooped(bool looped) { m_looped = looped; };
84 bool GetLooped() const { return m_looped; }
85
86 bool HasAnimation() const { return (m_animation != (wxAnimationBase*) NULL); }
87
88 bool IsPlaying() const { return m_isPlaying; }
89
90 // Specify whether the GIF's background colour is to be shown,
91 // or whether the window background should show through (the default)
92 void UseBackgroundColour(bool useBackground) { m_useBackgroundColour = useBackground; }
93 bool UsingBackgroundColour() const { return m_useBackgroundColour; }
94
95 // Set and use a user-specified background colour (valid for transparent
96 // animations only)
97 void SetCustomBackgroundColour(const wxColour& col, bool useCustomBackgroundColour = TRUE)
98 { m_customBackgroundColour = col; m_useCustomBackgroundColour = useCustomBackgroundColour; }
99
100 bool UsingCustomBackgroundColour() const { return m_useCustomBackgroundColour; }
101 const wxColour& GetCustomBackgroundColour() const { return m_customBackgroundColour; }
102
103 // Another refinement - suppose we're drawing the animation in a separate
104 // control or window. We may wish to use the background of the parent
105 // window as the background of our animation. This allows us to specify
106 // whether to grab from the parent or from this window.
107 void UseParentBackground(bool useParent) { m_useParentBackground = useParent; }
108 bool UsingParentBackground() const { return m_useParentBackground; }
109
110//// Operations
111
112 // Play
113 virtual bool Play(wxWindow& window, const wxPoint& pos = wxPoint(0, 0), bool looped = TRUE);
114
115 // Build animation (list of wxImages). If not called before Play
116 // is called, Play will call this automatically.
117 virtual bool Build();
118
119 // Stop the animation
120 virtual void Stop();
121
122 // Draw the current view of the animation into this DC.
123 // Call this from your OnPaint, for example.
124 virtual void Draw(wxDC& dc);
125
126//// Accessing the current animation
127
128 virtual int GetFrameCount() const;
129 virtual wxImage* GetFrame(int i) const; // Creates a new wxImage
130 virtual wxAnimationDisposal GetDisposalMethod(int i) const;
131 virtual wxRect GetFrameRect(int i) const; // Position and size of frame
132 virtual int GetDelay(int i) const; // Delay for this frame
133
134 virtual wxSize GetLogicalScreenSize() const;
135 virtual bool GetBackgroundColour(wxColour& col) const ;
136 virtual bool GetTransparentColour(wxColour& col) const ;
137
138//// Implementation
139
140 // Play the frame
141 virtual bool PlayFrame(int frame, wxWindow& window, wxPoint& pos);
142 virtual bool PlayFrame();
143 virtual void DrawFrame(int frame, wxDC& dc, const wxPoint& pos);
144 virtual void DrawBackground(wxDC& dc, const wxPoint& pos, const wxColour& colour);
145
146 // Clear the wxImage cache
147 virtual void ClearCache();
148
149 // Save the pertinent area of the window so we can restore
150 // it if drawing transparently
151 void SaveBackground(const wxRect& rect);
152
153 wxBitmap& GetBackingStore() { return m_backingStore; }
154
155//// Data members
156protected:
157 wxAnimationBase* m_animation;
158 bool m_destroyAnimation; // Destroy m_animation on deletion of this object
159 wxList m_frames; // List of cached wxBitmap frames.
160 int m_currentFrame; // Current frame
161 wxWindow* m_window; // Window to draw into
162 wxPoint m_position; // Position to draw at
163 bool m_looped; // Looped, or not
164 wxAnimationTimer m_timer; // The timer
165 bool m_isPlaying; // Is the animation playing?
166 wxBitmap m_savedBackground; // Saved background of window portion
167 wxBitmap m_backingStore; // The player draws into this
168 bool m_useBackgroundColour; // Use colour or background
169 wxColour m_customBackgroundColour; // Override animation background
170 bool m_useCustomBackgroundColour;
171 bool m_useParentBackground; // Grab background from parent?
172};
173
174/* wxAnimationBase
175 * Base class for animations.
176 * A wxXXXAnimation only stores the animation, providing accessors to wxAnimationPlayer.
177 * Currently an animation is read-only, but we could extend the API for adding frames
178 * programmatically, and perhaps have a wxMemoryAnimation class that stores its frames
179 * in memory, and is able to save all files with suitable filenames. You could then use
180 * e.g. Ulead GIF Animator to load the image files into a GIF animation.
181 */
182
183class ANIMDLLEXPORT wxAnimationBase : public wxObject
184{
185 DECLARE_ABSTRACT_CLASS(wxAnimationBase)
186
187public:
188 wxAnimationBase() {};
189 ~wxAnimationBase() {};
190
191//// Accessors. Should be overridden by each derived class.
192
193 virtual int GetFrameCount() const = 0;
194 virtual wxImage* GetFrame(int i) const = 0; // Creates a new wxImage
195 virtual wxAnimationDisposal GetDisposalMethod(int i) const = 0;
196 virtual wxRect GetFrameRect(int i) const = 0; // Position and size of frame
197 virtual int GetDelay(int i) const = 0; // Delay for this frame
198
199 virtual wxSize GetLogicalScreenSize() const = 0;
200 virtual bool GetBackgroundColour(wxColour& col) const = 0;
201 virtual bool GetTransparentColour(wxColour& col) const = 0;
202
203 // Is the animation OK?
204 virtual bool IsValid() const = 0;
205
206//// Operations
207
208 virtual bool LoadFile(const wxString& filename) { return FALSE; }
209};
210
211/* wxGIFAnimation
212 * This will be moved to a separate file in due course.
213 */
214
215class ANIMDLLEXPORT wxGIFDecoder;
216
217class ANIMDLLEXPORT wxGIFAnimation : public wxAnimationBase
218{
219 DECLARE_CLASS(wxGIFAnimation)
220
221public:
222 wxGIFAnimation() ;
223 ~wxGIFAnimation() ;
224
225//// Accessors
226
227 virtual int GetFrameCount() const;
228 virtual wxImage* GetFrame(int i) const;
229 virtual wxAnimationDisposal GetDisposalMethod(int i) const;
230 virtual wxRect GetFrameRect(int i) const; // Position and size of frame
231 virtual int GetDelay(int i) const; // Delay for this frame
232
233 virtual wxSize GetLogicalScreenSize() const ;
234 virtual bool GetBackgroundColour(wxColour& col) const ;
235 virtual bool GetTransparentColour(wxColour& col) const ;
236
237 virtual bool IsValid() const;
238
239//// Operations
240
241 virtual bool LoadFile(const wxString& filename);
242
243protected:
244
245 wxGIFDecoder* m_decoder;
246};
247
248/*
249 * wxAnimationCtrlBase
250 * Abstract base class for format-specific animation controls.
251 * This class implements most of the functionality; all a derived
252 * class has to do is create the appropriate animation class on demand.
253 */
254
255// Resize to animation size if this is set
256#define wxAN_FIT_ANIMATION 0x0010
257
258class ANIMDLLEXPORT wxAnimationCtrlBase: public wxControl
259{
260public:
261 wxAnimationCtrlBase() { }
262 wxAnimationCtrlBase(wxWindow *parent, wxWindowID id,
263 const wxString& filename = wxEmptyString,
264 const wxPoint& pos = wxDefaultPosition,
265 const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
266 const wxString& name = wxT("animationControl"))
267 {
268 Create(parent, id, filename, pos, size, style, name);
269 }
270 ~wxAnimationCtrlBase();
271
272 bool Create(wxWindow *parent, wxWindowID id,
273 const wxString& filename = wxEmptyString,
274 const wxPoint& pos = wxDefaultPosition,
275 const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
276 const wxString& name = wxT("animationControl"));
277
278 //// Operations
279 virtual bool LoadFile(const wxString& filename = wxEmptyString);
280 virtual bool Play(bool looped = TRUE) ;
281 virtual void Stop() { m_animationPlayer.Stop(); }
282 virtual void FitToAnimation();
283
284 //// Accessors
285 virtual bool IsPlaying() const { return m_animationPlayer.IsPlaying(); }
286 virtual wxAnimationPlayer& GetPlayer() { return m_animationPlayer; }
287 virtual wxAnimationBase* GetAnimation() { return m_animation; }
288
289 const wxString& GetFilename() const { return m_filename; }
290 void SetFilename(const wxString& filename) { m_filename = filename; }
291
292 //// Event handlers
293 void OnPaint(wxPaintEvent& event);
294
295protected:
296 virtual wxSize DoGetBestSize() const;
297
298 // Override this in derived classes
299 virtual wxAnimationBase* DoCreateAnimation(const wxString& filename) = 0;
300
301 wxAnimationPlayer m_animationPlayer;
302 wxAnimationBase* m_animation;
303 wxString m_filename;
304
305private:
306 DECLARE_ABSTRACT_CLASS(wxAnimationCtrlBase)
307 DECLARE_EVENT_TABLE()
308};
309
310/*
311 * wxGIFAnimationCtrl
312 * Provides a GIF animation class when required.
313 */
314
315class ANIMDLLEXPORT wxGIFAnimationCtrl: public wxAnimationCtrlBase
316{
317public:
318 wxGIFAnimationCtrl() { }
319 wxGIFAnimationCtrl(wxWindow *parent, wxWindowID id,
320 const wxString& filename = wxEmptyString,
321 const wxPoint& pos = wxDefaultPosition,
322 const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
323 const wxString& name = wxT("animationControl"))
324 {
325 Create(parent, id, filename, pos, size, style, name);
326 }
327
328protected:
329 virtual wxAnimationBase* DoCreateAnimation(const wxString& filename) ;
330private:
331 DECLARE_DYNAMIC_CLASS(wxGIFAnimationCtrl)
332};
333
334#endif // _WX_ANIMATEH__
335