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1///////////////////////////////////////////////////////////////////////////////
2// Name: animateg.cpp
3// Purpose: wxAnimation and wxAnimationCtrl
4// Author: Julian Smart and Guillermo Rodriguez Garcia
5// Modified by: Francesco Montorsi
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#include "wx/wxprec.h"
13
14#ifdef __BORLANDC__
15 #pragma hdrstop
16#endif //__BORLANDC__
17
18#if wxUSE_ANIMATIONCTRL && (!defined(__WXGTK20__) || defined(__WXUNIVERSAL__))
19
20#include "wx/animate.h"
21
22#ifndef WX_PRECOMP
23 #include "wx/log.h"
24 #include "wx/image.h"
25 #include "wx/dcmemory.h"
26 #include "wx/dcclient.h"
27 #include "wx/module.h"
28#endif
29
30#include "wx/wfstream.h"
31#include "wx/gifdecod.h"
32#include "wx/anidecod.h"
33
34#include "wx/listimpl.cpp"
35WX_DEFINE_LIST(wxAnimationDecoderList)
36
37wxAnimationDecoderList wxAnimation::sm_handlers;
38
39
40// ----------------------------------------------------------------------------
41// wxAnimation
42// ----------------------------------------------------------------------------
43
44IMPLEMENT_DYNAMIC_CLASS(wxAnimation, wxAnimationBase)
45#define M_ANIMDATA wx_static_cast(wxAnimationDecoder*, m_refData)
46
47wxSize wxAnimation::GetSize() const
48{
49 wxCHECK_MSG( IsOk(), wxDefaultSize, wxT("invalid animation") );
50
51 return M_ANIMDATA->GetAnimationSize();
52}
53
54unsigned int wxAnimation::GetFrameCount() const
55{
56 wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
57
58 return M_ANIMDATA->GetFrameCount();
59}
60
61wxImage wxAnimation::GetFrame(unsigned int i) const
62{
63 wxCHECK_MSG( IsOk(), wxNullImage, wxT("invalid animation") );
64
65 wxImage ret;
66 if (!M_ANIMDATA->ConvertToImage(i, &ret))
67 return wxNullImage;
68 return ret;
69}
70
71int wxAnimation::GetDelay(unsigned int i) const
72{
73 wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
74
75 return M_ANIMDATA->GetDelay(i);
76}
77
78wxPoint wxAnimation::GetFramePosition(unsigned int frame) const
79{
80 wxCHECK_MSG( IsOk(), wxDefaultPosition, wxT("invalid animation") );
81
82 return M_ANIMDATA->GetFramePosition(frame);
83}
84
85wxSize wxAnimation::GetFrameSize(unsigned int frame) const
86{
87 wxCHECK_MSG( IsOk(), wxDefaultSize, wxT("invalid animation") );
88
89 return M_ANIMDATA->GetFrameSize(frame);
90}
91
92wxAnimationDisposal wxAnimation::GetDisposalMethod(unsigned int frame) const
93{
94 wxCHECK_MSG( IsOk(), wxANIM_UNSPECIFIED, wxT("invalid animation") );
95
96 return M_ANIMDATA->GetDisposalMethod(frame);
97}
98
99wxColour wxAnimation::GetTransparentColour(unsigned int frame) const
100{
101 wxCHECK_MSG( IsOk(), wxNullColour, wxT("invalid animation") );
102
103 return M_ANIMDATA->GetTransparentColour(frame);
104}
105
106wxColour wxAnimation::GetBackgroundColour() const
107{
108 wxCHECK_MSG( IsOk(), wxNullColour, wxT("invalid animation") );
109
110 return M_ANIMDATA->GetBackgroundColour();
111}
112
113bool wxAnimation::LoadFile(const wxString& filename, wxAnimationType type)
114{
115 wxFileInputStream stream(filename);
116 if ( !stream.IsOk() )
117 return false;
118
119 return Load(stream, type);
120}
121
122bool wxAnimation::Load(wxInputStream &stream, wxAnimationType type)
123{
124 UnRef();
125
126 const wxAnimationDecoder *handler;
127 if ( type == wxANIMATION_TYPE_ANY )
128 {
129 for ( wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst();
130 node; node = node->GetNext() )
131 {
132 handler=(const wxAnimationDecoder*)node->GetData();
133
134 if ( handler->CanRead(stream) )
135 {
136 // do a copy of the handler from the static list which we will own
137 // as our reference data
138 m_refData = handler->Clone();
139 return M_ANIMDATA->Load(stream);
140 }
141
142 }
143
144 wxLogWarning( _("No handler found for animation type.") );
145 return false;
146 }
147
148 handler = FindHandler(type);
149
150 // do a copy of the handler from the static list which we will own
151 // as our reference data
152 m_refData = handler->Clone();
153
154 if (handler == NULL)
155 {
156 wxLogWarning( _("No animation handler for type %ld defined."), type );
157
158 return false;
159 }
160
161 if (stream.IsSeekable() && !M_ANIMDATA->CanRead(stream))
162 {
163 wxLogError(_("Animation file is not of type %ld."), type);
164 return false;
165 }
166 else
167 return M_ANIMDATA->Load(stream);
168}
169
170
171// ----------------------------------------------------------------------------
172// animation decoders
173// ----------------------------------------------------------------------------
174
175void wxAnimation::AddHandler( wxAnimationDecoder *handler )
176{
177 // Check for an existing handler of the type being added.
178 if (FindHandler( handler->GetType() ) == 0)
179 {
180 sm_handlers.Append( handler );
181 }
182 else
183 {
184 // This is not documented behaviour, merely the simplest 'fix'
185 // for preventing duplicate additions. If someone ever has
186 // a good reason to add and remove duplicate handlers (and they
187 // may) we should probably refcount the duplicates.
188
189 wxLogDebug( _T("Adding duplicate animation handler for '%d' type"),
190 handler->GetType() );
191 delete handler;
192 }
193}
194
195void wxAnimation::InsertHandler( wxAnimationDecoder *handler )
196{
197 // Check for an existing handler of the type being added.
198 if (FindHandler( handler->GetType() ) == 0)
199 {
200 sm_handlers.Insert( handler );
201 }
202 else
203 {
204 // see AddHandler for additional comments.
205 wxLogDebug( _T("Inserting duplicate animation handler for '%d' type"),
206 handler->GetType() );
207 delete handler;
208 }
209}
210
211const wxAnimationDecoder *wxAnimation::FindHandler( wxAnimationType animType )
212{
213 wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst();
214 while (node)
215 {
216 const wxAnimationDecoder *handler = (const wxAnimationDecoder *)node->GetData();
217 if (handler->GetType() == animType) return handler;
218 node = node->GetNext();
219 }
220 return 0;
221}
222
223void wxAnimation::InitStandardHandlers()
224{
225#if wxUSE_GIF
226 AddHandler(new wxGIFDecoder);
227#endif // wxUSE_GIF
228#if wxUSE_ICO_CUR
229 AddHandler(new wxANIDecoder);
230#endif // wxUSE_ICO_CUR
231}
232
233void wxAnimation::CleanUpHandlers()
234{
235 wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst();
236 while (node)
237 {
238 wxAnimationDecoder *handler = (wxAnimationDecoder *)node->GetData();
239 wxAnimationDecoderList::compatibility_iterator next = node->GetNext();
240 delete handler;
241 node = next;
242 }
243
244 sm_handlers.Clear();
245}
246
247
248// A module to allow wxAnimation initialization/cleanup
249// without calling these functions from app.cpp or from
250// the user's application.
251
252class wxAnimationModule: public wxModule
253{
254DECLARE_DYNAMIC_CLASS(wxAnimationModule)
255public:
256 wxAnimationModule() {}
257 bool OnInit() { wxAnimation::InitStandardHandlers(); return true; };
258 void OnExit() { wxAnimation::CleanUpHandlers(); };
259};
260
261IMPLEMENT_DYNAMIC_CLASS(wxAnimationModule, wxModule)
262
263
264// ----------------------------------------------------------------------------
265// wxAnimationCtrl
266// ----------------------------------------------------------------------------
267
268IMPLEMENT_CLASS(wxAnimationCtrl, wxAnimationCtrlBase)
269BEGIN_EVENT_TABLE(wxAnimationCtrl, wxAnimationCtrlBase)
270 EVT_PAINT(wxAnimationCtrl::OnPaint)
271 EVT_SIZE(wxAnimationCtrl::OnSize)
272 EVT_TIMER(wxID_ANY, wxAnimationCtrl::OnTimer)
273END_EVENT_TABLE()
274
275void wxAnimationCtrl::Init()
276{
277 m_currentFrame = 0;
278 m_looped = false;
279 m_isPlaying = false;
280
281 // use the window background colour by default to be consistent
282 // with the GTK+ native version
283 m_useWinBackgroundColour = true;
284}
285
286bool wxAnimationCtrl::Create(wxWindow *parent, wxWindowID id,
287 const wxAnimation& animation, const wxPoint& pos,
288 const wxSize& size, long style, const wxString& name)
289{
290 m_timer.SetOwner(this);
291
292 if (!base_type::Create(parent, id, pos, size, style, wxDefaultValidator, name))
293 return false;
294
295 // by default we get the same background colour of our parent
296 SetBackgroundColour(parent->GetBackgroundColour());
297
298 SetAnimation(animation);
299
300 return true;
301}
302
303wxAnimationCtrl::~wxAnimationCtrl()
304{
305 Stop();
306}
307
308bool wxAnimationCtrl::LoadFile(const wxString& filename, wxAnimationType type)
309{
310 wxAnimation anim;
311 if (!anim.LoadFile(filename, type) ||
312 !anim.IsOk())
313 return false;
314
315 SetAnimation(anim);
316 return true;
317}
318
319wxSize wxAnimationCtrl::DoGetBestSize() const
320{
321 if (m_animation.IsOk() && !this->HasFlag(wxAC_NO_AUTORESIZE))
322 return m_animation.GetSize();
323
324 return wxSize(100, 100);
325}
326
327void wxAnimationCtrl::SetAnimation(const wxAnimation& animation)
328{
329 if (IsPlaying())
330 Stop();
331
332 // set new animation even if it's wxNullAnimation
333 m_animation = animation;
334 if (!m_animation.IsOk())
335 {
336 DisplayStaticImage();
337 return;
338 }
339
340 if (m_animation.GetBackgroundColour() == wxNullColour)
341 SetUseWindowBackgroundColour();
342 if (!this->HasFlag(wxAC_NO_AUTORESIZE))
343 FitToAnimation();
344
345 DisplayStaticImage();
346}
347
348void wxAnimationCtrl::SetInactiveBitmap(const wxBitmap &bmp)
349{
350 // if the bitmap has an associated mask, we need to set our background to
351 // the colour of our parent otherwise when calling DrawCurrentFrame()
352 // (which uses the bitmap's mask), our background colour would be used for
353 // transparent areas - and that's not what we want (at least for
354 // consistency with the GTK version)
355 if ( bmp.GetMask() != NULL && GetParent() != NULL )
356 SetBackgroundColour(GetParent()->GetBackgroundColour());
357
358 wxAnimationCtrlBase::SetInactiveBitmap(bmp);
359}
360
361void wxAnimationCtrl::FitToAnimation()
362{
363 SetSize(m_animation.GetSize());
364}
365
366bool wxAnimationCtrl::SetBackgroundColour(const wxColour& colour)
367{
368 if ( !wxWindow::SetBackgroundColour(colour) )
369 return false;
370
371 // if not playing, then this change must be seen immediately (unless
372 // there's an inactive bitmap set which has higher priority than bg colour)
373 if ( !IsPlaying() )
374 DisplayStaticImage();
375
376 return true;
377}
378
379
380// ----------------------------------------------------------------------------
381// wxAnimationCtrl - stop/play methods
382// ----------------------------------------------------------------------------
383
384void wxAnimationCtrl::Stop()
385{
386 m_timer.Stop();
387 m_isPlaying = false;
388
389 // reset frame counter
390 m_currentFrame = 0;
391
392 DisplayStaticImage();
393}
394
395bool wxAnimationCtrl::Play(bool looped)
396{
397 if (!m_animation.IsOk())
398 return false;
399
400 m_looped = looped;
401 m_currentFrame = 0;
402
403 if (!RebuildBackingStoreUpToFrame(0))
404 return false;
405
406 m_isPlaying = true;
407
408 // do a ClearBackground() to avoid that e.g. the custom static bitmap which
409 // was eventually shown previously remains partially drawn
410 ClearBackground();
411
412 // DrawCurrentFrame() will use our updated backing store
413 wxClientDC clientDC(this);
414 DrawCurrentFrame(clientDC);
415
416 // start the timer
417 int delay = m_animation.GetDelay(0);
418 if (delay == 0)
419 delay = 1; // 0 is invalid timeout for wxTimer.
420 m_timer.Start(delay);
421
422 return true;
423}
424
425
426
427// ----------------------------------------------------------------------------
428// wxAnimationCtrl - rendering methods
429// ----------------------------------------------------------------------------
430
431bool wxAnimationCtrl::RebuildBackingStoreUpToFrame(unsigned int frame)
432{
433 // if we've not created the backing store yet or it's too
434 // small, then recreate it
435 wxSize sz = m_animation.GetSize(),
436 winsz = GetClientSize();
437 int w = wxMin(sz.GetWidth(), winsz.GetWidth());
438 int h = wxMin(sz.GetHeight(), winsz.GetHeight());
439
440 if ( !m_backingStore.IsOk() ||
441 m_backingStore.GetWidth() < w || m_backingStore.GetHeight() < h )
442 {
443 if (!m_backingStore.Create(w, h))
444 return false;
445 }
446
447 wxMemoryDC dc;
448 dc.SelectObject(m_backingStore);
449
450 // Draw the background
451 DisposeToBackground(dc);
452
453 // Draw all intermediate frames that haven't been removed from the animation
454 for (unsigned int i = 0; i < frame; i++)
455 {
456 if (m_animation.GetDisposalMethod(i) == wxANIM_DONOTREMOVE ||
457 m_animation.GetDisposalMethod(i) == wxANIM_UNSPECIFIED)
458 {
459 DrawFrame(dc, i);
460 }
461 else if (m_animation.GetDisposalMethod(i) == wxANIM_TOBACKGROUND)
462 DisposeToBackground(dc, m_animation.GetFramePosition(i),
463 m_animation.GetFrameSize(i));
464 }
465
466 // finally draw this frame
467 DrawFrame(dc, frame);
468 dc.SelectObject(wxNullBitmap);
469
470 return true;
471}
472
473void wxAnimationCtrl::IncrementalUpdateBackingStore()
474{
475 wxMemoryDC dc;
476 dc.SelectObject(m_backingStore);
477
478 // OPTIMIZATION:
479 // since wxAnimationCtrl can only play animations forward, without skipping
480 // frames, we can be sure that m_backingStore contains the m_currentFrame-1
481 // frame and thus we just need to dispose the m_currentFrame-1 frame and
482 // render the m_currentFrame-th one.
483
484 if (m_currentFrame == 0)
485 {
486 // before drawing the first frame always dispose to bg colour
487 DisposeToBackground(dc);
488 }
489 else
490 {
491 switch (m_animation.GetDisposalMethod(m_currentFrame-1))
492 {
493 case wxANIM_TOBACKGROUND:
494 DisposeToBackground(dc, m_animation.GetFramePosition(m_currentFrame-1),
495 m_animation.GetFrameSize(m_currentFrame-1));
496 break;
497
498 case wxANIM_TOPREVIOUS:
499 // this disposal should never be used too often.
500 // E.g. GIF specification explicitely say to keep the usage of this
501 // disposal limited to the minimum.
502 // In fact it may require a lot of time to restore
503 if (m_currentFrame == 1)
504 {
505 // if 0-th frame disposal is to restore to previous frame,
506 // the best we can do is to restore to background
507 DisposeToBackground(dc);
508 }
509 else
510 if (!RebuildBackingStoreUpToFrame(m_currentFrame-2))
511 Stop();
512 break;
513
514 case wxANIM_DONOTREMOVE:
515 case wxANIM_UNSPECIFIED:
516 break;
517 }
518 }
519
520 // now just draw the current frame on the top of the backing store
521 DrawFrame(dc, m_currentFrame);
522 dc.SelectObject(wxNullBitmap);
523}
524
525void wxAnimationCtrl::DisplayStaticImage()
526{
527 wxASSERT(!IsPlaying());
528
529 // m_bmpStaticReal will be updated only if necessary...
530 UpdateStaticImage();
531
532 if (m_bmpStaticReal.IsOk())
533 {
534 // copy the inactive bitmap in the backing store
535 // eventually using the mask if the static bitmap has one
536 if ( m_bmpStaticReal.GetMask() )
537 {
538 wxMemoryDC temp;
539 temp.SelectObject(m_backingStore);
540 DisposeToBackground(temp);
541 temp.DrawBitmap(m_bmpStaticReal, 0, 0, true /* use mask */);
542 }
543 else
544 m_backingStore = m_bmpStaticReal;
545 }
546 else
547 {
548 // put in the backing store the first frame of the animation
549 if (!m_animation.IsOk() ||
550 !RebuildBackingStoreUpToFrame(0))
551 {
552 m_animation = wxNullAnimation;
553 DisposeToBackground();
554 }
555 }
556
557 Refresh();
558}
559
560void wxAnimationCtrl::DrawFrame(wxDC &dc, unsigned int frame)
561{
562 // PERFORMANCE NOTE:
563 // this draw stuff is not as fast as possible: the wxAnimationDecoder
564 // needs first to convert from its internal format to wxImage RGB24;
565 // the wxImage is then converted as a wxBitmap and finally blitted.
566 // If wxAnimationDecoder had a function to convert directly from its
567 // internal format to a port-specific wxBitmap, it would be somewhat faster.
568 wxBitmap bmp(m_animation.GetFrame(frame));
569 dc.DrawBitmap(bmp, m_animation.GetFramePosition(frame),
570 true /* use mask */);
571}
572
573void wxAnimationCtrl::DrawCurrentFrame(wxDC& dc)
574{
575 wxASSERT( m_backingStore.IsOk() );
576
577 // m_backingStore always contains the current frame
578 dc.DrawBitmap(m_backingStore, 0, 0, true /* use mask in case it's present */);
579}
580
581void wxAnimationCtrl::DisposeToBackground()
582{
583 // clear the backing store
584 wxMemoryDC dc;
585 dc.SelectObject(m_backingStore);
586 if ( dc.IsOk() )
587 DisposeToBackground(dc);
588}
589
590void wxAnimationCtrl::DisposeToBackground(wxDC& dc)
591{
592 wxColour col = IsUsingWindowBackgroundColour()
593 ? GetBackgroundColour()
594 : m_animation.GetBackgroundColour();
595
596 wxBrush brush(col);
597 dc.SetBackground(brush);
598 dc.Clear();
599}
600
601void wxAnimationCtrl::DisposeToBackground(wxDC& dc, const wxPoint &pos, const wxSize &sz)
602{
603 wxColour col = IsUsingWindowBackgroundColour()
604 ? GetBackgroundColour()
605 : m_animation.GetBackgroundColour();
606 wxBrush brush(col);
607 dc.SetBrush(brush); // SetBrush and not SetBackground !!
608 dc.SetPen(*wxTRANSPARENT_PEN);
609 dc.DrawRectangle(pos, sz);
610}
611
612// ----------------------------------------------------------------------------
613// wxAnimationCtrl - event handlers
614// ----------------------------------------------------------------------------
615
616void wxAnimationCtrl::OnPaint(wxPaintEvent& WXUNUSED(event))
617{
618 // VERY IMPORTANT: the wxPaintDC *must* be created in any case
619 wxPaintDC dc(this);
620
621 if ( m_backingStore.IsOk() )
622 {
623 // NOTE: we draw the bitmap explicitely ignoring the mask (if any);
624 // i.e. we don't want to combine the backing store with the
625 // possibly wrong preexisting contents of the window!
626 dc.DrawBitmap(m_backingStore, 0, 0, false /* no mask */);
627 }
628 else
629 {
630 // m_animation is not valid and thus we don't have a valid backing store...
631 // clear then our area to the background colour
632 DisposeToBackground(dc);
633 }
634}
635
636void wxAnimationCtrl::OnTimer(wxTimerEvent &WXUNUSED(event))
637{
638 m_currentFrame++;
639 if (m_currentFrame == m_animation.GetFrameCount())
640 {
641 // Should a non-looped animation display the last frame?
642 if (!m_looped)
643 {
644 Stop();
645 return;
646 }
647 else
648 m_currentFrame = 0; // let's restart
649 }
650
651 IncrementalUpdateBackingStore();
652
653 wxClientDC dc(this);
654 DrawCurrentFrame(dc);
655
656#ifdef __WXMAC__
657 // without this, the animation currently doesn't redraw under Mac
658 Refresh();
659#endif // __WXMAC__
660
661 // Set the timer for the next frame
662 int delay = m_animation.GetDelay(m_currentFrame);
663 if (delay == 0)
664 delay = 1; // 0 is invalid timeout for wxTimer.
665 m_timer.Start(delay);
666}
667
668void wxAnimationCtrl::OnSize(wxSizeEvent &WXUNUSED(event))
669{
670 // NB: resizing an animation control may take a lot of time
671 // for big animations as the backing store must be
672 // extended and rebuilt. Try to avoid it e.g. using
673 // a null proportion value for your wxAnimationCtrls
674 // when using them inside sizers.
675 if (m_animation.IsOk())
676 {
677 // be careful to change the backing store *only* if we are
678 // playing the animation as otherwise we may be displaying
679 // the inactive bitmap and overwriting the backing store
680 // with the last played frame is wrong in this case
681 if (IsPlaying())
682 {
683 if (!RebuildBackingStoreUpToFrame(m_currentFrame))
684 Stop(); // in case we are playing
685 }
686 }
687}
688
689#endif // wxUSE_ANIMATIONCTRL
690