1 ///////////////////////////////////////////////////////////////////////////////
3 // Purpose: wxAnimation and wxAnimationCtrl
4 // Author: Julian Smart and Guillermo Rodriguez Garcia
5 // Modified by: Francesco Montorsi
8 // Copyright: (c) Julian Smart and Guillermo Rodriguez Garcia
9 // Licence: wxWindows licence
10 ///////////////////////////////////////////////////////////////////////////////
12 #include "wx/wxprec.h"
18 #if wxUSE_ANIMATIONCTRL
20 #include "wx/animate.h"
25 #include "wx/dcmemory.h"
26 #include "wx/dcclient.h"
27 #include "wx/module.h"
30 #include "wx/wfstream.h"
31 #include "wx/gifdecod.h"
32 #include "wx/anidecod.h"
34 #include "wx/listimpl.cpp"
35 WX_DEFINE_LIST(wxAnimationDecoderList
)
37 wxAnimationDecoderList
wxAnimation::sm_handlers
;
40 // ----------------------------------------------------------------------------
42 // ----------------------------------------------------------------------------
44 IMPLEMENT_DYNAMIC_CLASS(wxAnimation
, wxAnimationBase
)
45 #define M_ANIMDATA static_cast<wxAnimationDecoder*>(m_refData)
47 wxSize
wxAnimation::GetSize() const
49 wxCHECK_MSG( IsOk(), wxDefaultSize
, wxT("invalid animation") );
51 return M_ANIMDATA
->GetAnimationSize();
54 unsigned int wxAnimation::GetFrameCount() const
56 wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
58 return M_ANIMDATA
->GetFrameCount();
61 wxImage
wxAnimation::GetFrame(unsigned int i
) const
63 wxCHECK_MSG( IsOk(), wxNullImage
, wxT("invalid animation") );
66 if (!M_ANIMDATA
->ConvertToImage(i
, &ret
))
71 int wxAnimation::GetDelay(unsigned int i
) const
73 wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
75 return M_ANIMDATA
->GetDelay(i
);
78 wxPoint
wxAnimation::GetFramePosition(unsigned int frame
) const
80 wxCHECK_MSG( IsOk(), wxDefaultPosition
, wxT("invalid animation") );
82 return M_ANIMDATA
->GetFramePosition(frame
);
85 wxSize
wxAnimation::GetFrameSize(unsigned int frame
) const
87 wxCHECK_MSG( IsOk(), wxDefaultSize
, wxT("invalid animation") );
89 return M_ANIMDATA
->GetFrameSize(frame
);
92 wxAnimationDisposal
wxAnimation::GetDisposalMethod(unsigned int frame
) const
94 wxCHECK_MSG( IsOk(), wxANIM_UNSPECIFIED
, wxT("invalid animation") );
96 return M_ANIMDATA
->GetDisposalMethod(frame
);
99 wxColour
wxAnimation::GetTransparentColour(unsigned int frame
) const
101 wxCHECK_MSG( IsOk(), wxNullColour
, wxT("invalid animation") );
103 return M_ANIMDATA
->GetTransparentColour(frame
);
106 wxColour
wxAnimation::GetBackgroundColour() const
108 wxCHECK_MSG( IsOk(), wxNullColour
, wxT("invalid animation") );
110 return M_ANIMDATA
->GetBackgroundColour();
113 bool wxAnimation::LoadFile(const wxString
& filename
, wxAnimationType type
)
115 wxFileInputStream
stream(filename
);
116 if ( !stream
.IsOk() )
119 return Load(stream
, type
);
122 bool wxAnimation::Load(wxInputStream
&stream
, wxAnimationType type
)
126 const wxAnimationDecoder
*handler
;
127 if ( type
== wxANIMATION_TYPE_ANY
)
129 for ( wxAnimationDecoderList::compatibility_iterator node
= sm_handlers
.GetFirst();
130 node
; node
= node
->GetNext() )
132 handler
=(const wxAnimationDecoder
*)node
->GetData();
134 if ( handler
->CanRead(stream
) )
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
);
143 wxLogWarning( _("No handler found for animation type.") );
147 handler
= FindHandler(type
);
151 wxLogWarning( _("No animation handler for type %ld defined."), type
);
157 // do a copy of the handler from the static list which we will own
158 // as our reference data
159 m_refData
= handler
->Clone();
161 if (stream
.IsSeekable() && !M_ANIMDATA
->CanRead(stream
))
163 wxLogError(_("Animation file is not of type %ld."), type
);
167 return M_ANIMDATA
->Load(stream
);
171 // ----------------------------------------------------------------------------
172 // animation decoders
173 // ----------------------------------------------------------------------------
175 void wxAnimation::AddHandler( wxAnimationDecoder
*handler
)
177 // Check for an existing handler of the type being added.
178 if (FindHandler( handler
->GetType() ) == 0)
180 sm_handlers
.Append( handler
);
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.
189 wxLogDebug( _T("Adding duplicate animation handler for '%d' type"),
190 handler
->GetType() );
195 void wxAnimation::InsertHandler( wxAnimationDecoder
*handler
)
197 // Check for an existing handler of the type being added.
198 if (FindHandler( handler
->GetType() ) == 0)
200 sm_handlers
.Insert( handler
);
204 // see AddHandler for additional comments.
205 wxLogDebug( _T("Inserting duplicate animation handler for '%d' type"),
206 handler
->GetType() );
211 const wxAnimationDecoder
*wxAnimation::FindHandler( wxAnimationType animType
)
213 wxAnimationDecoderList::compatibility_iterator node
= sm_handlers
.GetFirst();
216 const wxAnimationDecoder
*handler
= (const wxAnimationDecoder
*)node
->GetData();
217 if (handler
->GetType() == animType
) return handler
;
218 node
= node
->GetNext();
223 void wxAnimation::InitStandardHandlers()
226 AddHandler(new wxGIFDecoder
);
229 AddHandler(new wxANIDecoder
);
230 #endif // wxUSE_ICO_CUR
233 void wxAnimation::CleanUpHandlers()
235 wxAnimationDecoderList::compatibility_iterator node
= sm_handlers
.GetFirst();
238 wxAnimationDecoder
*handler
= (wxAnimationDecoder
*)node
->GetData();
239 wxAnimationDecoderList::compatibility_iterator next
= node
->GetNext();
248 // A module to allow wxAnimation initialization/cleanup
249 // without calling these functions from app.cpp or from
250 // the user's application.
252 class wxAnimationModule
: public wxModule
254 DECLARE_DYNAMIC_CLASS(wxAnimationModule
)
256 wxAnimationModule() {}
257 bool OnInit() { wxAnimation::InitStandardHandlers(); return true; }
258 void OnExit() { wxAnimation::CleanUpHandlers(); }
261 IMPLEMENT_DYNAMIC_CLASS(wxAnimationModule
, wxModule
)
264 // ----------------------------------------------------------------------------
266 // ----------------------------------------------------------------------------
268 IMPLEMENT_CLASS(wxAnimationCtrl
, wxAnimationCtrlBase
)
269 BEGIN_EVENT_TABLE(wxAnimationCtrl
, wxAnimationCtrlBase
)
270 EVT_PAINT(wxAnimationCtrl::OnPaint
)
271 EVT_SIZE(wxAnimationCtrl::OnSize
)
272 EVT_TIMER(wxID_ANY
, wxAnimationCtrl::OnTimer
)
275 void wxAnimationCtrl::Init()
281 // use the window background colour by default to be consistent
282 // with the GTK+ native version
283 m_useWinBackgroundColour
= true;
286 bool wxAnimationCtrl::Create(wxWindow
*parent
, wxWindowID id
,
287 const wxAnimation
& animation
, const wxPoint
& pos
,
288 const wxSize
& size
, long style
, const wxString
& name
)
290 m_timer
.SetOwner(this);
292 if (!base_type::Create(parent
, id
, pos
, size
, style
, wxDefaultValidator
, name
))
295 // by default we get the same background colour of our parent
296 SetBackgroundColour(parent
->GetBackgroundColour());
298 SetAnimation(animation
);
303 wxAnimationCtrl::~wxAnimationCtrl()
308 bool wxAnimationCtrl::LoadFile(const wxString
& filename
, wxAnimationType type
)
310 wxFileInputStream
fis(filename
);
313 return Load(fis
, type
);
316 bool wxAnimationCtrl::Load(wxInputStream
& stream
, wxAnimationType type
)
319 if ( !anim
.Load(stream
, type
) || !anim
.IsOk() )
326 wxSize
wxAnimationCtrl::DoGetBestSize() const
328 if (m_animation
.IsOk() && !this->HasFlag(wxAC_NO_AUTORESIZE
))
329 return m_animation
.GetSize();
331 return wxSize(100, 100);
334 void wxAnimationCtrl::SetAnimation(const wxAnimation
& animation
)
339 // set new animation even if it's wxNullAnimation
340 m_animation
= animation
;
341 if (!m_animation
.IsOk())
343 DisplayStaticImage();
347 if (m_animation
.GetBackgroundColour() == wxNullColour
)
348 SetUseWindowBackgroundColour();
349 if (!this->HasFlag(wxAC_NO_AUTORESIZE
))
352 DisplayStaticImage();
355 void wxAnimationCtrl::SetInactiveBitmap(const wxBitmap
&bmp
)
357 // if the bitmap has an associated mask, we need to set our background to
358 // the colour of our parent otherwise when calling DrawCurrentFrame()
359 // (which uses the bitmap's mask), our background colour would be used for
360 // transparent areas - and that's not what we want (at least for
361 // consistency with the GTK version)
362 if ( bmp
.GetMask() != NULL
&& GetParent() != NULL
)
363 SetBackgroundColour(GetParent()->GetBackgroundColour());
365 wxAnimationCtrlBase::SetInactiveBitmap(bmp
);
368 void wxAnimationCtrl::FitToAnimation()
370 SetSize(m_animation
.GetSize());
373 bool wxAnimationCtrl::SetBackgroundColour(const wxColour
& colour
)
375 if ( !wxWindow::SetBackgroundColour(colour
) )
378 // if not playing, then this change must be seen immediately (unless
379 // there's an inactive bitmap set which has higher priority than bg colour)
381 DisplayStaticImage();
387 // ----------------------------------------------------------------------------
388 // wxAnimationCtrl - stop/play methods
389 // ----------------------------------------------------------------------------
391 void wxAnimationCtrl::Stop()
396 // reset frame counter
399 DisplayStaticImage();
402 bool wxAnimationCtrl::Play(bool looped
)
404 if (!m_animation
.IsOk())
410 if (!RebuildBackingStoreUpToFrame(0))
415 // do a ClearBackground() to avoid that e.g. the custom static bitmap which
416 // was eventually shown previously remains partially drawn
419 // DrawCurrentFrame() will use our updated backing store
420 wxClientDC
clientDC(this);
421 DrawCurrentFrame(clientDC
);
424 int delay
= m_animation
.GetDelay(0);
426 delay
= 1; // 0 is invalid timeout for wxTimer.
427 m_timer
.Start(delay
, true);
434 // ----------------------------------------------------------------------------
435 // wxAnimationCtrl - rendering methods
436 // ----------------------------------------------------------------------------
438 bool wxAnimationCtrl::RebuildBackingStoreUpToFrame(unsigned int frame
)
440 // if we've not created the backing store yet or it's too
441 // small, then recreate it
442 wxSize sz
= m_animation
.GetSize(),
443 winsz
= GetClientSize();
444 int w
= wxMin(sz
.GetWidth(), winsz
.GetWidth());
445 int h
= wxMin(sz
.GetHeight(), winsz
.GetHeight());
447 if ( !m_backingStore
.IsOk() ||
448 m_backingStore
.GetWidth() < w
|| m_backingStore
.GetHeight() < h
)
450 if (!m_backingStore
.Create(w
, h
))
455 dc
.SelectObject(m_backingStore
);
457 // Draw the background
458 DisposeToBackground(dc
);
460 // Draw all intermediate frames that haven't been removed from the animation
461 for (unsigned int i
= 0; i
< frame
; i
++)
463 if (m_animation
.GetDisposalMethod(i
) == wxANIM_DONOTREMOVE
||
464 m_animation
.GetDisposalMethod(i
) == wxANIM_UNSPECIFIED
)
468 else if (m_animation
.GetDisposalMethod(i
) == wxANIM_TOBACKGROUND
)
469 DisposeToBackground(dc
, m_animation
.GetFramePosition(i
),
470 m_animation
.GetFrameSize(i
));
473 // finally draw this frame
474 DrawFrame(dc
, frame
);
475 dc
.SelectObject(wxNullBitmap
);
480 void wxAnimationCtrl::IncrementalUpdateBackingStore()
483 dc
.SelectObject(m_backingStore
);
486 // since wxAnimationCtrl can only play animations forward, without skipping
487 // frames, we can be sure that m_backingStore contains the m_currentFrame-1
488 // frame and thus we just need to dispose the m_currentFrame-1 frame and
489 // render the m_currentFrame-th one.
491 if (m_currentFrame
== 0)
493 // before drawing the first frame always dispose to bg colour
494 DisposeToBackground(dc
);
498 switch (m_animation
.GetDisposalMethod(m_currentFrame
-1))
500 case wxANIM_TOBACKGROUND
:
501 DisposeToBackground(dc
, m_animation
.GetFramePosition(m_currentFrame
-1),
502 m_animation
.GetFrameSize(m_currentFrame
-1));
505 case wxANIM_TOPREVIOUS
:
506 // this disposal should never be used too often.
507 // E.g. GIF specification explicitely say to keep the usage of this
508 // disposal limited to the minimum.
509 // In fact it may require a lot of time to restore
510 if (m_currentFrame
== 1)
512 // if 0-th frame disposal is to restore to previous frame,
513 // the best we can do is to restore to background
514 DisposeToBackground(dc
);
517 if (!RebuildBackingStoreUpToFrame(m_currentFrame
-2))
521 case wxANIM_DONOTREMOVE
:
522 case wxANIM_UNSPECIFIED
:
527 // now just draw the current frame on the top of the backing store
528 DrawFrame(dc
, m_currentFrame
);
529 dc
.SelectObject(wxNullBitmap
);
532 void wxAnimationCtrl::DisplayStaticImage()
534 wxASSERT(!IsPlaying());
536 // m_bmpStaticReal will be updated only if necessary...
539 if (m_bmpStaticReal
.IsOk())
541 // copy the inactive bitmap in the backing store
542 // eventually using the mask if the static bitmap has one
543 if ( m_bmpStaticReal
.GetMask() )
546 temp
.SelectObject(m_backingStore
);
547 DisposeToBackground(temp
);
548 temp
.DrawBitmap(m_bmpStaticReal
, 0, 0, true /* use mask */);
551 m_backingStore
= m_bmpStaticReal
;
555 // put in the backing store the first frame of the animation
556 if (!m_animation
.IsOk() ||
557 !RebuildBackingStoreUpToFrame(0))
559 m_animation
= wxNullAnimation
;
560 DisposeToBackground();
567 void wxAnimationCtrl::DrawFrame(wxDC
&dc
, unsigned int frame
)
570 // this draw stuff is not as fast as possible: the wxAnimationDecoder
571 // needs first to convert from its internal format to wxImage RGB24;
572 // the wxImage is then converted as a wxBitmap and finally blitted.
573 // If wxAnimationDecoder had a function to convert directly from its
574 // internal format to a port-specific wxBitmap, it would be somewhat faster.
575 wxBitmap
bmp(m_animation
.GetFrame(frame
));
576 dc
.DrawBitmap(bmp
, m_animation
.GetFramePosition(frame
),
577 true /* use mask */);
580 void wxAnimationCtrl::DrawCurrentFrame(wxDC
& dc
)
582 wxASSERT( m_backingStore
.IsOk() );
584 // m_backingStore always contains the current frame
585 dc
.DrawBitmap(m_backingStore
, 0, 0, true /* use mask in case it's present */);
588 void wxAnimationCtrl::DisposeToBackground()
590 // clear the backing store
592 dc
.SelectObject(m_backingStore
);
594 DisposeToBackground(dc
);
597 void wxAnimationCtrl::DisposeToBackground(wxDC
& dc
)
599 wxColour col
= IsUsingWindowBackgroundColour()
600 ? GetBackgroundColour()
601 : m_animation
.GetBackgroundColour();
604 dc
.SetBackground(brush
);
608 void wxAnimationCtrl::DisposeToBackground(wxDC
& dc
, const wxPoint
&pos
, const wxSize
&sz
)
610 wxColour col
= IsUsingWindowBackgroundColour()
611 ? GetBackgroundColour()
612 : m_animation
.GetBackgroundColour();
614 dc
.SetBrush(brush
); // SetBrush and not SetBackground !!
615 dc
.SetPen(*wxTRANSPARENT_PEN
);
616 dc
.DrawRectangle(pos
, sz
);
619 // ----------------------------------------------------------------------------
620 // wxAnimationCtrl - event handlers
621 // ----------------------------------------------------------------------------
623 void wxAnimationCtrl::OnPaint(wxPaintEvent
& WXUNUSED(event
))
625 // VERY IMPORTANT: the wxPaintDC *must* be created in any case
628 if ( m_backingStore
.IsOk() )
630 // NOTE: we draw the bitmap explicitely ignoring the mask (if any);
631 // i.e. we don't want to combine the backing store with the
632 // possibly wrong preexisting contents of the window!
633 dc
.DrawBitmap(m_backingStore
, 0, 0, false /* no mask */);
637 // m_animation is not valid and thus we don't have a valid backing store...
638 // clear then our area to the background colour
639 DisposeToBackground(dc
);
643 void wxAnimationCtrl::OnTimer(wxTimerEvent
&WXUNUSED(event
))
646 if (m_currentFrame
== m_animation
.GetFrameCount())
648 // Should a non-looped animation display the last frame?
655 m_currentFrame
= 0; // let's restart
658 IncrementalUpdateBackingStore();
661 DrawCurrentFrame(dc
);
664 // without this, the animation currently doesn't redraw under Mac
668 // Set the timer for the next frame
669 int delay
= m_animation
.GetDelay(m_currentFrame
);
671 delay
= 1; // 0 is invalid timeout for wxTimer.
672 m_timer
.Start(delay
, true);
675 void wxAnimationCtrl::OnSize(wxSizeEvent
&WXUNUSED(event
))
677 // NB: resizing an animation control may take a lot of time
678 // for big animations as the backing store must be
679 // extended and rebuilt. Try to avoid it e.g. using
680 // a null proportion value for your wxAnimationCtrls
681 // when using them inside sizers.
682 if (m_animation
.IsOk())
684 // be careful to change the backing store *only* if we are
685 // playing the animation as otherwise we may be displaying
686 // the inactive bitmap and overwriting the backing store
687 // with the last played frame is wrong in this case
690 if (!RebuildBackingStoreUpToFrame(m_currentFrame
))
691 Stop(); // in case we are playing
696 #endif // wxUSE_ANIMATIONCTRL