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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"
35 WX_DEFINE_LIST(wxAnimationDecoderList)
36
37 wxAnimationDecoderList wxAnimation::sm_handlers;
38
39
40 // ----------------------------------------------------------------------------
41 // wxAnimation
42 // ----------------------------------------------------------------------------
43
44 IMPLEMENT_DYNAMIC_CLASS(wxAnimation, wxAnimationBase)
45 #define M_ANIMDATA wx_static_cast(wxAnimationDecoder*, m_refData)
46
47 wxSize wxAnimation::GetSize() const
48 {
49 wxCHECK_MSG( IsOk(), wxDefaultSize, wxT("invalid animation") );
50
51 return M_ANIMDATA->GetAnimationSize();
52 }
53
54 size_t wxAnimation::GetFrameCount() const
55 {
56 wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
57
58 return M_ANIMDATA->GetFrameCount();
59 }
60
61 wxImage wxAnimation::GetFrame(size_t 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
71 int wxAnimation::GetDelay(size_t i) const
72 {
73 wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
74
75 return M_ANIMDATA->GetDelay(i);
76 }
77
78 wxPoint wxAnimation::GetFramePosition(size_t frame) const
79 {
80 wxCHECK_MSG( IsOk(), wxDefaultPosition, wxT("invalid animation") );
81
82 return M_ANIMDATA->GetFramePosition(frame);
83 }
84
85 wxSize wxAnimation::GetFrameSize(size_t frame) const
86 {
87 wxCHECK_MSG( IsOk(), wxDefaultSize, wxT("invalid animation") );
88
89 return M_ANIMDATA->GetFrameSize(frame);
90 }
91
92 wxAnimationDisposal wxAnimation::GetDisposalMethod(size_t frame) const
93 {
94 wxCHECK_MSG( IsOk(), wxANIM_UNSPECIFIED, wxT("invalid animation") );
95
96 return M_ANIMDATA->GetDisposalMethod(frame);
97 }
98
99 wxColour wxAnimation::GetTransparentColour(size_t frame) const
100 {
101 wxCHECK_MSG( IsOk(), wxNullColour, wxT("invalid animation") );
102
103 return M_ANIMDATA->GetTransparentColour(frame);
104 }
105
106 wxColour wxAnimation::GetBackgroundColour() const
107 {
108 wxCHECK_MSG( IsOk(), wxNullColour, wxT("invalid animation") );
109
110 return M_ANIMDATA->GetBackgroundColour();
111 }
112
113 bool 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
122 bool 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
175 void 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 // also an issue in InsertHandler below.
189
190 wxLogDebug( _T("Adding duplicate animation handler for '%d' type"),
191 handler->GetType() );
192 delete handler;
193 }
194 }
195
196 void wxAnimation::InsertHandler( wxAnimationDecoder *handler )
197 {
198 // Check for an existing handler of the type being added.
199 if (FindHandler( handler->GetType() ) == 0)
200 {
201 sm_handlers.Insert( handler );
202 }
203 else
204 {
205 // see AddHandler for additional comments.
206 wxLogDebug( _T("Inserting duplicate animation handler for '%d' type"),
207 handler->GetType() );
208 delete handler;
209 }
210 }
211
212 const wxAnimationDecoder *wxAnimation::FindHandler( wxAnimationType animType )
213 {
214 wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst();
215 while (node)
216 {
217 const wxAnimationDecoder *handler = (const wxAnimationDecoder *)node->GetData();
218 if (handler->GetType() == animType) return handler;
219 node = node->GetNext();
220 }
221 return 0;
222 }
223
224 void wxAnimation::InitStandardHandlers()
225 {
226 #if wxUSE_GIF
227 AddHandler(new wxGIFDecoder);
228 #endif // wxUSE_GIF
229 #if wxUSE_ICO_CUR
230 AddHandler(new wxANIDecoder);
231 #endif // wxUSE_ICO_CUR
232 }
233
234 void wxAnimation::CleanUpHandlers()
235 {
236 wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst();
237 while (node)
238 {
239 wxAnimationDecoder *handler = (wxAnimationDecoder *)node->GetData();
240 wxAnimationDecoderList::compatibility_iterator next = node->GetNext();
241 delete handler;
242 node = next;
243 }
244
245 sm_handlers.Clear();
246 }
247
248
249 // A module to allow wxAnimation initialization/cleanup
250 // without calling these functions from app.cpp or from
251 // the user's application.
252
253 class wxAnimationModule: public wxModule
254 {
255 DECLARE_DYNAMIC_CLASS(wxAnimationModule)
256 public:
257 wxAnimationModule() {}
258 bool OnInit() { wxAnimation::InitStandardHandlers(); return true; };
259 void OnExit() { wxAnimation::CleanUpHandlers(); };
260 };
261
262 IMPLEMENT_DYNAMIC_CLASS(wxAnimationModule, wxModule)
263
264
265 // ----------------------------------------------------------------------------
266 // wxAnimationCtrl
267 // ----------------------------------------------------------------------------
268
269 IMPLEMENT_CLASS(wxAnimationCtrl, wxAnimationCtrlBase)
270 BEGIN_EVENT_TABLE(wxAnimationCtrl, wxAnimationCtrlBase)
271 EVT_PAINT(wxAnimationCtrl::OnPaint)
272 EVT_SIZE(wxAnimationCtrl::OnSize)
273 EVT_TIMER(wxID_ANY, wxAnimationCtrl::OnTimer)
274 END_EVENT_TABLE()
275
276 void wxAnimationCtrl::Init()
277 {
278 m_currentFrame = 0;
279 m_looped = false;
280 m_isPlaying = false;
281
282 // use the window background colour by default to be consistent
283 // with the GTK+ native version
284 m_useWinBackgroundColour = true;
285 }
286
287 bool wxAnimationCtrl::Create(wxWindow *parent, wxWindowID id,
288 const wxAnimation& animation, const wxPoint& pos,
289 const wxSize& size, long style, const wxString& name)
290 {
291 m_animation = animation;
292 m_timer.SetOwner(this);
293
294 if (!base_type::Create(parent, id, pos, size, style, wxDefaultValidator, name))
295 return false;
296
297 // by default we get the same background colour of our parent
298 SetBackgroundColour(parent->GetBackgroundColour());
299 return true;
300 }
301
302 wxAnimationCtrl::~wxAnimationCtrl()
303 {
304 Stop();
305 }
306
307 bool wxAnimationCtrl::LoadFile(const wxString& filename, wxAnimationType type)
308 {
309 wxAnimation anim;
310 if (!anim.LoadFile(filename, type) ||
311 !anim.IsOk())
312 return false;
313
314 SetAnimation(anim);
315 return true;
316 }
317
318 wxSize wxAnimationCtrl::DoGetBestSize() const
319 {
320 if (m_animation.IsOk() && !this->HasFlag(wxAC_NO_AUTORESIZE))
321 return m_animation.GetSize();
322
323 return wxSize(100, 100);
324 }
325
326 void wxAnimationCtrl::SetAnimation(const wxAnimation& animation)
327 {
328 if (IsPlaying())
329 Stop();
330
331 m_animation = animation;
332
333 if (m_animation.GetBackgroundColour() == wxNullColour)
334 SetUseWindowBackgroundColour();
335 if (!this->HasFlag(wxAC_NO_AUTORESIZE))
336 FitToAnimation();
337
338 // reset frame counter
339 m_currentFrame = 0;
340
341 UpdateBackingStoreWithStaticImage();
342 }
343
344 void wxAnimationCtrl::SetInactiveBitmap(const wxBitmap &bmp)
345 {
346 wxAnimationCtrlBase::SetInactiveBitmap(bmp);
347
348 // if not playing, update the backing store now
349 if (!IsPlaying())
350 UpdateBackingStoreWithStaticImage();
351 }
352
353 void wxAnimationCtrl::FitToAnimation()
354 {
355 SetSize(m_animation.GetSize());
356 }
357
358
359 // ----------------------------------------------------------------------------
360 // wxAnimationCtrl - stop/play methods
361 // ----------------------------------------------------------------------------
362
363 void wxAnimationCtrl::Stop()
364 {
365 m_timer.Stop();
366 m_isPlaying = false;
367
368 UpdateBackingStoreWithStaticImage();
369 }
370
371 bool wxAnimationCtrl::Play(bool looped)
372 {
373 if (!m_animation.IsOk())
374 return false;
375
376 int oldframe = m_currentFrame;
377 m_looped = looped;
378 m_currentFrame = 0;
379
380 // small optimization: if the back store was already updated to the
381 // first frame, don't rebuild it
382 if (oldframe != 0)
383 if (!RebuildBackingStoreUpToFrame(0))
384 return false;
385
386 m_isPlaying = true;
387
388 // do a ClearBackground() to avoid that e.g. the custom static bitmap which
389 // was eventually shown previously remains partially drawn
390 ClearBackground();
391
392 // DrawCurrentFrame() will use our updated backing store
393 wxClientDC clientDC(this);
394 DrawCurrentFrame(clientDC);
395
396 // start the timer
397 int delay = m_animation.GetDelay(0);
398 if (delay == 0)
399 delay = 1; // 0 is invalid timeout for wxTimer.
400 m_timer.Start(delay);
401
402 return true;
403 }
404
405
406
407 // ----------------------------------------------------------------------------
408 // wxAnimationCtrl - rendering methods
409 // ----------------------------------------------------------------------------
410
411 bool wxAnimationCtrl::RebuildBackingStoreUpToFrame(size_t frame)
412 {
413 // if we've not created the backing store yet or it's too
414 // small, then recreate it
415 wxSize sz = m_animation.GetSize(),
416 winsz = GetClientSize();
417 int w = wxMin(sz.GetWidth(), winsz.GetWidth());
418 int h = wxMin(sz.GetHeight(), winsz.GetHeight());
419
420 if ( !m_backingStore.IsOk() ||
421 m_backingStore.GetWidth() < w || m_backingStore.GetHeight() < h )
422 {
423 if (!m_backingStore.Create(w, h))
424 return false;
425 }
426
427 wxMemoryDC dc;
428 dc.SelectObject(m_backingStore);
429
430 // Draw the background
431 DisposeToBackground(dc);
432
433 // Draw all intermediate frames that haven't been removed from the animation
434 for (size_t i = 0; i < frame; i++)
435 {
436 if (m_animation.GetDisposalMethod(i) == wxANIM_DONOTREMOVE ||
437 m_animation.GetDisposalMethod(i) == wxANIM_UNSPECIFIED)
438 {
439 DrawFrame(dc, i);
440 }
441 else if (m_animation.GetDisposalMethod(i) == wxANIM_TOBACKGROUND)
442 DisposeToBackground(dc, m_animation.GetFramePosition(i),
443 m_animation.GetFrameSize(i));
444 }
445
446 // finally draw this frame
447 DrawFrame(dc, frame);
448 dc.SelectObject(wxNullBitmap);
449
450 return true;
451 }
452
453 void wxAnimationCtrl::IncrementalUpdateBackingStore()
454 {
455 wxMemoryDC dc;
456 dc.SelectObject(m_backingStore);
457
458 // OPTIMIZATION:
459 // since wxAnimationCtrl can only play animations forward, without skipping
460 // frames, we can be sure that m_backingStore contains the m_currentFrame-1
461 // frame and thus we just need to dispose the m_currentFrame-1 frame and
462 // render the m_currentFrame-th one.
463
464 if (m_currentFrame == 0)
465 {
466 // before drawing the first frame always dispose to bg colour
467 DisposeToBackground(dc);
468 }
469 else
470 {
471 switch (m_animation.GetDisposalMethod(m_currentFrame-1))
472 {
473 case wxANIM_TOBACKGROUND:
474 DisposeToBackground(dc, m_animation.GetFramePosition(m_currentFrame-1),
475 m_animation.GetFrameSize(m_currentFrame-1));
476 break;
477
478 case wxANIM_TOPREVIOUS:
479 // this disposal should never be used too often.
480 // E.g. GIF specification explicitely say to keep the usage of this
481 // disposal limited to the minimum.
482 // In fact it may require a lot of time to restore
483 if (m_currentFrame == 1)
484 {
485 // if 0-th frame disposal is to restore to previous frame,
486 // the best we can do is to restore to background
487 DisposeToBackground(dc);
488 }
489 else
490 if (!RebuildBackingStoreUpToFrame(m_currentFrame-2))
491 Stop();
492 break;
493
494 case wxANIM_DONOTREMOVE:
495 case wxANIM_UNSPECIFIED:
496 break;
497 }
498 }
499
500 // now just draw the current frame on the top of the backing store
501 DrawFrame(dc, m_currentFrame);
502 dc.SelectObject(wxNullBitmap);
503 }
504
505 void wxAnimationCtrl::UpdateBackingStoreWithStaticImage()
506 {
507 wxASSERT(!IsPlaying());
508
509 if (m_bmpStatic.IsOk())
510 {
511 // copy the inactive bitmap in the backing store
512 m_backingStore = m_bmpStatic;
513 }
514 else
515 {
516 // put in the backing store the first frame of the animation
517 if (!m_animation.IsOk() ||
518 !RebuildBackingStoreUpToFrame(0))
519 {
520 m_animation = wxNullAnimation;
521 DisposeToBackground();
522 }
523 }
524
525 Refresh();
526 }
527
528 void wxAnimationCtrl::DrawFrame(wxDC &dc, size_t frame)
529 {
530 // PERFORMANCE NOTE:
531 // this draw stuff is not as fast as possible: the wxAnimationDecoder
532 // needs first to convert from its internal format to wxImage RGB24;
533 // the wxImage is then converted as a wxBitmap and finally blitted.
534 // If wxAnimationDecoder had a function to convert directly from its
535 // internal format to a port-specific wxBitmap, it would be somewhat faster.
536 wxBitmap bmp(m_animation.GetFrame(frame));
537 dc.DrawBitmap(bmp, m_animation.GetFramePosition(frame),
538 true /* use mask */);
539 }
540
541 void wxAnimationCtrl::DrawCurrentFrame(wxDC& dc)
542 {
543 wxASSERT( m_backingStore.IsOk() );
544
545 // m_backingStore always contains the current frame
546 dc.DrawBitmap(m_backingStore, 0, 0, true /* use mask in case it's present */);
547 }
548
549 void wxAnimationCtrl::DisposeToBackground()
550 {
551 // clear the backing store
552 wxMemoryDC dc;
553 dc.SelectObject(m_backingStore);
554 DisposeToBackground(dc);
555 }
556
557 void wxAnimationCtrl::DisposeToBackground(wxDC& dc)
558 {
559 wxColour col = IsUsingWindowBackgroundColour()
560 ? GetBackgroundColour()
561 : m_animation.GetBackgroundColour();
562 wxBrush brush(col);
563 dc.SetBackground(brush);
564 dc.Clear();
565 }
566
567 void wxAnimationCtrl::DisposeToBackground(wxDC& dc, const wxPoint &pos, const wxSize &sz)
568 {
569 wxColour col = IsUsingWindowBackgroundColour()
570 ? GetBackgroundColour()
571 : m_animation.GetBackgroundColour();
572 wxBrush brush(col);
573 dc.SetBrush(brush); // SetBrush and not SetBackground !!
574 dc.SetPen(*wxTRANSPARENT_PEN);
575 dc.DrawRectangle(pos, sz);
576 }
577
578 // ----------------------------------------------------------------------------
579 // wxAnimationCtrl - event handlers
580 // ----------------------------------------------------------------------------
581
582 void wxAnimationCtrl::OnPaint(wxPaintEvent& WXUNUSED(event))
583 {
584 // VERY IMPORTANT: the wxPaintDC *must* be created in any case
585 wxPaintDC dc(this);
586
587 if ( m_backingStore.IsOk() )
588 DrawCurrentFrame(dc);
589 else
590 {
591 // m_animation is not valid and thus we don't have a valid backing store...
592 // clear then our area to the background colour
593 DisposeToBackground(dc);
594 }
595 }
596
597 void wxAnimationCtrl::OnTimer(wxTimerEvent &WXUNUSED(event))
598 {
599 m_currentFrame++;
600 if (m_currentFrame == m_animation.GetFrameCount())
601 {
602 // Should a non-looped animation display the last frame?
603 if (!m_looped)
604 {
605 Stop();
606 return;
607 }
608 else
609 m_currentFrame = 0; // let's restart
610 }
611
612 IncrementalUpdateBackingStore();
613
614 wxClientDC dc(this);
615 DrawCurrentFrame(dc);
616
617 #ifdef __WXMAC__
618 // without this, the animation currently doesn't redraw under Mac
619 Refresh();
620 #endif // __WXMAC__
621
622 // Set the timer for the next frame
623 int delay = m_animation.GetDelay(m_currentFrame);
624 if (delay == 0)
625 delay = 1; // 0 is invalid timeout for wxTimer.
626 m_timer.Start(delay);
627 }
628
629 void wxAnimationCtrl::OnSize(wxSizeEvent &WXUNUSED(event))
630 {
631 // NB: resizing an animation control may take a lot of time
632 // for big animations as the backing store must be
633 // extended and rebuilt. Try to avoid it!!
634 if (m_animation.IsOk())
635 if (!RebuildBackingStoreUpToFrame(m_currentFrame))
636 Stop(); // in case we are playing
637 }
638
639 #endif // wxUSE_ANIMATIONCTRL
640