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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 #if defined(__GNUG__) && !defined(__APPLE__)
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 #include <wx/bitmap.h>
25 #include <wx/colour.h>
26 #include <wx/control.h>
27
28 #ifdef WXMAKINGDLL_ANIMATE
29 #define WXDLLIMPEXP_ANIMATE WXEXPORT
30 #elif defined(WXUSINGDLL)
31 #define WXDLLIMPEXP_ANIMATE WXIMPORT
32 #else // not making nor using DLL
33 #define WXDLLIMPEXP_ANIMATE
34 #endif
35
36 class WXDLLIMPEXP_ANIMATE wxAnimationBase;
37 class WXDLLIMPEXP_ANIMATE wxAnimationPlayer;
38 class WXDLLEXPORT wxImage;
39
40 enum wxAnimationDisposal
41 {
42 wxANIM_UNSPECIFIED = -1,
43 wxANIM_DONOTREMOVE = 0,
44 wxANIM_TOBACKGROUND = 1,
45 wxANIM_TOPREVIOUS = 2
46 } ;
47
48 class WXDLLIMPEXP_ANIMATE wxAnimationTimer: public wxTimer
49 {
50 public:
51 wxAnimationTimer() { m_player = (wxAnimationPlayer*) NULL; }
52
53 virtual void Notify();
54 void SetPlayer(wxAnimationPlayer* player) { m_player = player; }
55
56 protected:
57 wxAnimationPlayer* m_player;
58 };
59
60 /* wxAnimationPlayer
61 * Create an object of this class, and either pass an wxXXXAnimation object in
62 * the constructor, or call SetAnimation. Then call Play(). The wxAnimation
63 * object is only destroyed in the destructor if destroyAnimation is TRUE in
64 * the constructor.
65 */
66
67 class WXDLLIMPEXP_ANIMATE wxAnimationPlayer : public wxObject
68 {
69 DECLARE_CLASS(wxAnimationPlayer)
70
71 public:
72 wxAnimationPlayer(wxAnimationBase *animation = (wxAnimationBase *) NULL, bool destroyAnimation = FALSE);
73 ~wxAnimationPlayer();
74 //// Accessors
75
76 void SetAnimation(wxAnimationBase* animation, bool destroyAnimation = FALSE);
77 wxAnimationBase* GetAnimation() const { return m_animation; }
78
79 void SetDestroyAnimation(bool destroyAnimation) { m_destroyAnimation = destroyAnimation; };
80 bool GetDestroyAnimation() const { return m_destroyAnimation; }
81
82 void SetCurrentFrame(int currentFrame) { m_currentFrame = currentFrame; };
83 int GetCurrentFrame() const { return m_currentFrame; }
84
85 void SetWindow(wxWindow* window) { m_window = window; };
86 wxWindow* GetWindow() const { return m_window; }
87
88 void SetPosition(const wxPoint& pos) { m_position = pos; };
89 wxPoint GetPosition() const { return m_position; }
90
91 void SetLooped(bool looped) { m_looped = looped; };
92 bool GetLooped() const { return m_looped; }
93
94 bool HasAnimation() const { return (m_animation != (wxAnimationBase*) NULL); }
95
96 bool IsPlaying() const { return m_isPlaying; }
97
98 // Specify whether the GIF's background colour is to be shown,
99 // or whether the window background should show through (the default)
100 void UseBackgroundColour(bool useBackground) { m_useBackgroundColour = useBackground; }
101 bool UsingBackgroundColour() const { return m_useBackgroundColour; }
102
103 // Set and use a user-specified background colour (valid for transparent
104 // animations only)
105 void SetCustomBackgroundColour(const wxColour& col, bool useCustomBackgroundColour = TRUE)
106 { m_customBackgroundColour = col; m_useCustomBackgroundColour = useCustomBackgroundColour; }
107
108 bool UsingCustomBackgroundColour() const { return m_useCustomBackgroundColour; }
109 const wxColour& GetCustomBackgroundColour() const { return m_customBackgroundColour; }
110
111 // Another refinement - suppose we're drawing the animation in a separate
112 // control or window. We may wish to use the background of the parent
113 // window as the background of our animation. This allows us to specify
114 // whether to grab from the parent or from this window.
115 void UseParentBackground(bool useParent) { m_useParentBackground = useParent; }
116 bool UsingParentBackground() const { return m_useParentBackground; }
117
118 //// Operations
119
120 // Play
121 virtual bool Play(wxWindow& window, const wxPoint& pos = wxPoint(0, 0), bool looped = TRUE);
122
123 // Build animation (list of wxImages). If not called before Play
124 // is called, Play will call this automatically.
125 virtual bool Build();
126
127 // Stop the animation
128 virtual void Stop();
129
130 // Draw the current view of the animation into this DC.
131 // Call this from your OnPaint, for example.
132 virtual void Draw(wxDC& dc);
133
134 //// Accessing the current animation
135
136 virtual int GetFrameCount() const;
137 virtual wxImage* GetFrame(int i) const; // Creates a new wxImage
138 virtual wxAnimationDisposal GetDisposalMethod(int i) const;
139 virtual wxRect GetFrameRect(int i) const; // Position and size of frame
140 virtual int GetDelay(int i) const; // Delay for this frame
141
142 virtual wxSize GetLogicalScreenSize() const;
143 virtual bool GetBackgroundColour(wxColour& col) const ;
144 virtual bool GetTransparentColour(wxColour& col) const ;
145
146 //// Implementation
147
148 // Play the frame
149 virtual bool PlayFrame(int frame, wxWindow& window, const wxPoint& pos);
150 virtual bool PlayFrame();
151 virtual void DrawFrame(int frame, wxDC& dc, const wxPoint& pos);
152 virtual void DrawBackground(wxDC& dc, const wxPoint& pos, const wxColour& colour);
153
154 // Clear the wxImage cache
155 virtual void ClearCache();
156
157 // Save the pertinent area of the window so we can restore
158 // it if drawing transparently
159 void SaveBackground(const wxRect& rect);
160
161 wxBitmap& GetBackingStore() { return m_backingStore; }
162
163 //// Data members
164 protected:
165 wxAnimationBase* m_animation;
166 bool m_destroyAnimation; // Destroy m_animation on deletion of this object
167 wxList m_frames; // List of cached wxBitmap frames.
168 int m_currentFrame; // Current frame
169 wxWindow* m_window; // Window to draw into
170 wxPoint m_position; // Position to draw at
171 bool m_looped; // Looped, or not
172 wxAnimationTimer m_timer; // The timer
173 bool m_isPlaying; // Is the animation playing?
174 wxBitmap m_savedBackground; // Saved background of window portion
175 wxBitmap m_backingStore; // The player draws into this
176 bool m_useBackgroundColour; // Use colour or background
177 wxColour m_customBackgroundColour; // Override animation background
178 bool m_useCustomBackgroundColour;
179 bool m_useParentBackground; // Grab background from parent?
180 };
181
182 /* wxAnimationBase
183 * Base class for animations.
184 * A wxXXXAnimation only stores the animation, providing accessors to
185 * wxAnimationPlayer. Currently an animation is read-only, but we could
186 * extend the API for adding frames programmatically, and perhaps have a
187 * wxMemoryAnimation class that stores its frames in memory, and is able to
188 * save all files with suitable filenames. You could then use e.g. Ulead GIF
189 * Animator to load the image files into a GIF animation.
190 */
191
192 class WXDLLIMPEXP_ANIMATE wxAnimationBase : public wxObject
193 {
194 DECLARE_ABSTRACT_CLASS(wxAnimationBase)
195
196 public:
197 wxAnimationBase() {};
198 ~wxAnimationBase() {};
199
200 //// Accessors. Should be overridden by each derived class.
201
202 virtual int GetFrameCount() const = 0;
203 virtual wxImage* GetFrame(int i) const = 0; // Creates a new wxImage
204 virtual wxAnimationDisposal GetDisposalMethod(int i) const = 0;
205 virtual wxRect GetFrameRect(int i) const = 0; // Position and size of frame
206 virtual int GetDelay(int i) const = 0; // Delay for this frame
207
208 virtual wxSize GetLogicalScreenSize() const = 0;
209 virtual bool GetBackgroundColour(wxColour& col) const = 0;
210 virtual bool GetTransparentColour(wxColour& col) const = 0;
211
212 // Is the animation OK?
213 virtual bool IsValid() const = 0;
214
215 //// Operations
216
217 virtual bool LoadFile(const wxString& filename) { return FALSE; }
218 };
219
220 /* wxGIFAnimation
221 * This will be moved to a separate file in due course.
222 */
223
224 class WXDLLIMPEXP_ANIMATE wxGIFDecoder;
225
226 class WXDLLIMPEXP_ANIMATE wxGIFAnimation : public wxAnimationBase
227 {
228 DECLARE_CLASS(wxGIFAnimation)
229
230 public:
231 wxGIFAnimation() ;
232 ~wxGIFAnimation() ;
233
234 //// Accessors
235
236 virtual int GetFrameCount() const;
237 virtual wxImage* GetFrame(int i) const;
238 virtual wxAnimationDisposal GetDisposalMethod(int i) const;
239 virtual wxRect GetFrameRect(int i) const; // Position and size of frame
240 virtual int GetDelay(int i) const; // Delay for this frame
241
242 virtual wxSize GetLogicalScreenSize() const ;
243 virtual bool GetBackgroundColour(wxColour& col) const ;
244 virtual bool GetTransparentColour(wxColour& col) const ;
245
246 virtual bool IsValid() const;
247
248 //// Operations
249
250 virtual bool LoadFile(const wxString& filename);
251
252 protected:
253
254 wxGIFDecoder* m_decoder;
255 };
256
257 /*
258 * wxAnimationCtrlBase
259 * Abstract base class for format-specific animation controls.
260 * This class implements most of the functionality; all a derived
261 * class has to do is create the appropriate animation class on demand.
262 */
263
264 // Resize to animation size if this is set
265 #define wxAN_FIT_ANIMATION 0x0010
266
267 class WXDLLIMPEXP_ANIMATE wxAnimationCtrlBase: public wxControl
268 {
269 public:
270 wxAnimationCtrlBase() { }
271 wxAnimationCtrlBase(wxWindow *parent, wxWindowID id,
272 const wxString& filename = wxEmptyString,
273 const wxPoint& pos = wxDefaultPosition,
274 const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
275 const wxString& name = wxT("animationControl"))
276 {
277 Create(parent, id, filename, pos, size, style, name);
278 }
279 ~wxAnimationCtrlBase();
280
281 bool Create(wxWindow *parent, wxWindowID id,
282 const wxString& filename = wxEmptyString,
283 const wxPoint& pos = wxDefaultPosition,
284 const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
285 const wxString& name = wxT("animationControl"));
286
287 //// Operations
288 virtual bool LoadFile(const wxString& filename = wxEmptyString);
289 virtual bool Play(bool looped = TRUE) ;
290 virtual void Stop() { m_animationPlayer.Stop(); }
291 virtual void FitToAnimation();
292
293 //// Accessors
294 virtual bool IsPlaying() const { return m_animationPlayer.IsPlaying(); }
295 virtual wxAnimationPlayer& GetPlayer() { return m_animationPlayer; }
296 virtual wxAnimationBase* GetAnimation() { return m_animation; }
297
298 const wxString& GetFilename() const { return m_filename; }
299 void SetFilename(const wxString& filename) { m_filename = filename; }
300
301 //// Event handlers
302 void OnPaint(wxPaintEvent& event);
303
304 protected:
305 virtual wxSize DoGetBestSize() const;
306
307 // Override this in derived classes
308 virtual wxAnimationBase* DoCreateAnimation(const wxString& filename) = 0;
309
310 wxAnimationPlayer m_animationPlayer;
311 wxAnimationBase* m_animation;
312 wxString m_filename;
313
314 private:
315 DECLARE_ABSTRACT_CLASS(wxAnimationCtrlBase)
316 DECLARE_EVENT_TABLE()
317 };
318
319 /*
320 * wxGIFAnimationCtrl
321 * Provides a GIF animation class when required.
322 */
323
324 class WXDLLIMPEXP_ANIMATE wxGIFAnimationCtrl: public wxAnimationCtrlBase
325 {
326 public:
327 wxGIFAnimationCtrl() { }
328 wxGIFAnimationCtrl(wxWindow *parent, wxWindowID id,
329 const wxString& filename = wxEmptyString,
330 const wxPoint& pos = wxDefaultPosition,
331 const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
332 const wxString& name = wxT("animationControl"))
333 {
334 Create(parent, id, filename, pos, size, style, name);
335 }
336
337 protected:
338 virtual wxAnimationBase* DoCreateAnimation(const wxString& filename) ;
339 private:
340 DECLARE_DYNAMIC_CLASS(wxGIFAnimationCtrl)
341 };
342
343 #endif // _WX_ANIMATEH__
344