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"
19 #if wxUSE_ANIMATIONCTRL
22 #include "wx/wfstream.h"
24 #include "wx/gifdecod.h"
25 #include "wx/anidecod.h"
26 #include "wx/dcmemory.h"
28 #include "wx/dcclient.h"
29 #include "wx/animate.h"
30 #include "wx/animdecod.h"
33 #include <wx/listimpl.cpp>
34 WX_DEFINE_LIST(wxAnimationDecoderList
);
36 wxAnimationDecoderList
wxAnimation::sm_handlers
;
40 // ----------------------------------------------------------------------------
42 // ----------------------------------------------------------------------------
44 IMPLEMENT_DYNAMIC_CLASS(wxAnimation
, wxAnimationBase
)
45 #define M_ANIMDATA wx_static_cast(wxAnimationDecoder*, m_refData)
47 wxSize
wxAnimation::GetSize() const
49 wxCHECK_MSG( IsOk(), wxDefaultSize
, wxT("invalid animation") );
51 return M_ANIMDATA
->GetAnimationSize();
54 size_t wxAnimation::GetFrameCount() const
56 wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
58 return M_ANIMDATA
->GetFrameCount();
61 wxImage
wxAnimation::GetFrame(size_t i
) const
63 wxCHECK_MSG( IsOk(), wxNullImage
, wxT("invalid animation") );
66 if (!M_ANIMDATA
->ConvertToImage(i
, &ret
))
71 int wxAnimation::GetDelay(size_t i
) const
73 wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
75 return M_ANIMDATA
->GetDelay(i
);
78 wxPoint
wxAnimation::GetFramePosition(size_t frame
) const
80 wxCHECK_MSG( IsOk(), wxDefaultPosition
, wxT("invalid animation") );
82 return M_ANIMDATA
->GetFramePosition(frame
);
85 wxAnimationDisposal
wxAnimation::GetDisposalMethod(size_t frame
) const
87 wxCHECK_MSG( IsOk(), wxANIM_UNSPECIFIED
, wxT("invalid animation") );
89 return M_ANIMDATA
->GetDisposalMethod(frame
);
92 wxColour
wxAnimation::GetBackgroundColour() const
94 wxCHECK_MSG( IsOk(), wxNullColour
, wxT("invalid animation") );
96 return M_ANIMDATA
->GetBackgroundColour();
99 bool wxAnimation::LoadFile(const wxString
& filename
, wxAnimationType type
)
101 wxFileInputStream
stream(filename
);
105 return Load(stream
, type
);
108 bool wxAnimation::Load(wxInputStream
&stream
, wxAnimationType type
)
112 const wxAnimationDecoder
*handler
;
113 if ( type
== wxANIMATION_TYPE_ANY
)
115 for ( wxAnimationDecoderList::compatibility_iterator node
= sm_handlers
.GetFirst();
116 node
; node
= node
->GetNext() )
118 handler
=(const wxAnimationDecoder
*)node
->GetData();
120 if ( handler
->CanRead(stream
) )
122 // do a copy of the handler from the static list which we will own
123 // as our reference data
124 m_refData
= handler
->Clone();
125 return M_ANIMDATA
->Load(stream
);
130 wxLogWarning( _("No handler found for animation type.") );
134 handler
= FindHandler(type
);
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();
142 wxLogWarning( _("No animation handler for type %ld defined."), type
);
147 if (stream
.IsSeekable() && !M_ANIMDATA
->CanRead(stream
))
149 wxLogError(_("Animation file is not of type %ld."), type
);
153 return M_ANIMDATA
->Load(stream
);
157 // ----------------------------------------------------------------------------
158 // animation decoders
159 // ----------------------------------------------------------------------------
161 void wxAnimation::AddHandler( wxAnimationDecoder
*handler
)
163 // Check for an existing handler of the type being added.
164 if (FindHandler( handler
->GetType() ) == 0)
166 sm_handlers
.Append( handler
);
170 // This is not documented behaviour, merely the simplest 'fix'
171 // for preventing duplicate additions. If someone ever has
172 // a good reason to add and remove duplicate handlers (and they
173 // may) we should probably refcount the duplicates.
174 // also an issue in InsertHandler below.
176 wxLogDebug( _T("Adding duplicate animation handler for '%d' type"),
177 handler
->GetType() );
182 void wxAnimation::InsertHandler( wxAnimationDecoder
*handler
)
184 // Check for an existing handler of the type being added.
185 if (FindHandler( handler
->GetType() ) == 0)
187 sm_handlers
.Insert( handler
);
191 // see AddHandler for additional comments.
192 wxLogDebug( _T("Inserting duplicate animation handler for '%d' type"),
193 handler
->GetType() );
198 const wxAnimationDecoder
*wxAnimation::FindHandler( wxAnimationType animType
)
200 wxAnimationDecoderList::compatibility_iterator node
= sm_handlers
.GetFirst();
203 const wxAnimationDecoder
*handler
= (const wxAnimationDecoder
*)node
->GetData();
204 if (handler
->GetType() == animType
) return handler
;
205 node
= node
->GetNext();
210 void wxAnimation::InitStandardHandlers()
212 AddHandler(new wxGIFDecoder
);
213 AddHandler(new wxANIDecoder
);
216 void wxAnimation::CleanUpHandlers()
218 wxAnimationDecoderList::compatibility_iterator node
= sm_handlers
.GetFirst();
221 wxAnimationDecoder
*handler
= (wxAnimationDecoder
*)node
->GetData();
222 wxAnimationDecoderList::compatibility_iterator next
= node
->GetNext();
231 // A module to allow wxAnimation initialization/cleanup
232 // without calling these functions from app.cpp or from
233 // the user's application.
235 class wxAnimationModule
: public wxModule
237 DECLARE_DYNAMIC_CLASS(wxAnimationModule
)
239 wxAnimationModule() {}
240 bool OnInit() { wxAnimation::InitStandardHandlers(); return true; };
241 void OnExit() { wxAnimation::CleanUpHandlers(); };
244 IMPLEMENT_DYNAMIC_CLASS(wxAnimationModule
, wxModule
)
249 // ----------------------------------------------------------------------------
251 // ----------------------------------------------------------------------------
253 IMPLEMENT_CLASS(wxAnimationCtrl
, wxAnimationCtrlBase
)
254 BEGIN_EVENT_TABLE(wxAnimationCtrl
, wxAnimationCtrlBase
)
255 EVT_PAINT(wxAnimationCtrl::OnPaint
)
256 EVT_SIZE(wxAnimationCtrl::OnSize
)
257 EVT_TIMER(wxID_ANY
, wxAnimationCtrl::OnTimer
)
260 bool wxAnimationCtrl::Create(wxWindow
*parent
, wxWindowID id
,
261 const wxAnimation
& animation
, const wxPoint
& pos
,
262 const wxSize
& size
, long style
, const wxString
& name
)
264 m_animation
= animation
;
268 m_useWinBackgroundColour
= false;
269 m_timer
.SetOwner(this);
271 if (!wxControl::Create(parent
, id
, pos
, size
, style
, wxDefaultValidator
, name
))
274 // by default we get the same background colour of our parent
275 SetBackgroundColour(parent
->GetBackgroundColour());
279 wxAnimationCtrl::~wxAnimationCtrl()
284 bool wxAnimationCtrl::LoadFile(const wxString
& filename
, wxAnimationType type
)
287 if (!anim
.LoadFile(filename
, type
) ||
295 wxSize
wxAnimationCtrl::DoGetBestSize() const
297 if (m_animation
.IsOk() && !this->HasFlag(wxAC_NO_AUTORESIZE
))
298 return m_animation
.GetSize();
300 return wxSize(100, 100);
303 void wxAnimationCtrl::SetAnimation(const wxAnimation
& animation
)
308 m_animation
= animation
;
310 if (m_animation
.GetBackgroundColour() == wxNullColour
)
311 SetUseWindowBackgroundColour();
312 if (!this->HasFlag(wxAC_NO_AUTORESIZE
))
315 // display first frame
317 if (m_animation
.IsOk())
318 RebuildBackingStoreUpToFrame(0);
323 dc
.SelectObject(m_backingStore
);
325 // Draw the background
326 DisposeToBackground(dc
);
332 void wxAnimationCtrl::FitToAnimation()
334 SetSize(m_animation
.GetSize());
338 // ----------------------------------------------------------------------------
339 // wxAnimationCtrl - stop/play methods
340 // ----------------------------------------------------------------------------
342 void wxAnimationCtrl::Stop()
344 // leave current frame displayed until Play() is called again
349 bool wxAnimationCtrl::Play(bool looped
)
351 if (!m_animation
.IsOk())
354 int oldframe
= m_currentFrame
;
359 // small optimization: if the back store was already updated to the
360 // first frame, don't rebuild it
362 RebuildBackingStoreUpToFrame(0);
364 // DrawCurrentFrame() will use our updated backing store
365 wxClientDC
clientDC(this);
366 DrawCurrentFrame(clientDC
);
369 int delay
= m_animation
.GetDelay(0);
371 delay
= 1; // 0 is invalid timeout for wxTimer.
372 m_timer
.Start(delay
);
379 // ----------------------------------------------------------------------------
380 // wxAnimationCtrl - rendering methods
381 // ----------------------------------------------------------------------------
383 void wxAnimationCtrl::RebuildBackingStoreUpToFrame(size_t frame
)
385 // if we've not created the backing store yet or it's too
386 // small, then recreate it
387 wxSize sz
= m_animation
.GetSize(),
388 winsz
= GetClientSize();
389 int w
= wxMin(sz
.GetWidth(), winsz
.GetWidth());
390 int h
= wxMin(sz
.GetHeight(), winsz
.GetHeight());
392 if (m_backingStore
.GetWidth() < w
||
393 m_backingStore
.GetHeight() < h
)
394 m_backingStore
.Create(w
, h
);
397 dc
.SelectObject(m_backingStore
);
399 // Draw the background
400 DisposeToBackground(dc
);
402 // Draw all intermediate frames that haven't been removed from the animation
403 for (size_t i
= 0; i
< frame
; i
++)
405 if (m_animation
.GetDisposalMethod(i
) == wxANIM_DONOTREMOVE
||
406 m_animation
.GetDisposalMethod(i
) == wxANIM_UNSPECIFIED
)
412 // finally draw this frame
413 DrawFrame(dc
, frame
);
414 dc
.SelectObject(wxNullBitmap
);
417 void wxAnimationCtrl::IncrementalUpdateBackingStore()
420 dc
.SelectObject(m_backingStore
);
423 // since wxAnimationCtrl can only play animations forward, without skipping
424 // frames, we can be sure that m_backingStore contains the m_currentFrame-1
425 // frame and thus we just need to dispose the m_currentFrame-1 frame and
426 // render the m_currentFrame-th one.
428 if (m_currentFrame
== 0)
430 // before drawing the first frame always dispose to bg colour
431 DisposeToBackground(dc
);
435 switch (m_animation
.GetDisposalMethod(m_currentFrame
-1))
437 case wxANIM_TOBACKGROUND
:
438 DisposeToBackground(dc
);
441 case wxANIM_TOPREVIOUS
:
442 // this disposal should never be used too often.
443 // E.g. GIF specification explicitely say to keep the usage of this
444 // disposal limited to the minimum.
445 // In fact it may require a lot of time to restore
446 if (m_currentFrame
== 1)
448 // if 0-th frame disposal is to restore to previous frame,
449 // the best we can do is to restore to background
450 DisposeToBackground(dc
);
453 RebuildBackingStoreUpToFrame(m_currentFrame
-2);
456 case wxANIM_DONOTREMOVE
:
457 case wxANIM_UNSPECIFIED
:
462 // now just draw the current frame on the top of the backing store
463 DrawFrame(dc
, m_currentFrame
);
464 dc
.SelectObject(wxNullBitmap
);
467 void wxAnimationCtrl::DrawFrame(wxDC
&dc
, size_t frame
)
470 // this draw stuff is not as fast as possible: the wxAnimationDecoder
471 // needs first to convert from its internal format to wxImage RGB24;
472 // the wxImage is then converted as a wxBitmap and finally blitted.
473 // If wxAnimationDecoder had a function to convert directly from its
474 // internal format to a port-specific wxBitmap, it would be somewhat faster.
475 wxBitmap
bmp(m_animation
.GetFrame(frame
));
476 dc
.DrawBitmap(bmp
, m_animation
.GetFramePosition(frame
),
477 true /* use mask */);
480 void wxAnimationCtrl::DrawCurrentFrame(wxDC
& dc
)
482 wxASSERT(m_backingStore
.Ok());
484 // m_backingStore always contains the current frame
485 dc
.DrawBitmap(m_backingStore
, 0, 0);
488 void wxAnimationCtrl::DisposeToBackground(wxDC
& dc
)
490 wxBrush
brush(IsUsingWindowBackgroundColour() ?
491 this->GetBackgroundColour() : m_animation
.GetBackgroundColour(), wxSOLID
);
492 dc
.SetBackground(brush
);
496 // ----------------------------------------------------------------------------
497 // wxAnimationCtrl - event handlers
498 // ----------------------------------------------------------------------------
500 void wxAnimationCtrl::OnPaint(wxPaintEvent
& WXUNUSED(event
))
502 // VERY IMPORTANT: the wxPaintDC *must* be created in any case
505 // both if we are playing or not, we need to refresh the current frame
506 if (m_backingStore
.Ok())
507 DrawCurrentFrame(dc
);
508 //else: m_animation is not valid and thus we don't have a valid backing store...
511 void wxAnimationCtrl::OnTimer(wxTimerEvent
&WXUNUSED(event
))
514 if (m_currentFrame
== m_animation
.GetFrameCount())
516 // Should a non-looped animation display the last frame?
524 m_currentFrame
= 0; // let's restart
527 IncrementalUpdateBackingStore();
530 DrawCurrentFrame(dc
);
532 // Set the timer for the next frame
533 int delay
= m_animation
.GetDelay(m_currentFrame
);
535 delay
= 1; // 0 is invalid timeout for wxTimer.
536 m_timer
.Start(delay
);
539 void wxAnimationCtrl::OnSize(wxSizeEvent
&WXUNUSED(event
))
541 // NB: resizing an animation control may take a lot of time
542 // for big animations as the backing store must be
543 // extended and rebuilt. Try to avoid it!!
544 if (m_animation
.IsOk())
545 RebuildBackingStoreUpToFrame(m_currentFrame
);
548 #endif // wxUSE_ANIMATIONCTRL