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 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 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
);
144 wxLogWarning( _("No handler found for animation type.") );
148 handler
= FindHandler(type
);
152 wxLogWarning( _("No animation handler for type %ld defined."), type
);
158 // do a copy of the handler from the static list which we will own
159 // as our reference data
160 m_refData
= handler
->Clone();
162 if (stream
.IsSeekable() && !M_ANIMDATA
->CanRead(stream
))
164 wxLogError(_("Animation file is not of type %ld."), type
);
168 return M_ANIMDATA
->Load(stream
);
172 // ----------------------------------------------------------------------------
173 // animation decoders
174 // ----------------------------------------------------------------------------
176 void wxAnimation::AddHandler( wxAnimationDecoder
*handler
)
178 // Check for an existing handler of the type being added.
179 if (FindHandler( handler
->GetType() ) == 0)
181 sm_handlers
.Append( handler
);
185 // This is not documented behaviour, merely the simplest 'fix'
186 // for preventing duplicate additions. If someone ever has
187 // a good reason to add and remove duplicate handlers (and they
188 // may) we should probably refcount the duplicates.
190 wxLogDebug( _T("Adding duplicate animation handler for '%d' type"),
191 handler
->GetType() );
196 void wxAnimation::InsertHandler( wxAnimationDecoder
*handler
)
198 // Check for an existing handler of the type being added.
199 if (FindHandler( handler
->GetType() ) == 0)
201 sm_handlers
.Insert( handler
);
205 // see AddHandler for additional comments.
206 wxLogDebug( _T("Inserting duplicate animation handler for '%d' type"),
207 handler
->GetType() );
212 const wxAnimationDecoder
*wxAnimation::FindHandler( wxAnimationType animType
)
214 wxAnimationDecoderList::compatibility_iterator node
= sm_handlers
.GetFirst();
217 const wxAnimationDecoder
*handler
= (const wxAnimationDecoder
*)node
->GetData();
218 if (handler
->GetType() == animType
) return handler
;
219 node
= node
->GetNext();
224 void wxAnimation::InitStandardHandlers()
227 AddHandler(new wxGIFDecoder
);
230 AddHandler(new wxANIDecoder
);
231 #endif // wxUSE_ICO_CUR
234 void wxAnimation::CleanUpHandlers()
236 wxAnimationDecoderList::compatibility_iterator node
= sm_handlers
.GetFirst();
239 wxAnimationDecoder
*handler
= (wxAnimationDecoder
*)node
->GetData();
240 wxAnimationDecoderList::compatibility_iterator next
= node
->GetNext();
249 // A module to allow wxAnimation initialization/cleanup
250 // without calling these functions from app.cpp or from
251 // the user's application.
253 class wxAnimationModule
: public wxModule
255 DECLARE_DYNAMIC_CLASS(wxAnimationModule
)
257 wxAnimationModule() {}
258 bool OnInit() { wxAnimation::InitStandardHandlers(); return true; }
259 void OnExit() { wxAnimation::CleanUpHandlers(); }
262 IMPLEMENT_DYNAMIC_CLASS(wxAnimationModule
, wxModule
)
265 // ----------------------------------------------------------------------------
267 // ----------------------------------------------------------------------------
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
)
276 void wxAnimationCtrl::Init()
282 // use the window background colour by default to be consistent
283 // with the GTK+ native version
284 m_useWinBackgroundColour
= true;
287 bool wxAnimationCtrl::Create(wxWindow
*parent
, wxWindowID id
,
288 const wxAnimation
& animation
, const wxPoint
& pos
,
289 const wxSize
& size
, long style
, const wxString
& name
)
291 m_timer
.SetOwner(this);
293 if (!base_type::Create(parent
, id
, pos
, size
, style
, wxDefaultValidator
, name
))
296 // by default we get the same background colour of our parent
297 SetBackgroundColour(parent
->GetBackgroundColour());
299 SetAnimation(animation
);
304 wxAnimationCtrl::~wxAnimationCtrl()
309 bool wxAnimationCtrl::LoadFile(const wxString
& filename
, wxAnimationType type
)
312 if (!anim
.LoadFile(filename
, type
) ||
320 wxSize
wxAnimationCtrl::DoGetBestSize() const
322 if (m_animation
.IsOk() && !this->HasFlag(wxAC_NO_AUTORESIZE
))
323 return m_animation
.GetSize();
325 return wxSize(100, 100);
328 void wxAnimationCtrl::SetAnimation(const wxAnimation
& animation
)
333 // set new animation even if it's wxNullAnimation
334 m_animation
= animation
;
335 if (!m_animation
.IsOk())
337 DisplayStaticImage();
341 if (m_animation
.GetBackgroundColour() == wxNullColour
)
342 SetUseWindowBackgroundColour();
343 if (!this->HasFlag(wxAC_NO_AUTORESIZE
))
346 DisplayStaticImage();
349 void wxAnimationCtrl::SetInactiveBitmap(const wxBitmap
&bmp
)
351 // if the bitmap has an associated mask, we need to set our background to
352 // the colour of our parent otherwise when calling DrawCurrentFrame()
353 // (which uses the bitmap's mask), our background colour would be used for
354 // transparent areas - and that's not what we want (at least for
355 // consistency with the GTK version)
356 if ( bmp
.GetMask() != NULL
&& GetParent() != NULL
)
357 SetBackgroundColour(GetParent()->GetBackgroundColour());
359 wxAnimationCtrlBase::SetInactiveBitmap(bmp
);
362 void wxAnimationCtrl::FitToAnimation()
364 SetSize(m_animation
.GetSize());
367 bool wxAnimationCtrl::SetBackgroundColour(const wxColour
& colour
)
369 if ( !wxWindow::SetBackgroundColour(colour
) )
372 // if not playing, then this change must be seen immediately (unless
373 // there's an inactive bitmap set which has higher priority than bg colour)
375 DisplayStaticImage();
381 // ----------------------------------------------------------------------------
382 // wxAnimationCtrl - stop/play methods
383 // ----------------------------------------------------------------------------
385 void wxAnimationCtrl::Stop()
390 // reset frame counter
393 DisplayStaticImage();
396 bool wxAnimationCtrl::Play(bool looped
)
398 if (!m_animation
.IsOk())
404 if (!RebuildBackingStoreUpToFrame(0))
409 // do a ClearBackground() to avoid that e.g. the custom static bitmap which
410 // was eventually shown previously remains partially drawn
413 // DrawCurrentFrame() will use our updated backing store
414 wxClientDC
clientDC(this);
415 DrawCurrentFrame(clientDC
);
418 int delay
= m_animation
.GetDelay(0);
420 delay
= 1; // 0 is invalid timeout for wxTimer.
421 m_timer
.Start(delay
, true);
428 // ----------------------------------------------------------------------------
429 // wxAnimationCtrl - rendering methods
430 // ----------------------------------------------------------------------------
432 bool wxAnimationCtrl::RebuildBackingStoreUpToFrame(unsigned int frame
)
434 // if we've not created the backing store yet or it's too
435 // small, then recreate it
436 wxSize sz
= m_animation
.GetSize(),
437 winsz
= GetClientSize();
438 int w
= wxMin(sz
.GetWidth(), winsz
.GetWidth());
439 int h
= wxMin(sz
.GetHeight(), winsz
.GetHeight());
441 if ( !m_backingStore
.IsOk() ||
442 m_backingStore
.GetWidth() < w
|| m_backingStore
.GetHeight() < h
)
444 if (!m_backingStore
.Create(w
, h
))
449 dc
.SelectObject(m_backingStore
);
451 // Draw the background
452 DisposeToBackground(dc
);
454 // Draw all intermediate frames that haven't been removed from the animation
455 for (unsigned int i
= 0; i
< frame
; i
++)
457 if (m_animation
.GetDisposalMethod(i
) == wxANIM_DONOTREMOVE
||
458 m_animation
.GetDisposalMethod(i
) == wxANIM_UNSPECIFIED
)
462 else if (m_animation
.GetDisposalMethod(i
) == wxANIM_TOBACKGROUND
)
463 DisposeToBackground(dc
, m_animation
.GetFramePosition(i
),
464 m_animation
.GetFrameSize(i
));
467 // finally draw this frame
468 DrawFrame(dc
, frame
);
469 dc
.SelectObject(wxNullBitmap
);
474 void wxAnimationCtrl::IncrementalUpdateBackingStore()
477 dc
.SelectObject(m_backingStore
);
480 // since wxAnimationCtrl can only play animations forward, without skipping
481 // frames, we can be sure that m_backingStore contains the m_currentFrame-1
482 // frame and thus we just need to dispose the m_currentFrame-1 frame and
483 // render the m_currentFrame-th one.
485 if (m_currentFrame
== 0)
487 // before drawing the first frame always dispose to bg colour
488 DisposeToBackground(dc
);
492 switch (m_animation
.GetDisposalMethod(m_currentFrame
-1))
494 case wxANIM_TOBACKGROUND
:
495 DisposeToBackground(dc
, m_animation
.GetFramePosition(m_currentFrame
-1),
496 m_animation
.GetFrameSize(m_currentFrame
-1));
499 case wxANIM_TOPREVIOUS
:
500 // this disposal should never be used too often.
501 // E.g. GIF specification explicitely say to keep the usage of this
502 // disposal limited to the minimum.
503 // In fact it may require a lot of time to restore
504 if (m_currentFrame
== 1)
506 // if 0-th frame disposal is to restore to previous frame,
507 // the best we can do is to restore to background
508 DisposeToBackground(dc
);
511 if (!RebuildBackingStoreUpToFrame(m_currentFrame
-2))
515 case wxANIM_DONOTREMOVE
:
516 case wxANIM_UNSPECIFIED
:
521 // now just draw the current frame on the top of the backing store
522 DrawFrame(dc
, m_currentFrame
);
523 dc
.SelectObject(wxNullBitmap
);
526 void wxAnimationCtrl::DisplayStaticImage()
528 wxASSERT(!IsPlaying());
530 // m_bmpStaticReal will be updated only if necessary...
533 if (m_bmpStaticReal
.IsOk())
535 // copy the inactive bitmap in the backing store
536 // eventually using the mask if the static bitmap has one
537 if ( m_bmpStaticReal
.GetMask() )
540 temp
.SelectObject(m_backingStore
);
541 DisposeToBackground(temp
);
542 temp
.DrawBitmap(m_bmpStaticReal
, 0, 0, true /* use mask */);
545 m_backingStore
= m_bmpStaticReal
;
549 // put in the backing store the first frame of the animation
550 if (!m_animation
.IsOk() ||
551 !RebuildBackingStoreUpToFrame(0))
553 m_animation
= wxNullAnimation
;
554 DisposeToBackground();
561 void wxAnimationCtrl::DrawFrame(wxDC
&dc
, unsigned int frame
)
564 // this draw stuff is not as fast as possible: the wxAnimationDecoder
565 // needs first to convert from its internal format to wxImage RGB24;
566 // the wxImage is then converted as a wxBitmap and finally blitted.
567 // If wxAnimationDecoder had a function to convert directly from its
568 // internal format to a port-specific wxBitmap, it would be somewhat faster.
569 wxBitmap
bmp(m_animation
.GetFrame(frame
));
570 dc
.DrawBitmap(bmp
, m_animation
.GetFramePosition(frame
),
571 true /* use mask */);
574 void wxAnimationCtrl::DrawCurrentFrame(wxDC
& dc
)
576 wxASSERT( m_backingStore
.IsOk() );
578 // m_backingStore always contains the current frame
579 dc
.DrawBitmap(m_backingStore
, 0, 0, true /* use mask in case it's present */);
582 void wxAnimationCtrl::DisposeToBackground()
584 // clear the backing store
586 dc
.SelectObject(m_backingStore
);
588 DisposeToBackground(dc
);
591 void wxAnimationCtrl::DisposeToBackground(wxDC
& dc
)
593 wxColour col
= IsUsingWindowBackgroundColour()
594 ? GetBackgroundColour()
595 : m_animation
.GetBackgroundColour();
598 dc
.SetBackground(brush
);
602 void wxAnimationCtrl::DisposeToBackground(wxDC
& dc
, const wxPoint
&pos
, const wxSize
&sz
)
604 wxColour col
= IsUsingWindowBackgroundColour()
605 ? GetBackgroundColour()
606 : m_animation
.GetBackgroundColour();
608 dc
.SetBrush(brush
); // SetBrush and not SetBackground !!
609 dc
.SetPen(*wxTRANSPARENT_PEN
);
610 dc
.DrawRectangle(pos
, sz
);
613 // ----------------------------------------------------------------------------
614 // wxAnimationCtrl - event handlers
615 // ----------------------------------------------------------------------------
617 void wxAnimationCtrl::OnPaint(wxPaintEvent
& WXUNUSED(event
))
619 // VERY IMPORTANT: the wxPaintDC *must* be created in any case
622 if ( m_backingStore
.IsOk() )
624 // NOTE: we draw the bitmap explicitely ignoring the mask (if any);
625 // i.e. we don't want to combine the backing store with the
626 // possibly wrong preexisting contents of the window!
627 dc
.DrawBitmap(m_backingStore
, 0, 0, false /* no mask */);
631 // m_animation is not valid and thus we don't have a valid backing store...
632 // clear then our area to the background colour
633 DisposeToBackground(dc
);
637 void wxAnimationCtrl::OnTimer(wxTimerEvent
&WXUNUSED(event
))
640 if (m_currentFrame
== m_animation
.GetFrameCount())
642 // Should a non-looped animation display the last frame?
649 m_currentFrame
= 0; // let's restart
652 IncrementalUpdateBackingStore();
655 DrawCurrentFrame(dc
);
658 // without this, the animation currently doesn't redraw under Mac
662 // Set the timer for the next frame
663 int delay
= m_animation
.GetDelay(m_currentFrame
);
665 delay
= 1; // 0 is invalid timeout for wxTimer.
666 m_timer
.Start(delay
, true);
669 void wxAnimationCtrl::OnSize(wxSizeEvent
&WXUNUSED(event
))
671 // NB: resizing an animation control may take a lot of time
672 // for big animations as the backing store must be
673 // extended and rebuilt. Try to avoid it e.g. using
674 // a null proportion value for your wxAnimationCtrls
675 // when using them inside sizers.
676 if (m_animation
.IsOk())
678 // be careful to change the backing store *only* if we are
679 // playing the animation as otherwise we may be displaying
680 // the inactive bitmap and overwriting the backing store
681 // with the last played frame is wrong in this case
684 if (!RebuildBackingStoreUpToFrame(m_currentFrame
))
685 Stop(); // in case we are playing
690 #endif // wxUSE_ANIMATIONCTRL