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1 /////////////////////////////////////////////////////////////////////////////
2 // Name: animate.h
3 // Purpose: interface of wxAnimation* classes
4 // Author: wxWidgets team
5 // RCS-ID: $Id$
6 // Licence: wxWindows license
7 /////////////////////////////////////////////////////////////////////////////
8
9 /**
10 Supported animation types.
11 */
12 enum wxAnimationType
13 {
14 wxANIMATION_TYPE_INVALID,
15
16 /** represents an animated GIF file. */
17 wxANIMATION_TYPE_GIF,
18
19 /** represents an ANI file. */
20 wxANIMATION_TYPE_ANI,
21
22 /** autodetect the filetype. */
23 wxANIMATION_TYPE_ANY
24 };
25
26 /**
27 @class wxAnimationCtrl
28 @wxheader{animate.h}
29
30 This is a static control which displays an animation.
31 wxAnimationCtrl API is as simple as possible and won't give you full control
32 on the animation; if you need it then use wxMediaCtrl.
33
34 This control is useful to display a (small) animation while doing a long task
35 (e.g. a "throbber").
36
37 It is only available if @c wxUSE_ANIMATIONCTRL is set to 1 (the default).
38
39 @beginStyleTable
40 @style{wxAC_DEFAULT_STYLE}
41 The default style: wxBORDER_NONE.
42 @style{wxAC_NO_AUTORESIZE}
43 By default, the control will adjust its size to exactly fit to the
44 size of the animation when SetAnimation is called. If this style
45 flag is given, the control will not change its size
46 @endStyleTable
47
48 @library{wxadv}
49 @category{ctrl}
50
51 @nativeimpl{wxgtk,wxmsw}
52
53 @appearance{animationctrl.png}
54
55 @see wxAnimation
56 */
57 class wxAnimationCtrl : public wxControl
58 {
59 public:
60 /**
61 Initializes the object and calls Create() with
62 all the parameters.
63 */
64 wxAnimationCtrl(wxWindow* parent, wxWindowID id,
65 const wxAnimation& anim = wxNullAnimation,
66 const wxPoint& pos = wxDefaultPosition,
67 const wxSize& size = wxDefaultSize,
68 long style = wxAC_DEFAULT_STYLE,
69 const wxString& name = wxAnimationCtrlNameStr);
70
71 /**
72 Creates the control with the given @a anim animation.
73
74 After control creation you must explicitely call Play() to start to play
75 the animation. Until that function won't be called, the first frame
76 of the animation is displayed.
77
78 @param parent
79 Parent window, must be non-@NULL.
80 @param id
81 The identifier for the control.
82 @param anim
83 The initial animation shown in the control.
84 @param pos
85 Initial position.
86 @param size
87 Initial size.
88 @param style
89 The window style, see wxAC_* flags.
90 @param name
91 Control name.
92
93 @returns @true if the control was successfully created or @false if
94 creation failed.
95 */
96 bool Create(wxWindow* parent, wxWindowID id,
97 const wxAnimation& anim = wxNullAnimation,
98 const wxPoint& pos = wxDefaultPosition,
99 const wxSize& size = wxDefaultSize,
100 long style = wxAC_DEFAULT_STYLE,
101 const wxString& name = wxAnimationCtrlNameStr);
102
103 /**
104 Returns the animation associated with this control.
105 */
106 virtual wxAnimation GetAnimation() const;
107
108 /**
109 Returns the inactive bitmap shown in this control when the;
110 see SetInactiveBitmap() for more info.
111 */
112 wxBitmap GetInactiveBitmap() const;
113
114 /**
115 Returns @true if the animation is being played.
116 */
117 virtual bool IsPlaying() const;
118
119 /**
120 Loads the animation from the given file and calls SetAnimation().
121 See wxAnimation::LoadFile for more info.
122 */
123 virtual bool LoadFile(const wxString& file,
124 wxAnimationType animType = wxANIMATION_TYPE_ANY);
125
126 /**
127 Starts playing the animation.
128
129 The animation is always played in loop mode (unless the last frame of the
130 animation has an infinite delay time) and always start from the first frame
131 even if you @ref Stop "stopped" it while some other frame was displayed.
132 */
133 virtual bool Play();
134
135 /**
136 Sets the animation to play in this control.
137
138 If the previous animation is being played, it's @ref Stop() stopped.
139 Until Play() isn't called, a static image, the first frame of the given
140 animation or the background colour will be shown
141 (see SetInactiveBitmap() for more info).
142 */
143 virtual void SetAnimation(const wxAnimation& anim);
144
145 /**
146 Sets the bitmap to show on the control when it's not playing an animation.
147
148 If you set as inactive bitmap ::wxNullBitmap (which is the default), then the
149 first frame of the animation is instead shown when the control is inactive;
150 in this case, if there's no valid animation associated with the control
151 (see SetAnimation()), then the background colour of the window is shown.
152
153 If the control is not playing the animation, the given bitmap will be
154 immediately shown, otherwise it will be shown as soon as Stop() is called.
155
156 Note that the inactive bitmap, if smaller than the control's size, will be
157 centered in the control; if bigger, it will be stretched to fit it.
158 */
159 virtual void SetInactiveBitmap(const wxBitmap& bmp);
160
161 /**
162 Stops playing the animation.
163 The control will show the first frame of the animation, a custom static image or
164 the window's background colour as specified by the last SetInactiveBitmap() call.
165 */
166 virtual void Stop();
167 };
168
169
170
171 /**
172 @class wxAnimation
173 @wxheader{animate.h}
174
175 This class encapsulates the concept of a platform-dependent animation.
176 An animation is a sequence of frames of the same size.
177 Sound is not supported by wxAnimation.
178
179 @library{wxadv}
180 @category{gdi}
181
182 @stdobjects
183 ::wxNullAnimation
184
185 @see wxAnimationCtrl
186 */
187 class wxAnimation : public wxGDIObject
188 {
189 public:
190 /**
191 Copy ctor.
192 */
193 wxAnimation(const wxAnimation& anim);
194
195 /**
196 Loads an animation from a file.
197
198 @param name
199 The name of the file to load.
200 @param type
201 See LoadFile for more info.
202 */
203 wxAnimation(const wxString& name,
204 wxAnimationType type = wxANIMATION_TYPE_ANY);
205
206 /**
207 Destructor.
208 See @ref overview_refcount_destruct for more info.
209 */
210 virtual ~wxAnimation();
211
212 /**
213 Returns the delay for the i-th frame in milliseconds.
214 If @c -1 is returned the frame is to be displayed forever.
215 */
216 virtual int GetDelay(unsigned int i) const;
217
218 /**
219 Returns the i-th frame as a wxImage.
220 */
221 virtual wxImage GetFrame(unsigned int i) const;
222
223 /**
224 Returns the number of frames for this animation.
225 */
226 virtual unsigned int GetFrameCount() const;
227
228 /**
229 Returns the size of the animation.
230 */
231 virtual wxSize GetSize() const;
232
233 /**
234 Returns @true if animation data is present.
235 */
236 virtual bool IsOk() const;
237
238 /**
239 Loads an animation from the given stream.
240
241 @param stream
242 The stream to use to load the animation.
243 @param type
244 One of the following values:
245 @li wxANIMATION_TYPE_GIF: loads an animated GIF file;
246 @li wxANIMATION_TYPE_ANI: load an ANI file;
247 @li wxANIMATION_TYPE_ANY: tries to autodetect the filetype.
248
249 @returns @true if the operation succeeded, @false otherwise.
250 */
251 virtual bool Load(wxInputStream& stream,
252 wxAnimationType type = wxANIMATION_TYPE_ANY);
253
254 /**
255 Loads an animation from a file.
256
257 @param name
258 A filename.
259 @param type
260 One of the wxAnimationType values; wxANIMATION_TYPE_ANY
261 means that the function should try to autodetect the filetype.
262
263 @returns @true if the operation succeeded, @false otherwise.
264 */
265 virtual bool LoadFile(const wxString& name,
266 wxAnimationType type = wxANIMATION_TYPE_ANY);
267
268 /**
269 Assignment operator, using @ref overview_refcount "reference counting".
270 */
271 wxAnimation& operator =(const wxAnimation& brush);
272 };
273
274
275 // ============================================================================
276 // Global functions/macros
277 // ============================================================================
278
279 /**
280 An empty animation object.
281 */
282 wxAnimation wxNullAnimation;
283