#if wxUSE_SPLASH
#ifndef WX_PRECOMP
+#include "wx/dcmemory.h"
#endif
#include "wx/splash.h"
#define wxSPLASH_TIMER_ID 9999
+IMPLEMENT_DYNAMIC_CLASS(wxSplashScreen, wxFrame);
+
BEGIN_EVENT_TABLE(wxSplashScreen, wxFrame)
EVT_TIMER(wxSPLASH_TIMER_ID, wxSplashScreen::OnNotify)
EVT_CLOSE(wxSplashScreen::OnCloseWindow)
END_EVENT_TABLE()
+/* Note that unless we pass a non-default size to the frame, SetClientSize
+ * won't work properly under Windows, and the splash screen frame is sized
+ * slightly too small.
+ */
+
wxSplashScreen::wxSplashScreen(const wxBitmap& bitmap, long splashStyle, int milliseconds, wxWindow* parent, wxWindowID id, const wxPoint& pos, const wxSize& size, long style):
- wxFrame(parent, id, wxEmptyString, pos, size, style)
+ wxFrame(parent, id, wxEmptyString, wxPoint(0, 0), wxSize(100, 100), style)
{
m_window = NULL;
m_splashStyle = splashStyle;
m_window = new wxSplashScreenWindow(bitmap, this, -1, pos, size, wxNO_BORDER);
- // For some reason, we need to make the client size a couple of pixels
- // bigger for all of the bitmap to show.
- // Or do we?
-#ifdef __WXMSW__
- int fudge = 0;
-#else
- int fudge = 0;
-#endif
- SetClientSize(bitmap.GetWidth()+fudge, bitmap.GetHeight()+fudge);
+ SetClientSize(bitmap.GetWidth(), bitmap.GetHeight());
if (m_splashStyle & wxSPLASH_CENTRE_ON_PARENT)
CentreOnParent();
Show(TRUE);
m_window->SetFocus();
- wxYield(); // Without this, you see a blank screen for an instant
+#if defined( __WXMSW__ ) || defined(__WXMAC__)
+ Update(); // Without this, you see a blank screen for an instant
+#else
+ wxYieldIfNeeded(); // Should eliminate this
+#endif
}
wxSplashScreen::~wxSplashScreen()
*/
BEGIN_EVENT_TABLE(wxSplashScreenWindow, wxWindow)
- //EVT_PAINT(wxSplashScreenWindow::OnPaint)
+#ifdef __WXGTK__
+ EVT_PAINT(wxSplashScreenWindow::OnPaint)
+#endif
EVT_ERASE_BACKGROUND(wxSplashScreenWindow::OnEraseBackground)
EVT_CHAR(wxSplashScreenWindow::OnChar)
EVT_MOUSE_EVENTS(wxSplashScreenWindow::OnMouseEvent)
wxWindow(parent, id, pos, size, style)
{
m_bitmap = bitmap;
-}
-void wxSplashScreenWindow::OnPaint(wxPaintEvent& WXUNUSED(event))
-{
- wxPaintDC dc(this);
- if (m_bitmap.Ok())
- dc.DrawBitmap(m_bitmap, 0, 0);
+#if !defined(__WXGTK__) && wxUSE_PALETTE
+ bool hiColour = (wxDisplayDepth() >= 16) ;
+
+ if (bitmap.GetPalette() && !hiColour)
+ {
+ SetPalette(* bitmap.GetPalette());
+ }
+#endif
+
}
+// VZ: why don't we do it under wxGTK?
+#if !defined(__WXGTK__) && wxUSE_PALETTE
+ #define USE_PALETTE_IN_SPLASH
+#endif
+
static void wxDrawSplashBitmap(wxDC& dc, const wxBitmap& bitmap, int WXUNUSED(x), int WXUNUSED(y))
{
wxMemoryDC dcMem;
-#ifndef __WXGTK__
+#ifdef USE_PALETTE_IN_SPLASH
bool hiColour = (wxDisplayDepth() >= 16) ;
if (bitmap.GetPalette() && !hiColour)
{
- dc.SetPalette(* bitmap.GetPalette());
dcMem.SetPalette(* bitmap.GetPalette());
}
-#endif
+#endif // USE_PALETTE_IN_SPLASH
dcMem.SelectObject(bitmap);
dc.Blit(0, 0, bitmap.GetWidth(), bitmap.GetHeight(), & dcMem, 0, 0);
dcMem.SelectObject(wxNullBitmap);
-#ifndef __WXGTK__
+#ifdef USE_PALETTE_IN_SPLASH
if (bitmap.GetPalette() && !hiColour)
{
- dc.SetPalette(wxNullPalette);
dcMem.SetPalette(wxNullPalette);
}
-#endif
+#endif // USE_PALETTE_IN_SPLASH
+}
+
+void wxSplashScreenWindow::OnPaint(wxPaintEvent& WXUNUSED(event))
+{
+ wxPaintDC dc(this);
+ if (m_bitmap.Ok())
+ wxDrawSplashBitmap(dc, m_bitmap, 0, 0);
}
void wxSplashScreenWindow::OnEraseBackground(wxEraseEvent& event)