return M_ANIMDATA->GetAnimationSize();
}
-size_t wxAnimation::GetFrameCount() const
+unsigned int wxAnimation::GetFrameCount() const
{
wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
return M_ANIMDATA->GetFrameCount();
}
-wxImage wxAnimation::GetFrame(size_t i) const
+wxImage wxAnimation::GetFrame(unsigned int i) const
{
wxCHECK_MSG( IsOk(), wxNullImage, wxT("invalid animation") );
return ret;
}
-int wxAnimation::GetDelay(size_t i) const
+int wxAnimation::GetDelay(unsigned int i) const
{
wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
return M_ANIMDATA->GetDelay(i);
}
-wxPoint wxAnimation::GetFramePosition(size_t frame) const
+wxPoint wxAnimation::GetFramePosition(unsigned int frame) const
{
wxCHECK_MSG( IsOk(), wxDefaultPosition, wxT("invalid animation") );
return M_ANIMDATA->GetFramePosition(frame);
}
-wxSize wxAnimation::GetFrameSize(size_t frame) const
+wxSize wxAnimation::GetFrameSize(unsigned int frame) const
{
wxCHECK_MSG( IsOk(), wxDefaultSize, wxT("invalid animation") );
return M_ANIMDATA->GetFrameSize(frame);
}
-wxAnimationDisposal wxAnimation::GetDisposalMethod(size_t frame) const
+wxAnimationDisposal wxAnimation::GetDisposalMethod(unsigned int frame) const
{
wxCHECK_MSG( IsOk(), wxANIM_UNSPECIFIED, wxT("invalid animation") );
return M_ANIMDATA->GetDisposalMethod(frame);
}
-wxColour wxAnimation::GetTransparentColour(size_t frame) const
+wxColour wxAnimation::GetTransparentColour(unsigned int frame) const
{
wxCHECK_MSG( IsOk(), wxNullColour, wxT("invalid animation") );
m_animation = animation;
if (!m_animation.IsOk())
{
- UpdateBackingStoreWithStaticImage();
+ DisplayStaticImage();
return;
}
if (!this->HasFlag(wxAC_NO_AUTORESIZE))
FitToAnimation();
- UpdateBackingStoreWithStaticImage();
+ DisplayStaticImage();
}
void wxAnimationCtrl::SetInactiveBitmap(const wxBitmap &bmp)
{
- m_bmpStatic = bmp;
-
// if the bitmap has an associated mask, we need to set our background to
// the colour of our parent otherwise when calling DrawCurrentFrame()
// (which uses the bitmap's mask), our background colour would be used for
if ( bmp.GetMask() != NULL && GetParent() != NULL )
SetBackgroundColour(GetParent()->GetBackgroundColour());
- // if not playing, update the backing store now
- if ( !IsPlaying() )
- UpdateBackingStoreWithStaticImage();
+ wxAnimationCtrlBase::SetInactiveBitmap(bmp);
}
void wxAnimationCtrl::FitToAnimation()
// if not playing, then this change must be seen immediately (unless
// there's an inactive bitmap set which has higher priority than bg colour)
if ( !IsPlaying() )
- UpdateBackingStoreWithStaticImage();
+ DisplayStaticImage();
return true;
}
// reset frame counter
m_currentFrame = 0;
- UpdateBackingStoreWithStaticImage();
+ DisplayStaticImage();
}
bool wxAnimationCtrl::Play(bool looped)
// wxAnimationCtrl - rendering methods
// ----------------------------------------------------------------------------
-bool wxAnimationCtrl::RebuildBackingStoreUpToFrame(size_t frame)
+bool wxAnimationCtrl::RebuildBackingStoreUpToFrame(unsigned int frame)
{
// if we've not created the backing store yet or it's too
// small, then recreate it
DisposeToBackground(dc);
// Draw all intermediate frames that haven't been removed from the animation
- for (size_t i = 0; i < frame; i++)
+ for (unsigned int i = 0; i < frame; i++)
{
if (m_animation.GetDisposalMethod(i) == wxANIM_DONOTREMOVE ||
m_animation.GetDisposalMethod(i) == wxANIM_UNSPECIFIED)
dc.SelectObject(wxNullBitmap);
}
-void wxAnimationCtrl::UpdateBackingStoreWithStaticImage()
+void wxAnimationCtrl::DisplayStaticImage()
{
wxASSERT(!IsPlaying());
- if (m_bmpStatic.IsOk())
+ // m_bmpStaticReal will be updated only if necessary...
+ UpdateStaticImage();
+
+ if (m_bmpStaticReal.IsOk())
{
// copy the inactive bitmap in the backing store
// eventually using the mask if the static bitmap has one
- if ( m_bmpStatic.GetMask() )
+ if ( m_bmpStaticReal.GetMask() )
{
wxMemoryDC temp;
temp.SelectObject(m_backingStore);
DisposeToBackground(temp);
- temp.DrawBitmap(m_bmpStatic, 0, 0, true /* use mask */);
+ temp.DrawBitmap(m_bmpStaticReal, 0, 0, true /* use mask */);
}
else
- m_backingStore = m_bmpStatic;
+ m_backingStore = m_bmpStaticReal;
}
else
{
Refresh();
}
-void wxAnimationCtrl::DrawFrame(wxDC &dc, size_t frame)
+void wxAnimationCtrl::DrawFrame(wxDC &dc, unsigned int frame)
{
// PERFORMANCE NOTE:
// this draw stuff is not as fast as possible: the wxAnimationDecoder
// clear the backing store
wxMemoryDC dc;
dc.SelectObject(m_backingStore);
- DisposeToBackground(dc);
+ if ( dc.IsOk() )
+ DisposeToBackground(dc);
}
void wxAnimationCtrl::DisposeToBackground(wxDC& dc)