#pragma hdrstop
#endif //__BORLANDC__
-#if wxUSE_ANIMATIONCTRL && (!defined(__WXGTK20__) || defined(__WXUNIVERSAL__))
+#if wxUSE_ANIMATIONCTRL
#include "wx/animate.h"
// ----------------------------------------------------------------------------
IMPLEMENT_DYNAMIC_CLASS(wxAnimation, wxAnimationBase)
-#define M_ANIMDATA wx_static_cast(wxAnimationDecoder*, m_refData)
+#define M_ANIMDATA static_cast<wxAnimationDecoder*>(m_refData)
wxSize wxAnimation::GetSize() const
{
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_refData = handler->Clone();
return M_ANIMDATA->Load(stream);
}
-
}
wxLogWarning( _("No handler found for animation type.") );
handler = FindHandler(type);
- // do a copy of the handler from the static list which we will own
- // as our reference data
- m_refData = handler->Clone();
-
if (handler == NULL)
{
wxLogWarning( _("No animation handler for type %ld defined."), type );
return false;
}
+
+ // do a copy of the handler from the static list which we will own
+ // as our reference data
+ m_refData = handler->Clone();
+
if (stream.IsSeekable() && !M_ANIMDATA->CanRead(stream))
{
wxLogError(_("Animation file is not of type %ld."), type);
// a good reason to add and remove duplicate handlers (and they
// may) we should probably refcount the duplicates.
- wxLogDebug( _T("Adding duplicate animation handler for '%d' type"),
+ wxLogDebug( wxT("Adding duplicate animation handler for '%d' type"),
handler->GetType() );
delete handler;
}
else
{
// see AddHandler for additional comments.
- wxLogDebug( _T("Inserting duplicate animation handler for '%d' type"),
+ wxLogDebug( wxT("Inserting duplicate animation handler for '%d' type"),
handler->GetType() );
delete handler;
}
DECLARE_DYNAMIC_CLASS(wxAnimationModule)
public:
wxAnimationModule() {}
- bool OnInit() { wxAnimation::InitStandardHandlers(); return true; };
- void OnExit() { wxAnimation::CleanUpHandlers(); };
+ bool OnInit() { wxAnimation::InitStandardHandlers(); return true; }
+ void OnExit() { wxAnimation::CleanUpHandlers(); }
};
IMPLEMENT_DYNAMIC_CLASS(wxAnimationModule, wxModule)
}
bool wxAnimationCtrl::LoadFile(const wxString& filename, wxAnimationType type)
+{
+ wxFileInputStream fis(filename);
+ if (!fis.Ok())
+ return false;
+ return Load(fis, type);
+}
+
+bool wxAnimationCtrl::Load(wxInputStream& stream, wxAnimationType type)
{
wxAnimation anim;
- if (!anim.LoadFile(filename, type) ||
- !anim.IsOk())
+ if ( !anim.Load(stream, type) || !anim.IsOk() )
return false;
SetAnimation(anim);
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)
int delay = m_animation.GetDelay(0);
if (delay == 0)
delay = 1; // 0 is invalid timeout for wxTimer.
- m_timer.Start(delay);
+ m_timer.Start(delay, true);
return true;
}
// 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)
-{
+{
wxColour col = IsUsingWindowBackgroundColour()
? GetBackgroundColour()
: m_animation.GetBackgroundColour();
if ( m_backingStore.IsOk() )
{
// NOTE: we draw the bitmap explicitely ignoring the mask (if any);
- // i.e. we don't want to combine the backing store with the
+ // i.e. we don't want to combine the backing store with the
// possibly wrong preexisting contents of the window!
dc.DrawBitmap(m_backingStore, 0, 0, false /* no mask */);
}
int delay = m_animation.GetDelay(m_currentFrame);
if (delay == 0)
delay = 1; // 0 is invalid timeout for wxTimer.
- m_timer.Start(delay);
+ m_timer.Start(delay, true);
}
void wxAnimationCtrl::OnSize(wxSizeEvent &WXUNUSED(event))
// when using them inside sizers.
if (m_animation.IsOk())
{
- // be careful to change the backing store *only* if we are
- // playing the animation as otherwise we may be displaying
- // the inactive bitmap and overwriting the backing store
+ // be careful to change the backing store *only* if we are
+ // playing the animation as otherwise we may be displaying
+ // the inactive bitmap and overwriting the backing store
// with the last played frame is wrong in this case
if (IsPlaying())
{
}
}
-#endif // wxUSE_ANIMATIONCTRL
+#endif // wxUSE_ANIMATIONCTRL