///////////////////////////////////////////////////////////////////////////////
-// Name: animateg.cpp
+// Name: src/generic/animateg.cpp
// Purpose: wxAnimation and wxAnimationCtrl
// Author: Julian Smart and Guillermo Rodriguez Garcia
// Modified by: Francesco Montorsi
// ----------------------------------------------------------------------------
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
{
m_refData = handler->Clone();
return M_ANIMDATA->Load(stream);
}
-
}
wxLogWarning( _("No handler found for animation 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;
}
bool wxAnimationCtrl::LoadFile(const wxString& filename, wxAnimationType type)
{
wxFileInputStream fis(filename);
+ if (!fis.Ok())
+ return false;
return Load(fis, type);
}
case wxANIM_TOPREVIOUS:
// this disposal should never be used too often.
- // E.g. GIF specification explicitely say to keep the usage of this
+ // E.g. GIF specification explicitly say to keep the usage of this
// disposal limited to the minimum.
// In fact it may require a lot of time to restore
if (m_currentFrame == 1)
}
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
+ // NOTE: we draw the bitmap explicitly ignoring the mask (if any);
+ // 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 */);
}
// 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())
{