#include <wx/gdicmn.h>
#include <wx/list.h>
#include <wx/timer.h>
+#include <wx/bitmap.h>
+#include <wx/colour.h>
+#include <wx/control.h>
+
+#ifdef WXMAKINGDLL_ANIMATE
+ #define WXDLLIMPEXP_ANIMATE WXEXPORT
+#elif defined(WXUSINGDLL)
+ #define WXDLLIMPEXP_ANIMATE WXIMPORT
+#else // not making nor using DLL
+ #define WXDLLIMPEXP_ANIMATE
+#endif
-//#define ANIMDLLEXPORT WXDLLEXPORT
-#define ANIMDLLEXPORT
-
-class ANIMDLLEXPORT wxAnimationBase;
-class ANIMDLLEXPORT wxAnimationPlayer;
+class WXDLLIMPEXP_ANIMATE wxAnimationBase;
+class WXDLLIMPEXP_ANIMATE wxAnimationPlayer;
class WXDLLEXPORT wxImage;
enum wxAnimationDisposal
wxANIM_TOPREVIOUS = 2
} ;
-class ANIMDLLEXPORT wxAnimationTimer: public wxTimer
+class WXDLLIMPEXP_ANIMATE wxAnimationTimer: public wxTimer
{
public:
wxAnimationTimer() { m_player = (wxAnimationPlayer*) NULL; }
};
/* wxAnimationPlayer
- * Create an object of this class, and either pass an wxXXXAnimation object in the constructor,
- * or call SetAnimation. Then call Play().
- * The wxAnimation object is only destroyed in the destructor if destroyAnimation is TRUE
- * in the constructor.
+ * Create an object of this class, and either pass an wxXXXAnimation object in
+ * the constructor, or call SetAnimation. Then call Play(). The wxAnimation
+ * object is only destroyed in the destructor if destroyAnimation is TRUE in
+ * the constructor.
*/
-class ANIMDLLEXPORT wxAnimationPlayer : public wxObject
+class WXDLLIMPEXP_ANIMATE wxAnimationPlayer : public wxObject
{
DECLARE_CLASS(wxAnimationPlayer)
/* wxAnimationBase
* Base class for animations.
- * A wxXXXAnimation only stores the animation, providing accessors to wxAnimationPlayer.
- * Currently an animation is read-only, but we could extend the API for adding frames
- * programmatically, and perhaps have a wxMemoryAnimation class that stores its frames
- * in memory, and is able to save all files with suitable filenames. You could then use
- * e.g. Ulead GIF Animator to load the image files into a GIF animation.
+ * A wxXXXAnimation only stores the animation, providing accessors to
+ * wxAnimationPlayer. Currently an animation is read-only, but we could
+ * extend the API for adding frames programmatically, and perhaps have a
+ * wxMemoryAnimation class that stores its frames in memory, and is able to
+ * save all files with suitable filenames. You could then use e.g. Ulead GIF
+ * Animator to load the image files into a GIF animation.
*/
-class ANIMDLLEXPORT wxAnimationBase : public wxObject
+class WXDLLIMPEXP_ANIMATE wxAnimationBase : public wxObject
{
DECLARE_ABSTRACT_CLASS(wxAnimationBase)
//// Operations
- virtual bool LoadFile(const wxString& filename) { return FALSE; }
+ virtual bool LoadFile(const wxString& WXUNUSED(filename)) { return FALSE; }
};
/* wxGIFAnimation
* This will be moved to a separate file in due course.
*/
-class ANIMDLLEXPORT wxGIFDecoder;
+class WXDLLIMPEXP_ANIMATE wxGIFDecoder;
-class ANIMDLLEXPORT wxGIFAnimation : public wxAnimationBase
+class WXDLLIMPEXP_ANIMATE wxGIFAnimation : public wxAnimationBase
{
DECLARE_CLASS(wxGIFAnimation)
// Resize to animation size if this is set
#define wxAN_FIT_ANIMATION 0x0010
-class ANIMDLLEXPORT wxAnimationCtrlBase: public wxControl
+class WXDLLIMPEXP_ANIMATE wxAnimationCtrlBase: public wxControl
{
public:
wxAnimationCtrlBase() { }
* Provides a GIF animation class when required.
*/
-class ANIMDLLEXPORT wxGIFAnimationCtrl: public wxAnimationCtrlBase
+class WXDLLIMPEXP_ANIMATE wxGIFAnimationCtrl: public wxAnimationCtrlBase
{
public:
wxGIFAnimationCtrl() { }