// For compilers that support precompilation, includes "wx.h".
#include "wx/wxprec.h"
-#if wxUSE_ANIMATIONCTRL
+#if wxUSE_ANIMATIONCTRL && !defined(__WXUNIVERSAL__)
#include "wx/animate.h"
g_object_ref(m_pixbuf);
}
+wxAnimation::wxAnimation(GdkPixbufAnimation *p)
+{
+ m_pixbuf = p;
+ if ( m_pixbuf )
+ g_object_ref(m_pixbuf);
+}
+
wxAnimation& wxAnimation::operator=(const wxAnimation& that)
{
if (this != &that)
bool wxAnimation::LoadFile(const wxString &name, wxAnimationType WXUNUSED(type))
{
UnRef();
- m_pixbuf = gdk_pixbuf_animation_new_from_file(
- wxConvFileName->cWX2MB(name), NULL);
+ m_pixbuf = gdk_pixbuf_animation_new_from_file(name.fn_str(), NULL);
return IsOk();
}
// connect to loader signals
g_signal_connect(loader, "area-updated", G_CALLBACK(gdk_pixbuf_area_updated), this);
- //m_bLoadComplete = false;
guchar buf[2048];
while (stream.IsOk())
{
wxLogDebug(wxT("Could not close the loader"));
return false;
}
- //m_bLoadComplete = true;
// wait until we get the last area_updated signal
return true;
}
-wxImage wxAnimation::GetFrame(size_t i) const
+wxImage wxAnimation::GetFrame(unsigned int WXUNUSED(frame)) const
{
return wxNullImage;
}
EVT_TIMER(wxID_ANY, wxAnimationCtrl::OnTimer)
END_EVENT_TABLE()
-wxAnimationCtrl::wxAnimationCtrl()
+void wxAnimationCtrl::Init()
{
m_anim = NULL;
m_iter = NULL;
long style,
const wxString& name)
{
- m_needParent = true;
- m_acceptsFocus = true;
-
if (!PreCreation( parent, pos, size ) ||
!base_type::CreateBase(parent, id, pos, size, style & wxWINDOW_STYLE_MASK,
wxDefaultValidator, name))
SetWindowStyle(style);
m_widget = gtk_image_new();
- gtk_widget_show( GTK_WIDGET(m_widget) );
+ gtk_widget_show(m_widget);
m_parent->DoAddChild( this );
PostCreation(size);
- SetBestSize(size);
+ SetInitialSize(size);
- m_anim = NULL;
- m_iter = NULL;
- m_bPlaying = false;
- if (anim != wxNullAnimation)
+ if (anim.IsOk())
SetAnimation(anim);
// init the timer used for animation
if (!this->HasFlag(wxAC_NO_AUTORESIZE))
FitToAnimation();
-
- // display first frame
- gtk_image_set_from_pixbuf(GTK_IMAGE(m_widget),
- gdk_pixbuf_animation_get_static_image(m_anim));
- }
- else
- {
- // we need to clear the control to the background colour
- ClearToBackgroundColour();
}
+
+ DisplayStaticImage();
}
void wxAnimationCtrl::FitToAnimation()
h = gdk_pixbuf_animation_get_height(m_anim);
// update our size to fit animation
- //if (w > 0 && h > 0)
-// gtk_widget_set_size_request(m_widget, w, h);
- SetSize(w, h);
+ SetSize(w, h);
}
void wxAnimationCtrl::ResetAnim()
if (IsPlaying())
m_timer.Stop();
m_bPlaying = false;
+
+ ResetIter();
+ DisplayStaticImage();
+}
+
+void wxAnimationCtrl::DisplayStaticImage()
+{
+ wxASSERT(!IsPlaying());
+
+ // m_bmpStaticReal will be updated only if necessary...
+ UpdateStaticImage();
+
+ if (m_bmpStaticReal.IsOk())
+ {
+ // show inactive bitmap
+ GdkBitmap *mask = (GdkBitmap *) NULL;
+ if (m_bmpStaticReal.GetMask())
+ mask = m_bmpStaticReal.GetMask()->GetBitmap();
+
+ if (m_bmpStaticReal.HasPixbuf())
+ {
+ gtk_image_set_from_pixbuf(GTK_IMAGE(m_widget),
+ m_bmpStaticReal.GetPixbuf());
+ }
+ else
+ {
+ gtk_image_set_from_pixmap(GTK_IMAGE(m_widget),
+ m_bmpStaticReal.GetPixmap(), mask);
+ }
+ }
+ else
+ {
+ if (m_anim)
+ {
+ // even if not clearly documented, gdk_pixbuf_animation_get_static_image()
+ // always returns the first frame of the animation
+ gtk_image_set_from_pixbuf(GTK_IMAGE(m_widget),
+ gdk_pixbuf_animation_get_static_image(m_anim));
+ }
+ else
+ {
+ ClearToBackgroundColour();
+ }
+ }
}
bool wxAnimationCtrl::IsPlaying() const
guint32 col = (clr.Red() << 24) | (clr.Green() << 16) | (clr.Blue() << 8);
gdk_pixbuf_fill(newpix, col);
- wxLogDebug(wxT("Clearing to background %s"), clr.GetAsString().c_str());
-
gtk_image_set_from_pixbuf(GTK_IMAGE(m_widget), newpix);
g_object_unref(newpix);
}
// Thus we clear the GtkImage contents to the background colour...
if (!wxControl::SetBackgroundColour(colour))
return false;
- ClearToBackgroundColour();
+
+ // if not playing the change must take place immediately but
+ // remember that the inactive bitmap has higher priority over the background
+ // colour; DisplayStaticImage() will handle that
+ if ( !IsPlaying() )
+ DisplayStaticImage();
+
return true;
}