class /*WXDLLEXPORT*/ wxANIFrameInfo;
-WX_DECLARE_OBJARRAY(wxANIFrameInfo, wxANIFrameInfoArray);
-WX_DECLARE_OBJARRAY(wxImage, wxImageArray);
+WX_DECLARE_EXPORTED_OBJARRAY(wxANIFrameInfo, wxANIFrameInfoArray);
+WX_DECLARE_EXPORTED_OBJARRAY(wxImage, wxImageArray);
// --------------------------------------------------------------------------
// wxANIDecoder class
class WXDLLEXPORT wxANIDecoder : public wxAnimationDecoder
{
-private:
-
- // frames stored as wxImage(s): ANI files are meant to be used mostly for animated
- // cursors and thus they do not use any optimization to encode differences between
- // two frames: they are just a list of images to display sequentially.
- wxImageArray m_images;
-
- // the info about each image stored in m_images.
- // NB: m_info.GetCount() may differ from m_images.GetCount()!
- wxANIFrameInfoArray m_info;
-
- // this is the wxCURHandler used to load the ICON chunk of the ANI files
- static wxCURHandler sm_handler;
-
-public:
- virtual wxSize GetFrameSize(size_t frame) const;
- virtual wxPoint GetFramePosition(size_t frame) const;
- virtual wxAnimationDisposal GetDisposalMethod(size_t frame) const;
- virtual long GetDelay(size_t frame) const;
-
public:
// constructor, destructor, etc.
wxANIDecoder();
~wxANIDecoder();
-public: // implementation of wxAnimationDecoder's pure virtuals
+ virtual wxSize GetFrameSize(unsigned int frame) const;
+ virtual wxPoint GetFramePosition(unsigned int frame) const;
+ virtual wxAnimationDisposal GetDisposalMethod(unsigned int frame) const;
+ virtual long GetDelay(unsigned int frame) const;
+ virtual wxColour GetTransparentColour(unsigned int frame) const;
+
+ // implementation of wxAnimationDecoder's pure virtuals
virtual bool CanRead( wxInputStream& stream ) const;
virtual bool Load( wxInputStream& stream );
- bool ConvertToImage(size_t frame, wxImage *image) const;
+ bool ConvertToImage(unsigned int frame, wxImage *image) const;
wxAnimationDecoder *Clone() const
{ return new wxANIDecoder; }
{ return wxANIMATION_TYPE_ANI; }
private:
+ // frames stored as wxImage(s): ANI files are meant to be used mostly for animated
+ // cursors and thus they do not use any optimization to encode differences between
+ // two frames: they are just a list of images to display sequentially.
+ wxImageArray m_images;
+
+ // the info about each image stored in m_images.
+ // NB: m_info.GetCount() may differ from m_images.GetCount()!
+ wxANIFrameInfoArray m_info;
+
+ // this is the wxCURHandler used to load the ICON chunk of the ANI files
+ static wxCURHandler sm_handler;
+
+
DECLARE_NO_COPY_CLASS(wxANIDecoder)
};