--- /dev/null
+/////////////////////////////////////////////////////////////////////////////
+// Name: animate.h
+// Purpose: Animation classes
+// Author: Julian Smart and Guillermo Rodriguez Garcia
+// Modified by:
+// Created: 13/8/99
+// RCS-ID: $Id$
+// Copyright: (c) Julian Smart and Guillermo Rodriguez Garcia
+// Licence: wxWindows licence
+/////////////////////////////////////////////////////////////////////////////
+
+#ifndef _WX_ANIMATEH__
+#define _WX_ANIMATEH__
+
+#ifdef __GNUG__
+ #pragma interface "animate.h"
+#endif
+
+#include <wx/defs.h>
+#include <wx/string.h>
+#include <wx/gdicmn.h>
+#include <wx/list.h>
+#include <wx/timer.h>
+
+//#define ANIMDLLEXPORT WXDLLEXPORT
+#define ANIMDLLEXPORT
+
+class ANIMDLLEXPORT wxAnimationBase;
+class ANIMDLLEXPORT wxAnimationPlayer;
+class WXDLLEXPORT wxImage;
+
+enum wxAnimationDisposal
+{
+ wxANIM_UNSPECIFIED = -1,
+ wxANIM_DONOTREMOVE = 0,
+ wxANIM_TOBACKGROUND = 1,
+ wxANIM_TOPREVIOUS = 2
+} ;
+
+class ANIMDLLEXPORT wxAnimationTimer: public wxTimer
+{
+public:
+ wxAnimationTimer() { m_player = (wxAnimationPlayer*) NULL; }
+
+ virtual void Notify();
+ void SetPlayer(wxAnimationPlayer* player) { m_player = player; }
+
+protected:
+ wxAnimationPlayer* m_player;
+};
+
+/* 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.
+ */
+
+class ANIMDLLEXPORT wxAnimationPlayer : public wxObject
+{
+ DECLARE_CLASS(wxAnimationPlayer)
+
+public:
+ wxAnimationPlayer(wxAnimationBase *animation = (wxAnimationBase *) NULL, bool destroyAnimation = FALSE);
+ ~wxAnimationPlayer();
+//// Accessors
+
+ void SetAnimation(wxAnimationBase* animation, bool destroyAnimation = FALSE);
+ wxAnimationBase* GetAnimation() const { return m_animation; }
+
+ void SetDestroyAnimation(bool destroyAnimation) { m_destroyAnimation = destroyAnimation; };
+ bool GetDestroyAnimation() const { return m_destroyAnimation; }
+
+ void SetCurrentFrame(int currentFrame) { m_currentFrame = currentFrame; };
+ int GetCurrentFrame() const { return m_currentFrame; }
+
+ void SetWindow(wxWindow* window) { m_window = window; };
+ wxWindow* GetWindow() const { return m_window; }
+
+ void SetPosition(const wxPoint& pos) { m_position = pos; };
+ wxPoint GetPosition() const { return m_position; }
+
+ void SetLooped(bool looped) { m_looped = looped; };
+ bool GetLooped() const { return m_looped; }
+
+ bool HasAnimation() const { return (m_animation != (wxAnimationBase*) NULL); }
+
+ bool IsPlaying() const { return m_isPlaying; }
+
+ // Specify whether the GIF's background colour is to be shown,
+ // or whether the window background should show through (the default)
+ void UseBackgroundColour(bool useBackground) { m_useBackgroundColour = useBackground; }
+ bool UsingBackgroundColour() const { return m_useBackgroundColour; }
+
+ // Set and use a user-specified background colour (valid for transparent
+ // animations only)
+ void SetCustomBackgroundColour(const wxColour& col, bool useCustomBackgroundColour = TRUE)
+ { m_customBackgroundColour = col; m_useCustomBackgroundColour = useCustomBackgroundColour; }
+
+ bool UsingCustomBackgroundColour() const { return m_useCustomBackgroundColour; }
+ const wxColour& GetCustomBackgroundColour() const { return m_customBackgroundColour; }
+
+ // Another refinement - suppose we're drawing the animation in a separate
+ // control or window. We may wish to use the background of the parent
+ // window as the background of our animation. This allows us to specify
+ // whether to grab from the parent or from this window.
+ void UseParentBackground(bool useParent) { m_useParentBackground = useParent; }
+ bool UsingParentBackground() const { return m_useParentBackground; }
+
+//// Operations
+
+ // Play
+ virtual bool Play(wxWindow& window, const wxPoint& pos = wxPoint(0, 0), bool looped = TRUE);
+
+ // Build animation (list of wxImages). If not called before Play
+ // is called, Play will call this automatically.
+ virtual bool Build();
+
+ // Stop the animation
+ virtual void Stop();
+
+ // Draw the current view of the animation into this DC.
+ // Call this from your OnPaint, for example.
+ virtual void Draw(wxDC& dc);
+
+//// Accessing the current animation
+
+ virtual int GetFrameCount() const;
+ virtual wxImage* GetFrame(int i) const; // Creates a new wxImage
+ virtual wxAnimationDisposal GetDisposalMethod(int i) const;
+ virtual wxRect GetFrameRect(int i) const; // Position and size of frame
+ virtual int GetDelay(int i) const; // Delay for this frame
+
+ virtual wxSize GetLogicalScreenSize() const;
+ virtual bool GetBackgroundColour(wxColour& col) const ;
+ virtual bool GetTransparentColour(wxColour& col) const ;
+
+//// Implementation
+
+ // Play the frame
+ virtual bool PlayFrame(int frame, wxWindow& window, wxPoint& pos);
+ virtual bool PlayFrame();
+ virtual void DrawFrame(int frame, wxDC& dc, const wxPoint& pos);
+ virtual void DrawBackground(wxDC& dc, const wxPoint& pos, const wxColour& colour);
+
+ // Clear the wxImage cache
+ virtual void ClearCache();
+
+ // Save the pertinent area of the window so we can restore
+ // it if drawing transparently
+ void SaveBackground(const wxRect& rect);
+
+ wxBitmap& GetBackingStore() { return m_backingStore; }
+
+//// Data members
+protected:
+ wxAnimationBase* m_animation;
+ bool m_destroyAnimation; // Destroy m_animation on deletion of this object
+ wxList m_frames; // List of cached wxBitmap frames.
+ int m_currentFrame; // Current frame
+ wxWindow* m_window; // Window to draw into
+ wxPoint m_position; // Position to draw at
+ bool m_looped; // Looped, or not
+ wxAnimationTimer m_timer; // The timer
+ bool m_isPlaying; // Is the animation playing?
+ wxBitmap m_savedBackground; // Saved background of window portion
+ wxBitmap m_backingStore; // The player draws into this
+ bool m_useBackgroundColour; // Use colour or background
+ wxColour m_customBackgroundColour; // Override animation background
+ bool m_useCustomBackgroundColour;
+ bool m_useParentBackground; // Grab background from parent?
+};
+
+/* 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.
+ */
+
+class ANIMDLLEXPORT wxAnimationBase : public wxObject
+{
+ DECLARE_ABSTRACT_CLASS(wxAnimationBase)
+
+public:
+ wxAnimationBase() {};
+ ~wxAnimationBase() {};
+
+//// Accessors. Should be overridden by each derived class.
+
+ virtual int GetFrameCount() const = 0;
+ virtual wxImage* GetFrame(int i) const = 0; // Creates a new wxImage
+ virtual wxAnimationDisposal GetDisposalMethod(int i) const = 0;
+ virtual wxRect GetFrameRect(int i) const = 0; // Position and size of frame
+ virtual int GetDelay(int i) const = 0; // Delay for this frame
+
+ virtual wxSize GetLogicalScreenSize() const = 0;
+ virtual bool GetBackgroundColour(wxColour& col) const = 0;
+ virtual bool GetTransparentColour(wxColour& col) const = 0;
+
+ // Is the animation OK?
+ virtual bool IsValid() const = 0;
+
+//// Operations
+
+ virtual bool LoadFile(const wxString& filename) { return FALSE; }
+};
+
+/* wxGIFAnimation
+ * This will be moved to a separate file in due course.
+ */
+
+class ANIMDLLEXPORT wxGIFDecoder;
+
+class ANIMDLLEXPORT wxGIFAnimation : public wxAnimationBase
+{
+ DECLARE_CLASS(wxGIFAnimation)
+
+public:
+ wxGIFAnimation() ;
+ ~wxGIFAnimation() ;
+
+//// Accessors
+
+ virtual int GetFrameCount() const;
+ virtual wxImage* GetFrame(int i) const;
+ virtual wxAnimationDisposal GetDisposalMethod(int i) const;
+ virtual wxRect GetFrameRect(int i) const; // Position and size of frame
+ virtual int GetDelay(int i) const; // Delay for this frame
+
+ virtual wxSize GetLogicalScreenSize() const ;
+ virtual bool GetBackgroundColour(wxColour& col) const ;
+ virtual bool GetTransparentColour(wxColour& col) const ;
+
+ virtual bool IsValid() const;
+
+//// Operations
+
+ virtual bool LoadFile(const wxString& filename);
+
+protected:
+
+ wxGIFDecoder* m_decoder;
+};
+
+/*
+ * wxAnimationCtrlBase
+ * Abstract base class for format-specific animation controls.
+ * This class implements most of the functionality; all a derived
+ * class has to do is create the appropriate animation class on demand.
+ */
+
+// Resize to animation size if this is set
+#define wxAN_FIT_ANIMATION 0x0010
+
+class ANIMDLLEXPORT wxAnimationCtrlBase: public wxControl
+{
+public:
+ wxAnimationCtrlBase() { }
+ wxAnimationCtrlBase(wxWindow *parent, wxWindowID id,
+ const wxString& filename = wxEmptyString,
+ const wxPoint& pos = wxDefaultPosition,
+ const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
+ const wxString& name = wxT("animationControl"))
+ {
+ Create(parent, id, filename, pos, size, style, name);
+ }
+ ~wxAnimationCtrlBase();
+
+ bool Create(wxWindow *parent, wxWindowID id,
+ const wxString& filename = wxEmptyString,
+ const wxPoint& pos = wxDefaultPosition,
+ const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
+ const wxString& name = wxT("animationControl"));
+
+ //// Operations
+ virtual bool LoadFile(const wxString& filename = wxEmptyString);
+ virtual bool Play(bool looped = TRUE) ;
+ virtual void Stop() { m_animationPlayer.Stop(); }
+ virtual void FitToAnimation();
+
+ //// Accessors
+ virtual bool IsPlaying() const { return m_animationPlayer.IsPlaying(); }
+ virtual wxAnimationPlayer& GetPlayer() { return m_animationPlayer; }
+ virtual wxAnimationBase* GetAnimation() { return m_animation; }
+
+ const wxString& GetFilename() const { return m_filename; }
+ void SetFilename(const wxString& filename) { m_filename = filename; }
+
+ //// Event handlers
+ void OnPaint(wxPaintEvent& event);
+
+protected:
+ virtual wxSize DoGetBestSize() const;
+
+ // Override this in derived classes
+ virtual wxAnimationBase* DoCreateAnimation(const wxString& filename) = 0;
+
+ wxAnimationPlayer m_animationPlayer;
+ wxAnimationBase* m_animation;
+ wxString m_filename;
+
+private:
+ DECLARE_ABSTRACT_CLASS(wxAnimationCtrlBase)
+ DECLARE_EVENT_TABLE()
+};
+
+/*
+ * wxGIFAnimationCtrl
+ * Provides a GIF animation class when required.
+ */
+
+class ANIMDLLEXPORT wxGIFAnimationCtrl: public wxAnimationCtrlBase
+{
+public:
+ wxGIFAnimationCtrl() { }
+ wxGIFAnimationCtrl(wxWindow *parent, wxWindowID id,
+ const wxString& filename = wxEmptyString,
+ const wxPoint& pos = wxDefaultPosition,
+ const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
+ const wxString& name = wxT("animationControl"))
+ {
+ Create(parent, id, filename, pos, size, style, name);
+ }
+
+protected:
+ virtual wxAnimationBase* DoCreateAnimation(const wxString& filename) ;
+private:
+ DECLARE_DYNAMIC_CLASS(wxGIFAnimationCtrl)
+};
+
+#endif // _WX_ANIMATEH__
+
--- /dev/null
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+# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib comctl32.lib rpcrt4.lib wsock32.lib winmm.lib wx_univ.lib png.lib zlib.lib jpeg.lib tiff.lib anim.lib /nologo /subsystem:windows /machine:I386 /nodefaultlib:"libc.lib" /nodefaultlib:"libci.lib" /nodefaultlib:"msvcrtd.lib" /out:"UnivRelease/anitest.exe" /libpath:"../../../lib"
+
+!ELSEIF "$(CFG)" == "AniTestVC - Win32 UnivDebug"
+
+# PROP BASE Use_MFC 0
+# PROP BASE Use_Debug_Libraries 1
+# PROP BASE Output_Dir "UnivDebug"
+# PROP BASE Intermediate_Dir "UnivDebug"
+# PROP BASE Ignore_Export_Lib 0
+# PROP BASE Target_Dir ""
+# PROP Use_MFC 0
+# PROP Use_Debug_Libraries 1
+# PROP Output_Dir "UnivDebug"
+# PROP Intermediate_Dir "UnivDebug"
+# PROP Ignore_Export_Lib 0
+# PROP Target_Dir ""
+# ADD BASE CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "../../../include" /I "../../../contrib/include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "__WINDOWS__" /D "__WXMSW__" /D DEBUG=1 /D "__WXDEBUG__" /D "__WIN95__" /D "__WIN32__" /D WINVER=0x0400 /D "STRICT" /Yu"wx/wxprec.h" /FD /c
+# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "../../../include" /I "../../../contrib/include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "__WINDOWS__" /D "__WXMSW__" /D "__WXUNIVERSAL__" /D DEBUG=1 /D "__WXDEBUG__" /D "__WIN95__" /D "__WIN32__" /D WINVER=0x0400 /D "STRICT" /FD /c
+# SUBTRACT CPP /YX /Yc /Yu
+# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /o "NUL" /win32
+# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /o "NUL" /win32
+# ADD BASE RSC /l 0x809 /d "_DEBUG"
+# ADD RSC /l 0x809 /d "_DEBUG"
+BSC32=bscmake.exe
+# ADD BASE BSC32 /nologo
+# ADD BSC32 /nologo
+LINK32=link.exe
+# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib comctl32.lib rpcrt4.lib wsock32.lib winmm.lib wxd.lib pngd.lib zlibd.lib jpegd.lib tiffd.lib /nologo /subsystem:windows /debug /machine:I386 /nodefaultlib:"libcd.lib" /nodefaultlib:"libcid.lib" /nodefaultlib:"msvcrt.lib" /out:"Debug/minimal.exe" /pdbtype:sept /libpath:"../../lib" /libpath:"../../contrib/lib"
+# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib comctl32.lib rpcrt4.lib wsock32.lib winmm.lib wx_univd.lib pngd.lib zlibd.lib jpegd.lib tiffd.lib animd.lib /nologo /subsystem:windows /debug /machine:I386 /nodefaultlib:"libcd.lib" /nodefaultlib:"libcid.lib" /nodefaultlib:"msvcrt.lib" /out:"UnivDebug/anitest.exe" /pdbtype:sept /libpath:"../../../lib"
+
+!ENDIF
+
+# Begin Target
+
+# Name "AniTestVC - Win32 Release"
+# Name "AniTestVC - Win32 Debug"
+# Name "AniTestVC - Win32 Debug DLL"
+# Name "AniTestVC - Win32 Release DLL"
+# Name "AniTestVC - Win32 UnivRelease"
+# Name "AniTestVC - Win32 UnivDebug"
+# Begin Source File
+
+SOURCE=.\anitest.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\anitest.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\anitest.rc
+# End Source File
+# End Target
+# End Project
--- /dev/null
+Microsoft Developer Studio Workspace File, Format Version 5.00
+# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
+
+###############################################################################
+
+Project: "AniTestVC"=.\AniTestVC.dsp - Package Owner=<4>
+
+Package=<5>
+{{{
+}}}
+
+Package=<4>
+{{{
+}}}
+
+###############################################################################
+
+Global:
+
+Package=<5>
+{{{
+}}}
+
+Package=<3>
+{{{
+}}}
+
+###############################################################################
+
--- /dev/null
+#
+# File: makefile.unx
+# Author: Julian Smart
+# Created: 1998
+# Updated:
+# Copyright: (c) 1998 Julian Smart
+#
+# "%W% %G%"
+#
+# Makefile for anitest example (UNIX).
+
+top_srcdir = @top_srcdir@/..
+top_builddir = ../../..
+program_dir = contrib/samples/animate
+
+PROGRAM=anitest
+
+OBJECTS=$(PROGRAM).o
+
+APPEXTRALIBS=$(top_builddir)/lib/libwx_anim.@WX_TARGET_LIBRARY_TYPE@
+APPEXTRADEFS=-I$(top_srcdir)/contrib/include
+
+include $(top_builddir)/src/makeprog.env
+
--- /dev/null
+/////////////////////////////////////////////////////////////////////////////
+// Name: anitest.cpp
+// Purpose: Animation sample
+// Author: Julian Smart
+// Modified by:
+// Created: 02/07/2001
+// RCS-ID: $Id$
+// Copyright: (c) Julian Smart
+// Licence: wxWindows licence
+/////////////////////////////////////////////////////////////////////////////
+
+// ===========================================================================
+// declarations
+// ===========================================================================
+
+// ---------------------------------------------------------------------------
+// headers
+// ---------------------------------------------------------------------------
+
+// For compilers that support precompilation, includes "wx/wx.h".
+#include "wx/wxprec.h"
+
+#ifdef __BORLANDC__
+ #pragma hdrstop
+#endif
+
+#ifndef WX_PRECOMP
+ #include "wx/wx.h"
+#endif
+
+#if defined(__WXGTK__) || defined(__WXMOTIF__) || defined(__WXMAC__)
+ #include "mondrian.xpm"
+#endif
+
+#include "anitest.h"
+
+IMPLEMENT_APP(MyApp)
+
+// ---------------------------------------------------------------------------
+// global variables
+// ---------------------------------------------------------------------------
+
+// ---------------------------------------------------------------------------
+// event tables
+// ---------------------------------------------------------------------------
+
+BEGIN_EVENT_TABLE(MyFrame, wxFrame)
+ EVT_MENU(ANITEST_ABOUT, MyFrame::OnAbout)
+ EVT_MENU(ANITEST_QUIT, MyFrame::OnQuit)
+ EVT_MENU(ANITEST_OPEN, MyFrame::OnOpen)
+
+ EVT_SIZE(MyFrame::OnSize)
+END_EVENT_TABLE()
+
+// ===========================================================================
+// implementation
+// ===========================================================================
+
+// ---------------------------------------------------------------------------
+// MyApp
+// ---------------------------------------------------------------------------
+
+// Initialise this in OnInit, not statically
+bool MyApp::OnInit()
+{
+ // Create the main frame window
+
+ MyFrame* frame = new MyFrame((wxFrame *)NULL, -1, "Animation Demo",
+ wxPoint(-1, -1), wxSize(500, 400),
+ wxDEFAULT_FRAME_STYLE);
+
+ // Give it an icon
+#ifdef __WXMSW__
+ frame->SetIcon(wxIcon("mdi_icn"));
+#else
+ frame->SetIcon(wxIcon( mondrian_xpm ));
+#endif
+
+ // Make a menubar
+ wxMenu *file_menu = new wxMenu;
+
+ file_menu->Append(ANITEST_OPEN, "&Open Animation...\tCtrl+O", "Open a GIF animation");
+ file_menu->Append(ANITEST_QUIT, "&Exit\tAlt+X", "Quit the program");
+
+ wxMenu *help_menu = new wxMenu;
+ help_menu->Append(ANITEST_ABOUT, "&About\tF1");
+
+ wxMenuBar *menu_bar = new wxMenuBar;
+
+ menu_bar->Append(file_menu, "&File");
+ menu_bar->Append(help_menu, "&Help");
+
+ // Associate the menu bar with the frame
+ frame->SetMenuBar(menu_bar);
+
+ frame->CreateStatusBar();
+
+ frame->Show(TRUE);
+
+ SetTopWindow(frame);
+
+ return TRUE;
+}
+
+// ---------------------------------------------------------------------------
+// MyFrame
+// ---------------------------------------------------------------------------
+
+// Define my frame constructor
+MyFrame::MyFrame(wxWindow *parent,
+ const wxWindowID id,
+ const wxString& title,
+ const wxPoint& pos,
+ const wxSize& size,
+ const long style)
+ : wxFrame(parent, id, title, pos, size,
+ style | wxNO_FULL_REPAINT_ON_RESIZE)
+{
+// m_animation = NULL;
+ m_canvas = new MyCanvas(this, wxPoint(0, 0), wxSize(-1, -1));
+#if 0
+ m_player.SetDestroyAnimation(FALSE);
+ m_player.SetWindow(m_canvas);
+ m_player.SetPosition(wxPoint(0, 0));
+#endif
+ m_animationCtrl = new wxGIFAnimationCtrl(m_canvas, -1, wxEmptyString,
+ wxPoint(0, 0), wxSize(200, 200));
+}
+
+MyFrame::~MyFrame()
+{
+// m_player.Stop();
+}
+
+void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
+{
+ Close();
+}
+
+void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event) )
+{
+ (void)wxMessageBox("wxWindows 2 Animation Demo\n"
+ "Author: Julian Smart (c) 2001\n",
+ "About Animation Demo");
+}
+
+void MyFrame::OnOpen(wxCommandEvent& event)
+{
+ wxFileDialog dialog(this, wxT("Please choose an animated GIF"),
+ wxEmptyString, wxEmptyString, wxT("*.gif"), wxOPEN);
+ if (dialog.ShowModal() == wxID_OK)
+ {
+ wxString filename(dialog.GetPath());
+
+ m_animationCtrl->Stop();
+ if (m_animationCtrl->LoadFile(filename))
+ {
+ m_animationCtrl->Play();
+ }
+ else
+ {
+ wxMessageBox("Sorry, this animation was not a valid animated GIF.");
+ }
+ }
+}
+
+
+// ---------------------------------------------------------------------------
+// MyCanvas
+// ---------------------------------------------------------------------------
+
+BEGIN_EVENT_TABLE(MyCanvas, wxScrolledWindow)
+ EVT_PAINT(MyCanvas::OnPaint)
+END_EVENT_TABLE()
+
+// Define a constructor for my canvas
+MyCanvas::MyCanvas(wxWindow *parent, const wxPoint& pos, const wxSize& size)
+ : wxScrolledWindow(parent, -1, pos, size,
+ wxSUNKEN_BORDER |
+ wxNO_FULL_REPAINT_ON_RESIZE |
+ wxVSCROLL | wxHSCROLL)
+{
+ SetBackgroundColour(wxColour("YELLOW"));
+}
+
+void MyCanvas::OnPaint(wxPaintEvent& event)
+{
+ wxPaintDC dc(this);
+#if 0
+ MyFrame* frame = (MyFrame*) GetParent();
+ if (frame->GetPlayer().IsPlaying())
+ {
+ frame->GetPlayer().Draw(dc);
+ }
+#endif
+}
+
--- /dev/null
+/////////////////////////////////////////////////////////////////////////////
+// Name: anitest.cpp
+// Purpose: anitest sample
+// Author: Julian Smart
+// Modified by:
+// Created: 02/07/2001
+// RCS-ID: $Id$
+// Copyright: (c) Julian Smart
+// Licence: wxWindows licence
+/////////////////////////////////////////////////////////////////////////////
+
+#include "wx/animate/animate.h"
+
+// Define a new application
+class MyApp : public wxApp
+{
+public:
+ bool OnInit();
+};
+
+class MyCanvas : public wxScrolledWindow
+{
+public:
+ MyCanvas(wxWindow *parent, const wxPoint& pos, const wxSize& size);
+ void OnPaint(wxPaintEvent& event);
+
+private:
+
+ DECLARE_EVENT_TABLE()
+};
+
+// Define a new frame
+class MyFrame : public wxFrame
+{
+public:
+
+ MyFrame(wxWindow *parent, const wxWindowID id, const wxString& title,
+ const wxPoint& pos, const wxSize& size, const long style);
+ ~MyFrame();
+
+ void OnAbout(wxCommandEvent& event);
+ void OnQuit(wxCommandEvent& event);
+
+ void OnOpen(wxCommandEvent& event);
+
+ MyCanvas* GetCanvas() const { return m_canvas; }
+ wxGIFAnimationCtrl* GetAnimationCtrl() const { return m_animationCtrl; }
+
+#if 0
+ wxAnimationPlayer& GetPlayer() { return m_player; }
+ wxAnimationBase& GetAnimation() { return m_animation; }
+#endif
+
+ DECLARE_EVENT_TABLE()
+
+protected:
+ MyCanvas* m_canvas;
+ wxGIFAnimationCtrl* m_animationCtrl;
+#if 0
+ wxAnimationPlayer m_player;
+ wxGIFAnimation m_animation;
+#endif
+};
+
+// menu items ids
+enum
+{
+ ANITEST_QUIT = 100,
+ ANITEST_OPEN,
+ ANITEST_ABOUT
+};
--- /dev/null
+#
+# File: makefile.b32
+# Author: Julian Smart
+# Created: 1999
+# Updated:
+# Copyright:
+#
+# Makefile : Builds sample for 32-bit BC++
+
+WXDIR = $(WXWIN)
+
+TARGET=anitest
+EXTRALIBS=$(WXDIR)\lib\anim.lib
+OBJECTS = $(TARGET).obj
+
+!include $(WXDIR)\src\makeprog.b32
+
--- /dev/null
+#
+# File: makefile.g95
+# Author: Julian Smart
+# Created: 1999
+# Updated:
+# Copyright: (c) Julian Smart, 1999
+#
+# Makefile for wxWindows sample (Cygwin/Mingw32).
+
+WXDIR = ../../..
+
+TARGET=anitest
+OBJECTS = $(TARGET).o
+EXTRAINC = -I$(WXDIR)/contrib/include
+RCEXTRAINC = --include-dir $(WXDIR)/contrib/include
+EXTRALIBS = -lanim
+
+include $(WXDIR)/src/makeprog.g95
+
--- /dev/null
+# Symantec C++ makefile
+
+WXDIR = $(WXWIN)
+WXLIB = $(WXDIR)\lib\wx.lib
+INCDIR = $(WXDIR)\include
+INCLUDE=$(INCDIR)
+TARGET=minimal
+
+include $(WXDIR)\src\makesc.env
+
+minimal.exe: minimal.obj $(DEFFILE) minimal.res
+ *$(CC) $(LDFLAGS) -o$@ $** $(LIBS)
+ *$(RC) -k minimal.res
+
+sc32.def:
+ echo EXETYPE NT > sc32.def
+ echo SUBSYSTEM WINDOWS >> sc32.def
+
+sc16.def:
+ echo NAME $(TARGET) > sc16.def
+ echo EXETYPE WINDOWS >> sc16.def
+ echo STUB 'WINSTUB.EXE' >> sc16.def
+ echo CODE PRELOAD MOVEABLE DISCARDABLE >> sc16.def
+ echo DATA PRELOAD MOVEABLE MULTIPLE >> sc16.def
+ echo HEAPSIZE 1024 >> sc16.def
+ echo STACKSIZE 8192 >> sc16.def
+
+clean:
+ -del *.obj
+ -del *.exe
+ -del *.res
+ -del *.map
+ -del *.rws
+ -del sc32.def
+ -del sc16.def
+
--- /dev/null
+#
+# File: Makefile for samples
+# Author: Robert Roebling
+# Created: 1999
+# Updated:
+# Copyright: (c) 1998 Robert Roebling
+#
+# This makefile requires a Unix version of wxWindows
+# to be installed on your system. This is most often
+# done typing "make install" when using the complete
+# sources of wxWindows or by installing the two
+# RPM packages wxGTK.XXX.rpm and wxGTK-devel.XXX.rpm
+# under Linux.
+#
+
+CC = gcc
+
+PROGRAM = anitest
+
+OBJECTS = $(PROGRAM).o animate.o
+
+# implementation
+
+.SUFFIXES: .o .cpp
+
+.cpp.o :
+ $(CC) -c `wx-config --cflags` -o $@ $<
+
+all: $(PROGRAM)
+
+$(PROGRAM): $(OBJECTS)
+ $(CC) -o $(PROGRAM) $(OBJECTS) `wx-config --libs`
+
+clean:
+ rm -f *.o $(PROGRAM)
--- /dev/null
+#
+# File: makefile.va
+# Author: David Webster
+# Created: 1999
+# Updated:
+# Copyright: (c) David Webster
+#
+# Makefile : Builds sample (VisualAgeC++ V3.0, OS/2 PM)
+# Use FINAL=1 argument to nmake to build final version with no debug info.
+
+# Set WXDIR for your system
+WXDIR=$(WXWIN)
+
+!include $(WXDIR)\src\makeva.env
+
+#
+# Define which program this is and what it's path is and where to output to
+#
+PROGRAM=anitest
+THISDIR=$(WXWIN)\samples\$(PROGRAM)
+OPATH=$(THISDIR)\$D
+
+#
+# Make sure output directory is available
+#
+!if [md $(OPATH)]
+!endif
+
+#
+# Standard definitions
+#
+PROGRC=$(THISDIR)\$(PROGRAM).rcO
+OBJECTS=$(OPATH)\$(PROGRAM).obj $(OPATH)\animate.obj
+PROGRES=$(OPATH)\$(PROGRAM).res
+PROGTARGET=$(OPATH)\$(PROGRAM).exe
+
+.cpp{$OPATH}.obj:
+ @echo $<
+ icc @<<
+$(CPPFLAGS) /Fo$@ /Tp $<
+<<
+
+!include $(WXDIR)\src\makeprog.va
+
--- /dev/null
+WXDIR = $(WXWIN)
+PROGRAM = anitest
+
+OBJECTS = $(PROGRAM).obj
+EXTRALIBS = $(WXDIR)\lib\anim$(LIBEXT).lib
+EXTRAINC = -I$(WXDIR)\contrib\include
+
+!include $(WXDIR)\src\makeprog.vc
+
--- /dev/null
+#
+# Makefile for WATCOM
+#
+# Created by Julian Smart, January 1999
+#
+#
+
+WXDIR = $(%WXWIN)
+
+PROGRAM = anitest
+OBJECTS = $(PROGRAM).obj animate.obj
+
+!include $(WXDIR)\src\makeprog.wat
+
+
OBJECTS=plot.o
-APPEXTRALIBS=$(top_builddir)/lib/libplot.@WX_TARGET_LIBRARY_TYPE@
+APPEXTRALIBS=$(top_builddir)/lib/libwx_plot.@WX_TARGET_LIBRARY_TYPE@
APPEXTRADEFS=-I$(top_srcdir)/contrib/include
include $(top_builddir)/src/makeprog.env
# $Id$
-CONTRIB_SUBDIRS=ogl mmedia stc xrc applet
+CONTRIB_SUBDIRS=ogl mmedia stc xrc applet plot canvas animate
all:
@for d in $(CONTRIB_SUBDIRS); do (cd $$d && $(MAKE)); done
--- /dev/null
+# Microsoft Developer Studio Project File - Name="AnimateVC" - Package Owner=<4>
+# Microsoft Developer Studio Generated Build File, Format Version 6.00
+# ** DO NOT EDIT **
+
+# TARGTYPE "Win32 (x86) Static Library" 0x0104
+
+CFG=AnimateVC - Win32 Debug
+!MESSAGE This is not a valid makefile. To build this project using NMAKE,
+!MESSAGE use the Export Makefile command and run
+!MESSAGE
+!MESSAGE NMAKE /f "AnimateVC.mak".
+!MESSAGE
+!MESSAGE You can specify a configuration when running NMAKE
+!MESSAGE by defining the macro CFG on the command line. For example:
+!MESSAGE
+!MESSAGE NMAKE /f "AnimateVC.mak" CFG="AnimateVC - Win32 Debug"
+!MESSAGE
+!MESSAGE Possible choices for configuration are:
+!MESSAGE
+!MESSAGE "AnimateVC - Win32 Release" (based on "Win32 (x86) Static Library")
+!MESSAGE "AnimateVC - Win32 Debug" (based on "Win32 (x86) Static Library")
+!MESSAGE
+
+# Begin Project
+# PROP AllowPerConfigDependencies 0
+# PROP Scc_ProjName ""
+# PROP Scc_LocalPath ""
+CPP=cl.exe
+RSC=rc.exe
+
+!IF "$(CFG)" == "AnimateVC - Win32 Release"
+
+# PROP BASE Use_MFC 0
+# PROP BASE Use_Debug_Libraries 0
+# PROP BASE Output_Dir "Release"
+# PROP BASE Intermediate_Dir "Release"
+# PROP BASE Target_Dir ""
+# PROP Use_MFC 0
+# PROP Use_Debug_Libraries 0
+# PROP Output_Dir "Release"
+# PROP Intermediate_Dir "Release"
+# PROP Target_Dir ""
+# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
+# ADD CPP /nologo /MD /W3 /GX /O1 /Ob2 /I "../../../include" /I "../../include" /D "WIN32" /D "_WINDOWS" /D "__WINDOWS__" /D "__WXMSW__" /D "__WIN95__" /D "__WIN32__" /D WINVER=0x0400 /D "STRICT" /FD /c
+# SUBTRACT CPP /YX
+# ADD BASE RSC /l 0x809
+# ADD RSC /l 0x809
+BSC32=bscmake.exe
+# ADD BASE BSC32 /nologo
+# ADD BSC32 /nologo
+LIB32=link.exe -lib
+# ADD BASE LIB32 /nologo
+# ADD LIB32 /nologo /out:"..\..\..\lib\anim.lib"
+
+!ELSEIF "$(CFG)" == "AnimateVC - Win32 Debug"
+
+# PROP BASE Use_MFC 0
+# PROP BASE Use_Debug_Libraries 1
+# PROP BASE Output_Dir "Debug"
+# PROP BASE Intermediate_Dir "Debug"
+# PROP BASE Target_Dir ""
+# PROP Use_MFC 0
+# PROP Use_Debug_Libraries 1
+# PROP Output_Dir "Debug"
+# PROP Intermediate_Dir "Debug"
+# PROP Target_Dir ""
+# ADD BASE CPP /nologo /W3 /GX /Z7 /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /FD /c
+# ADD CPP /nologo /MDd /W3 /GX /Z7 /Od /I "../../../include" /I "../../include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "__WINDOWS__" /D "__WXMSW__" /D DEBUG=1 /D "__WXDEBUG__" /D "__WIN95__" /D "__WIN32__" /D WINVER=0x0400 /D "STRICT" /FD /c
+# SUBTRACT CPP /YX
+# ADD BASE RSC /l 0x809
+# ADD RSC /l 0x809
+BSC32=bscmake.exe
+# ADD BASE BSC32 /nologo
+# ADD BSC32 /nologo
+LIB32=link.exe -lib
+# ADD BASE LIB32 /nologo
+# ADD LIB32 /nologo /out:"..\..\..\lib\animd.lib"
+
+!ENDIF
+
+# Begin Target
+
+# Name "AnimateVC - Win32 Release"
+# Name "AnimateVC - Win32 Debug"
+# Begin Source File
+
+SOURCE=.\animate.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=..\..\include\wx\animate\animate.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\readme.txt
+# End Source File
+# End Target
+# End Project
--- /dev/null
+Microsoft Developer Studio Workspace File, Format Version 6.00
+# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
+
+###############################################################################
+
+Project: "AnimateVC"=.\AnimateVC.dsp - Package Owner=<4>
+
+Package=<5>
+{{{
+}}}
+
+Package=<4>
+{{{
+}}}
+
+###############################################################################
+
+Global:
+
+Package=<5>
+{{{
+}}}
+
+Package=<3>
+{{{
+}}}
+
+###############################################################################
+
--- /dev/null
+# $Id$
+
+top_srcdir = @top_srcdir@/..
+top_builddir = ../../..
+libsrc_dir = contrib/src/animate
+
+TARGET_LIBNAME=libwx_anim
+
+LIBVERSION_CURRENT=1
+LIBVERSION_REVISION=0
+LIBVERSION_AGE=0
+
+HEADER_PATH=$(top_srcdir)/contrib/include/wx
+HEADER_SUBDIR=plot
+
+HEADERS=animate.h
+
+OBJECTS=animate.o
+
+APPEXTRADEFS=-I$(top_srcdir)/contrib/include
+
+include $(top_builddir)/src/makelib.env
+
--- /dev/null
+///////////////////////////////////////////////////////////////////////////////
+// Name: animate.cpp
+// Purpose: Implementation of wxAnimation classes
+// Author: Julian Smart and Guillermo Rodriguez Garcia
+// Modified by:
+// Created: 13/8/99
+// RCS-ID: $Id$
+// Copyright: (c) Julian Smart and Guillermo Rodriguez Garcia
+// Licence: wxWindows licence
+///////////////////////////////////////////////////////////////////////////////
+
+#ifdef __GNUG__
+ #pragma implementation "animate.h"
+#endif
+
+#include "wx/wxprec.h"
+
+#ifdef __BORLANDC__
+ #pragma hdrstop
+#endif //__BORLANDC__
+
+#include "wx/wfstream.h"
+#include "wx/image.h"
+#include "wx/gifdecod.h"
+#include "wx/animate/animate.h"
+
+/*
+ * wxAnimationPlayer
+ */
+
+IMPLEMENT_CLASS(wxAnimationPlayer, wxObject)
+
+wxAnimationPlayer::wxAnimationPlayer(wxAnimationBase *animation, bool destroyAnimation)
+{
+ m_animation = animation;
+ m_destroyAnimation = destroyAnimation;
+ m_currentFrame = 0;
+ m_window = (wxWindow*) NULL;
+ m_position = wxPoint(0, 0);
+ m_looped = TRUE;
+ m_isPlaying = FALSE;
+ m_useBackgroundColour = FALSE;
+ m_customBackgroundColour = wxColour(0, 0, 0);
+ m_useCustomBackgroundColour = FALSE;
+ m_useParentBackground = FALSE;
+ m_timer.SetPlayer(this);
+}
+
+wxAnimationPlayer::~wxAnimationPlayer()
+{
+ Stop();
+ ClearCache();
+
+ if (m_destroyAnimation)
+ delete m_animation;
+}
+
+void wxAnimationPlayer::SetAnimation(wxAnimationBase* animation, bool destroyAnimation)
+{
+ ClearCache();
+ if (m_destroyAnimation)
+ delete m_animation;
+ m_animation = animation;
+ m_destroyAnimation = destroyAnimation;
+}
+
+// Play
+bool wxAnimationPlayer::Play(wxWindow& window, const wxPoint& pos, bool looped)
+{
+ m_window = & window;
+
+ if (!m_animation || !m_animation->IsValid())
+ return FALSE;
+
+ wxSize sz = GetLogicalScreenSize();
+ wxRect rect(pos, sz);
+ SaveBackground(rect);
+
+ if (m_frames.Number() == 0)
+ {
+ if (!Build())
+ {
+ wxLogWarning("wxAnimationPlayer::Play: could not build the image cache.");
+ return FALSE;
+ }
+ }
+ m_currentFrame = 0;
+
+ // Create the backing store
+ m_backingStore.Create(sz.x, sz.y);
+
+ PlayFrame();
+
+ return TRUE;
+}
+
+// Build animation (list of wxImages). If not called before Play
+// is called, Play will call this automatically.
+bool wxAnimationPlayer::Build()
+{
+ ClearCache();
+ if (m_animation)
+ {
+ int n = GetFrameCount();
+ int i;
+ for (i = 0; i < n; i++)
+ {
+ wxBitmap* bitmap = NULL;
+ wxImage* image = GetFrame(i);
+ if (image)
+ {
+ // If the frame has transparency,
+ // set the colour so converting to a bitmap
+ // will create a mask
+ wxColour transparentColour;
+ if (GetTransparentColour(transparentColour))
+ image->SetMaskColour(transparentColour.Red(), transparentColour.Green(), transparentColour.Blue());
+
+ bitmap = new wxBitmap(image->ConvertToBitmap());
+ delete image;
+ if (bitmap)
+ m_frames.Append(bitmap);
+ else
+ return FALSE;
+ }
+ else
+ return FALSE;
+ }
+ return TRUE;
+ }
+ else
+ return FALSE;
+}
+
+// Stop the animation
+void wxAnimationPlayer::Stop()
+{
+ m_timer.Stop();
+ m_isPlaying = FALSE;
+}
+
+// Draw the current view of the animation into this DC.
+// Call this from your OnPaint, for example.
+void wxAnimationPlayer::Draw(wxDC& dc)
+{
+ dc.DrawBitmap(m_backingStore, m_position.x, m_position.y);
+}
+
+
+int wxAnimationPlayer::GetFrameCount() const
+{
+ if (m_animation)
+ return m_animation->GetFrameCount();
+ else
+ return 0;
+}
+
+wxImage* wxAnimationPlayer::GetFrame(int i) const
+{
+ if (m_animation)
+ return m_animation->GetFrame(i);
+ else
+ return (wxImage*) NULL;
+}
+
+wxAnimationDisposal wxAnimationPlayer::GetDisposalMethod(int i) const
+{
+ if (m_animation)
+ return m_animation->GetDisposalMethod(i);
+ else
+ return wxANIM_UNSPECIFIED;
+}
+
+wxRect wxAnimationPlayer::GetFrameRect(int i) const
+{
+ if (m_animation)
+ return m_animation->GetFrameRect(i);
+ else
+ return wxRect(0, 0, 0, 0);
+}
+
+int wxAnimationPlayer::GetDelay(int i) const
+{
+ if (m_animation)
+ return m_animation->GetDelay(i);
+ else
+ return 0;
+}
+
+wxSize wxAnimationPlayer::GetLogicalScreenSize() const
+{
+ if (m_animation)
+ return m_animation->GetLogicalScreenSize();
+ else
+ return wxSize(0, 0);
+}
+
+bool wxAnimationPlayer::GetBackgroundColour(wxColour& col) const
+{
+ if (m_animation)
+ return m_animation->GetBackgroundColour(col);
+ else
+ return FALSE;
+}
+
+bool wxAnimationPlayer::GetTransparentColour(wxColour& col) const
+{
+ if (m_animation)
+ return m_animation->GetTransparentColour(col);
+ else
+ return FALSE;
+}
+
+// Play the frame
+bool wxAnimationPlayer::PlayFrame(int frame, wxWindow& window, wxPoint& pos)
+{
+ wxMemoryDC dc;
+ dc.SelectObject(m_backingStore);
+
+ // Draw the background: colour or area beneath animation
+ wxColour col(255, 255, 255);
+
+ if (UsingBackgroundColour())
+ {
+ if (UsingCustomBackgroundColour())
+ col = GetCustomBackgroundColour();
+ else
+ {
+ GetBackgroundColour(col);
+ }
+
+ // Draw the background colour loaded from the animation
+ // (or set by the user)
+ DrawBackground(dc, wxPoint(0, 0), col);
+ }
+ else
+ {
+ // Draw background we saved
+ dc.DrawBitmap(m_savedBackground, 0, 0);
+ }
+
+ // Draw all intermediate frames that haven't been removed from the
+ // animation
+ int i;
+ for (i = 0; i < (frame - 1); i++)
+ {
+ if ((GetDisposalMethod(i) == wxANIM_DONOTREMOVE) || (GetDisposalMethod(i) == wxANIM_UNSPECIFIED))
+ {
+ DrawFrame(i, dc, wxPoint(0, 0));
+ }
+ }
+ DrawFrame(frame, dc, wxPoint(0, 0));
+
+ dc.SelectObject(wxNullBitmap);
+
+ // Draw from backing bitmap onto window
+ wxClientDC clientDC(& window);
+ Draw(clientDC);
+
+ return TRUE;
+}
+
+bool wxAnimationPlayer::PlayFrame()
+{
+ m_isPlaying = TRUE;
+
+ PlayFrame(GetCurrentFrame(), * GetWindow(), GetPosition());
+
+ // Set the timer for the next frame
+ m_timer.Start(GetDelay(GetCurrentFrame()));
+
+ m_currentFrame ++;
+
+ if (m_currentFrame == GetFrameCount())
+ {
+ // Should a non-looped animation display the last frame?
+ if (!m_looped)
+ {
+ m_timer.Stop();
+ m_isPlaying = FALSE;
+ }
+ else
+ m_currentFrame = 0;
+ }
+
+ return TRUE;
+}
+
+// Clear the wxImage cache
+void wxAnimationPlayer::ClearCache()
+{
+ wxNode* node = m_frames.First();
+ while (node)
+ {
+ wxNode* next = node->Next();
+ wxBitmap* bitmap = (wxBitmap*) node->Data();
+ delete bitmap;
+ delete node;
+ node = next;
+ }
+}
+
+// Draw the background colour
+void wxAnimationPlayer::DrawBackground(wxDC& dc, const wxPoint& pos, const wxColour& colour)
+{
+ wxASSERT_MSG( (m_animation != NULL), "Animation not present in wxAnimationPlayer");
+ wxASSERT_MSG( (m_frames.Number() != 0), "Animation cache not present in wxAnimationPlayer");
+
+ // Optimization: if the first frame fills the whole area, and is non-transparent,
+ // don't bother drawing the background
+
+ wxBitmap* firstBitmap = (wxBitmap*) m_frames.First()->Data() ;
+ wxSize screenSize = GetLogicalScreenSize();
+ if (!firstBitmap->GetMask() && (firstBitmap->GetWidth() == screenSize.x) && (firstBitmap->GetHeight() == screenSize.y))
+ {
+ return;
+ }
+
+ wxBrush brush(colour, wxSOLID);
+ wxPen pen(colour, 1, wxSOLID);
+ dc.SetBrush(brush);
+ dc.SetPen(pen);
+ dc.SetLogicalFunction(wxCOPY);
+
+ dc.DrawRectangle(pos.x, pos.y, screenSize.x, screenSize.y);
+}
+
+// Save the pertinent area of the window so we can restore
+// it if drawing transparently
+void wxAnimationPlayer::SaveBackground(const wxRect& rect)
+{
+ wxASSERT( GetWindow() );
+
+ if (!GetWindow())
+ return;
+
+ m_savedBackground.Create(rect.width, rect.height);
+
+ wxMemoryDC memDC;
+ memDC.SelectObject(m_savedBackground);
+
+ if (m_useParentBackground && GetWindow()->GetParent())
+ {
+ wxWindow* parent = GetWindow()->GetParent();
+ wxClientDC dc(parent);
+
+ // Translate the point to coordinates in the
+ // parent's client area, going via screen coordinates
+ wxPoint pt(rect.x, rect.y);
+ wxPoint screenPt = GetWindow()->ClientToScreen(pt);
+ wxPoint parentPt = parent->ScreenToClient(screenPt);
+
+ memDC.Blit(0, 0, rect.width, rect.height, & dc, parentPt.x, parentPt.y);
+ }
+ else
+ {
+ wxClientDC dc(GetWindow());
+
+ memDC.Blit(0, 0, rect.width, rect.height, & dc, rect.x, rect.y);
+ }
+ memDC.SelectObject(wxNullBitmap);
+}
+
+// Draw this frame
+void wxAnimationPlayer::DrawFrame(int frame, wxDC& dc, const wxPoint& pos)
+{
+ wxASSERT_MSG( (m_animation != NULL), "Animation not present in wxAnimationPlayer");
+ wxASSERT_MSG( (m_frames.Number() != 0), "Animation cache not present in wxAnimationPlayer");
+ wxASSERT_MSG( (m_frames.Nth(frame) != (wxNode*) NULL), "Image not present in wxAnimationPlayer::DrawFrame");
+
+ wxBitmap* bitmap = (wxBitmap*) m_frames.Nth(frame)->Data() ;
+
+ wxRect rect = GetFrameRect(frame);
+
+ dc.DrawBitmap(* bitmap, pos.x + rect.x, pos.y + rect.y, (bitmap->GetMask() != NULL));
+}
+
+void wxAnimationTimer::Notify()
+{
+ m_player->PlayFrame();
+}
+
+/*
+ * wxAnimationBase
+ */
+
+IMPLEMENT_ABSTRACT_CLASS(wxAnimationBase, wxObject)
+
+/*
+ * wxGIFAnimation
+ */
+
+IMPLEMENT_CLASS(wxGIFAnimation, wxAnimationBase)
+
+wxGIFAnimation::wxGIFAnimation()
+{
+ m_decoder = (wxGIFDecoder*) NULL;
+}
+
+wxGIFAnimation::~wxGIFAnimation()
+{
+ delete m_decoder;
+}
+
+int wxGIFAnimation::GetFrameCount() const
+{
+ wxASSERT_MSG( (m_decoder != (wxGIFDecoder*) NULL), "m_decoder must be non-NULL");
+
+ return m_decoder->GetNumberOfFrames();
+}
+
+wxImage* wxGIFAnimation::GetFrame(int i) const
+{
+ wxASSERT_MSG( (m_decoder != (wxGIFDecoder*) NULL), "m_decoder must be non-NULL");
+
+ m_decoder->GoFrame(i);
+
+ wxImage* image = new wxImage;
+ m_decoder->ConvertToImage(image);
+ return image;
+}
+
+wxAnimationDisposal wxGIFAnimation::GetDisposalMethod(int i) const
+{
+ wxASSERT_MSG( (m_decoder != (wxGIFDecoder*) NULL), "m_decoder must be non-NULL");
+
+ m_decoder->GoFrame(i);
+
+ int disposalMethod = m_decoder->GetDisposalMethod();
+ return (wxAnimationDisposal) disposalMethod;
+}
+
+wxRect wxGIFAnimation::GetFrameRect(int i) const
+{
+ wxASSERT_MSG( (m_decoder != (wxGIFDecoder*) NULL), "m_decoder must be non-NULL");
+
+ m_decoder->GoFrame(i);
+
+ wxRect rect(m_decoder->GetLeft(), m_decoder->GetTop(), m_decoder->GetWidth(), m_decoder->GetHeight());
+ return rect;
+}
+
+int wxGIFAnimation::GetDelay(int i) const
+{
+ wxASSERT_MSG( (m_decoder != (wxGIFDecoder*) NULL), "m_decoder must be non-NULL");
+
+ m_decoder->GoFrame(i);
+ return m_decoder->GetDelay();
+}
+
+wxSize wxGIFAnimation::GetLogicalScreenSize() const
+{
+ wxASSERT_MSG( (m_decoder != (wxGIFDecoder*) NULL), "m_decoder must be non-NULL");
+
+ return wxSize(m_decoder->GetLogicalScreenWidth(), m_decoder->GetLogicalScreenHeight());
+}
+
+bool wxGIFAnimation::GetBackgroundColour(wxColour& col) const
+{
+ wxASSERT_MSG( (m_decoder != (wxGIFDecoder*) NULL), "m_decoder must be non-NULL");
+
+ int i = m_decoder->GetBackgroundColour();
+ if (i == -1)
+ return FALSE;
+ else
+ {
+ unsigned char* pal = m_decoder->GetPalette();
+
+ if (pal)
+ {
+ col = wxColour(pal[3*i + 0], pal[3*i + 1], pal[3*i + 2]);
+ return TRUE;
+ }
+ else
+ return FALSE;
+ }
+}
+
+bool wxGIFAnimation::GetTransparentColour(wxColour& col) const
+{
+ wxASSERT_MSG( (m_decoder != (wxGIFDecoder*) NULL), "m_decoder must be non-NULL");
+
+ int i = m_decoder->GetTransparentColour();
+ if (i == -1)
+ return FALSE;
+ else
+ {
+ unsigned char* pal = m_decoder->GetPalette();
+
+ if (pal)
+ {
+ col = wxColour(pal[3*i + 0], pal[3*i + 1], pal[3*i + 2]);
+ return TRUE;
+ }
+ else
+ return FALSE;
+ }
+}
+
+bool wxGIFAnimation::IsValid() const
+{
+ return ((m_decoder != NULL) && (m_decoder->IsAnimation()));
+}
+
+bool wxGIFAnimation::LoadFile(const wxString& filename)
+{
+ if (m_decoder)
+ delete m_decoder;
+ m_decoder = NULL;
+
+ if (wxFileExists(filename))
+ {
+ wxFileInputStream stream(filename);
+ m_decoder = new wxGIFDecoder(& stream, TRUE);
+
+ if (m_decoder->ReadGIF() != wxGIF_OK)
+ {
+ delete m_decoder;
+ m_decoder = NULL;
+ return FALSE;
+ }
+
+ if (!m_decoder->IsAnimation())
+ {
+ delete m_decoder;
+ m_decoder = NULL;
+
+ return FALSE;
+ }
+ else
+ return TRUE;
+ }
+ else
+ return FALSE;
+}
+
+/*
+ * wxAnimationCtrlBase
+ * Abstract base class for format-specific animation controls.
+ * This class implements most of the functionality; all a derived
+ * class has to do is create the appropriate animation class on demand.
+ */
+
+IMPLEMENT_ABSTRACT_CLASS(wxAnimationCtrlBase, wxControl)
+
+BEGIN_EVENT_TABLE(wxAnimationCtrlBase, wxControl)
+ EVT_PAINT(wxAnimationCtrlBase::OnPaint)
+END_EVENT_TABLE()
+
+bool wxAnimationCtrlBase::Create(wxWindow *parent, wxWindowID id,
+ const wxString& filename, const wxPoint& pos,
+ const wxSize& size, long style, const wxString& name)
+{
+ m_animation = NULL;
+ m_filename = filename;
+
+ if (!wxControl::Create(parent, id, pos, size, style, wxDefaultValidator, name))
+ return FALSE;
+
+ SetBackgroundColour(parent->GetBackgroundColour());
+
+ m_animationPlayer.SetCustomBackgroundColour(GetBackgroundColour());
+
+ // Want to give the impression of transparency by painting
+ // the parent background
+// if (parent)
+// m_animationPlayer.UseParentBackground(TRUE);
+ m_animationPlayer.SetWindow(this);
+ m_animationPlayer.SetPosition(wxPoint(0, 0));
+ m_animationPlayer.SetDestroyAnimation(FALSE);
+
+ return TRUE;
+}
+
+wxAnimationCtrlBase::~wxAnimationCtrlBase()
+{
+ if (m_animationPlayer.IsPlaying())
+ m_animationPlayer.Stop();
+ m_animationPlayer.SetAnimation(NULL, FALSE);
+ delete m_animation;
+}
+
+bool wxAnimationCtrlBase::LoadFile(const wxString& filename)
+{
+ if (m_animationPlayer.IsPlaying())
+ m_animationPlayer.Stop();
+
+ wxString filename1(filename);
+
+ if (filename1.IsEmpty())
+ filename1 = m_filename;
+
+ if (filename1.IsEmpty())
+ return FALSE;
+
+ if (m_animation)
+ {
+ delete m_animation;
+ m_animation = NULL;
+ }
+
+ m_animation = DoCreateAnimation(filename1);
+ if (!m_animation)
+ return FALSE;
+
+ if (!m_animation->LoadFile(filename) || !m_animation->IsValid())
+ {
+ delete m_animation;
+ m_animation = NULL;
+ return FALSE;
+ }
+ m_animationPlayer.SetAnimation(m_animation, FALSE);
+
+ if (GetWindowStyle() & wxAN_FIT_ANIMATION)
+ FitToAnimation();
+
+ return TRUE;
+}
+
+bool wxAnimationCtrlBase::Play(bool looped)
+{
+ return m_animationPlayer.Play(*this, wxPoint(0, 0), looped);
+}
+
+wxSize wxAnimationCtrlBase::DoGetBestSize() const
+{
+ if (m_animationPlayer.HasAnimation() && (GetWindowStyle() & wxAN_FIT_ANIMATION))
+ {
+ return m_animationPlayer.GetLogicalScreenSize();
+ }
+ else
+ {
+ return GetSize();
+ }
+}
+
+void wxAnimationCtrlBase::FitToAnimation()
+{
+ if (!m_animationPlayer.HasAnimation())
+ return;
+
+ wxSize sz = m_animationPlayer.GetLogicalScreenSize();
+ SetClientSize(sz);
+}
+
+void wxAnimationCtrlBase::OnPaint(wxPaintEvent& event)
+{
+ wxPaintDC dc(this);
+
+ if (GetPlayer().IsPlaying())
+ {
+ GetPlayer().Draw(dc);
+ }
+}
+
+/*
+ * wxGIFAnimationCtrl
+ * Provides a GIF animation class when required.
+ */
+
+IMPLEMENT_ABSTRACT_CLASS(wxGIFAnimationCtrl, wxAnimationCtrlBase)
+
+wxAnimationBase* wxGIFAnimationCtrl::DoCreateAnimation(const wxString& WXUNUSED(filename))
+{
+ return new wxGIFAnimation;
+}
--- /dev/null
+#
+# File: makefile.b32
+# Author: Julian Smart
+# Created: 1999
+# Updated:
+# Copyright:
+#
+# Makefile : Builds Animation library for 32-bit BC++
+
+WXDIR = $(WXWIN)
+
+LIBTARGET=$(WXDIR)\lib\anim.lib
+
+OBJECTS = animate.obj
+
+!include $(WXDIR)\src\makelib.b32
+
--- /dev/null
+#
+# File: makefile.g95
+# Author: Julian Smart
+# Created: 1999
+# Updated:
+# Copyright: (c) Julian Smart, 1999
+#
+# Makefile for wxWindows Animation library Cygwin/Mingw32).
+
+WXDIR = ../../..
+
+LIBTARGET=$(WXDIR)/lib/libanim.a
+OBJECTS = animate.o
+
+include $(WXDIR)/src/makelib.g95
+
--- /dev/null
+
+# File: makefile.vc
+# Author: Julian Smart
+# Created: 2001
+# Updated:
+# Copyright: (c) 2001, Julian Smart
+#
+# "%W% %G%"
+#
+# Makefile : Builds Plot class library (MS VC++).
+# Use FINAL=1 argument to nmake to build final version with no debugging
+# info
+
+
+# Set WXDIR for your system
+WXDIR = $(WXWIN)
+GIZMOSDIR = $(WXDIR)\contrib\src\animate
+GIZMOSINC = $(WXDIR)\contrib\include\wx\animate
+THISDIR = $(WXDIR)\contrib\src\animate
+DOCDIR=$(WXDIR)\contrib\docs
+LOCALDOCDIR=$(WXDIR)\contrib\docs\latex\animate
+
+!include $(WXDIR)\src\makevc.env
+
+OBJECTS = $(D)\animate.obj
+
+LIBTARGET=$(WXDIR)\lib\anim$(LIBEXT).lib
+
+all: $(D) $(LIBTARGET)
+
+$(D) :
+ mkdir $(D)
+
+wx:
+ cd $(WXDIR)\src\msw
+ nmake -f makefile.vc FINAL=$(FINAL)
+ cd $(THISDIR)
+
+wxclean:
+ cd $(WXDIR)\src\msw
+ nmake -f makefile.vc clean
+ cd $(THISDIR)
+
+$(LIBTARGET): $(OBJECTS)
+ -erase $(LIBTARGET)
+ $(implib) @<<
+-out:$(LIBTARGET)
+-machine:$(CPU)
+$(OBJECTS)
+<<
+
+$(D)\animate.obj: animate.$(SRCSUFF)
+ cl @<<
+$(CPPFLAGS) /c /Fo$@ /Tp $(*B).$(SRCSUFF)
+<<
+
+clean:
+ -erase $(D)\*.obj
+ -erase *.sbr
+ -erase *.exe
+ -erase *.res
+ -erase *.map
+ -erase *.pdb
+ -erase $(LIBTARGET)
+
+DOCSOURCES=$(LOCALDOCDIR)\animate.tex \
+ $(LOCALDOCDIR)\bugs.tex $(LOCALDOCDIR)\changes.tex\
+ $(LOCALDOCDIR)\classes.tex $(LOCALDOCDIR)\intro.tex\
+ $(LOCALDOCDIR)\topics.tex $(LOCALDOCDIR)\sample.tex
+
+html: $(DOCDIR)\html\animate\animate.htm
+htmlhelp: $(DOCDIR)\htmlhelp\animate.chm
+htb: $(DOCDIR)\htb\animate.htb
+hlp: $(DOCDIR)\winhelp\animate.hlp
+pdfrtf: $(DOCDIR)\pdf\animate.rtf
+ps: $(DOCDIR)\ps\animate.ps
+
+touchmanual:
+ touch $(LOCALDOCDIR)\animate.tex
+
+
+$(DOCDIR)\winhelp\animate.hlp: $(LOCALDOCDIR)\animate.rtf $(LOCALDOCDIR)\animate.hpj
+ cd $(LOCALDOCDIR)
+ -erase animate.ph
+ hc animate
+ move animate.hlp $(DOCDIR)\winhelp\animate.hlp
+ move animate.cnt $(DOCDIR)\winhelp\animate.cnt
+ cd $(THISDIR)
+
+$(LOCALDOCDIR)\animate.rtf: $(DOCSOURCES)
+ cd $(LOCALDOCDIR)
+ -start $(WAITFLAG) tex2rtf $(LOCALDOCDIR)\animate.tex $(LOCALDOCDIR)\animate.rtf -twice -winhelp
+ cd $(THISDIR)
+
+$(DOCDIR)\pdf\animate.rtf: $(DOCSOURCES)
+ cd $(LOCALDOCDIR)
+ -copy *.bmp $(DOCDIR)\pdf
+ -start $(WAITFLAG) tex2rtf $(LOCALDOCDIR)\animate.tex $(DOCDIR)\pdf\animate.rtf -twice -rtf
+ cd $(THISDIR)
+
+$(DOCDIR)\html\animate\animate.htm: $(DOCSOURCES)
+ cd $(LOCALDOCDIR)
+ -mkdir $(DOCDIR)\html\animate
+ copy *.gif $(DOCDIR)\html\animate
+ -start $(WAITFLAG) tex2rtf $(LOCALDOCDIR)\animate.tex $(DOCDIR)\html\animate\animate.htm -twice -html
+ -erase $(DOCDIR)\html\animate\*.con
+ -erase *.con
+ -erase $(DOCDIR)\html\animate\*.ref
+ cd $(THISDIR)
+
+$(DOCDIR)\htmlhelp\animate.chm: $(DOCDIR)\html\animate\animate.htm $(DOCDIR)\html\animate\animate.hhp
+ cd $(DOCDIR)\html\animate
+ -hhc animate.hhp
+ move animate.chm $(DOCDIR)\htmlhelp\animate.chm
+ cd $(THISDIR)
+
+# An htb file is a zip file containing the .htm, .gif, .hhp, .hhc and .hhk
+# files, renamed to htb.
+# This can then be used with e.g. helpview.
+# Optionally, a cached version of the .hhp file can be generated with hhp2cached.
+$(DOCDIR)\htb\animate.htb: $(DOCDIR)\html\animate\animate.htm
+ cd $(DOCDIR)\html\animate
+ -erase animate.zip animate.htb
+ zip animate.zip *.htm *.gif *.hhp *.hhc *.hhk
+ -mkdir $(DOCDIR)\htb
+ move animate.zip $(DOCDIR)\htb\animate.htb
+ cd $(THISDIR)
+
+$(LOCALDOCDIR)\animate.dvi: $(DOCSOURCES)
+ cd $(LOCALDOCDIR)
+ -latex animate
+ -latex animate
+ -makeindx animate
+ -bibtex animate
+ -latex animate
+ -latex animate
+ cd $(THISDIR)
+
+$(WXDIR)\docs\ps\animate.ps: $(LOCALDOCDIR)\animate.dvi
+ cd $(LOCALDOCDIR)
+ -dvips32 -o animate.ps animate
+ move animate.ps $(WXDIR)\docs\ps\animate.ps
+ cd $(THISDIR)
+
--- /dev/null
+Animation sample
+================
+
+Every now and then someone asks whether there are animation
+classes in wxWindows. I started these animation player classes
+nearly two years ago and never got round to finishing them.
+Now I've done some hacking on them and (after very limited testing)
+it seems to work on Windows for animated GIFs, both transparent
+and non-transparent.
+
+Basically the classes makes use of the existing GIF decoder in
+wxWindows to read an animated GIF into wxGIFAnimation, and then
+play that animation using wxAnimationPlayer. It's very much tied
+to the animated GIF format, so don't expect anything too generic.
+However, it would be quite possible to write code to convert an animated
+GIF into a PNG-based invented format, and then write a wxPNGAnimation
+handler.
+
+The next steps are:
+
+1. Test on other platforms.
+2. Write control classes to make it easy to embed animations in dialogs, etc.
+ See my thoughts in animate.h.
+3. Write documentation.
+
+*** IMPORTANT NOTE: to compile this, you must first edit the
+file:
+
+include/wx/gifdecod.h
+
+and change the keyword 'protected' to 'public', then recompile
+wxWindows. If you have downloaded the latest code from the CVS trunk,
+the problem has been corrected already.
+
+Julian Smart, 5th July 2001
contrib/samples/gizmos/editlbox/EditlboxVC.dsp
contrib/samples/gizmos/editlbox/EditlboxVC.dsw
+contrib/samples/animate/*.cpp
+contrib/samples/animate/*.h
+contrib/samples/animate/*.def
+contrib/samples/animate/makefile*
+contrib/samples/animate/*.xbm
+contrib/samples/animate/*.xpm
+contrib/samples/animate/*.txt
+contrib/samples/animate/*.ico
+contrib/samples/animate/*.bmp
+contrib/samples/animate/*.rc
+contrib/samples/animate/AnimVC.dsp
+contrib/samples/animate/AnimVC.dsw
+
contrib/src/canvas/*.cpp
contrib/src/canvas/*.h
contrib/src/canvas/make*
contrib/include/wx/applet/*.bmp
contrib/include/wx/applet/*.rc
+contrib/src/animate/*.cpp
+contrib/src/animate/*.h
+contrib/src/animate/make*
+contrib/src/animate/readme.txt
+contrib/src/animate/AnimateVC.dsp
+contrib/src/animate/AnimateVC.dsw
+contrib/include/wx/animate/*.h
+
contrib/src/stc/Makefile.in
contrib/src/plot/Makefile.in
contrib/src/gizmos/Makefile.in
+contrib/src/animate/Makefile.in
contrib/samples/Makefile.in
contrib/samples/canvas/test/Makefile.in
contrib/samples/plot/Makefile.in
contrib/samples/stc/Makefile.in
contrib/samples/applet/Makefile.in
+contrib/samples/animate/Makefile.in
contrib/utils/Makefile.in
contrib/samples/gizmos/multicell/MulticellVC.dsw
contrib/samples/gizmos/splittree/TreeVC.dsp
contrib/samples/gizmos/splittree/TreeVC.dsw
+contrib/samples/gizmos/editlbox/EditlboxVC.dsp
+contrib/samples/gizmos/editlbox/EditlboxVC.dsw
+
+contrib/src/animate/AnimateVC.dsp
+contrib/src/animate/AnimateVC.dsw
+contrib/samples/animate/AniTestVC.dsp
+contrib/samples/animate/AniTestVC.dsw
+