Just refresh the window and repaint it from OnPaint(). This was already effectively done under Mac and now this class can be also used in wxGTK (where it may be preferable to the native one as the latter one doesn't support high DPI animations yet).
151 lines
5.5 KiB
C++
151 lines
5.5 KiB
C++
/////////////////////////////////////////////////////////////////////////////
|
|
// Name: wx/generic/animate.h
|
|
// Purpose: wxGenericAnimationCtrl
|
|
// Author: Julian Smart and Guillermo Rodriguez Garcia
|
|
// Modified by: Francesco Montorsi
|
|
// Created: 13/8/99
|
|
// Copyright: (c) Julian Smart and Guillermo Rodriguez Garcia
|
|
// Licence: wxWindows licence
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifndef _WX_GENERIC_ANIMATEH__
|
|
#define _WX_GENERIC_ANIMATEH__
|
|
|
|
#include "wx/bmpbndl.h"
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// wxGenericAnimationCtrl
|
|
// ----------------------------------------------------------------------------
|
|
|
|
class WXDLLIMPEXP_ADV wxGenericAnimationCtrl: public wxAnimationCtrlBase
|
|
{
|
|
public:
|
|
wxGenericAnimationCtrl() { Init(); }
|
|
wxGenericAnimationCtrl(wxWindow *parent,
|
|
wxWindowID id,
|
|
const wxAnimation& anim = wxNullAnimation,
|
|
const wxPoint& pos = wxDefaultPosition,
|
|
const wxSize& size = wxDefaultSize,
|
|
long style = wxAC_DEFAULT_STYLE,
|
|
const wxString& name = wxASCII_STR(wxAnimationCtrlNameStr))
|
|
{
|
|
Init();
|
|
|
|
Create(parent, id, anim, pos, size, style, name);
|
|
}
|
|
|
|
void Init();
|
|
|
|
bool Create(wxWindow *parent, wxWindowID id,
|
|
const wxAnimation& anim = wxNullAnimation,
|
|
const wxPoint& pos = wxDefaultPosition,
|
|
const wxSize& size = wxDefaultSize,
|
|
long style = wxAC_DEFAULT_STYLE,
|
|
const wxString& name = wxASCII_STR(wxAnimationCtrlNameStr));
|
|
|
|
~wxGenericAnimationCtrl();
|
|
|
|
|
|
public:
|
|
virtual bool LoadFile(const wxString& filename, wxAnimationType type = wxANIMATION_TYPE_ANY) override;
|
|
virtual bool Load(wxInputStream& stream, wxAnimationType type = wxANIMATION_TYPE_ANY) override;
|
|
|
|
virtual void Stop() override;
|
|
virtual bool Play() override
|
|
{ return Play(true /* looped */); }
|
|
virtual bool IsPlaying() const override
|
|
{ return m_isPlaying; }
|
|
|
|
void SetAnimation(const wxAnimationBundle &animations) override;
|
|
|
|
virtual void SetInactiveBitmap(const wxBitmapBundle &bmp) override;
|
|
|
|
// override base class method
|
|
virtual bool SetBackgroundColour(const wxColour& col) override;
|
|
|
|
static wxAnimation CreateCompatibleAnimation();
|
|
|
|
public: // event handlers
|
|
|
|
void OnPaint(wxPaintEvent& event);
|
|
void OnTimer(wxTimerEvent& event);
|
|
void OnSize(wxSizeEvent& event);
|
|
|
|
public: // extended API specific to this implementation of wxAnimateCtrl
|
|
|
|
// Specify whether the animation's background colour is to be shown (the default),
|
|
// or whether the window background should show through
|
|
void SetUseWindowBackgroundColour(bool useWinBackground = true)
|
|
{ m_useWinBackgroundColour = useWinBackground; }
|
|
bool IsUsingWindowBackgroundColour() const
|
|
{ return m_useWinBackgroundColour; }
|
|
|
|
// This overload of Play() lets you specify if the animation must loop or not
|
|
bool Play(bool looped);
|
|
|
|
// Draw the current frame of the animation into given DC.
|
|
// This is fast as current frame is always cached.
|
|
void DrawCurrentFrame(wxDC& dc);
|
|
|
|
// Returns a wxBitmap with the current frame drawn in it
|
|
wxBitmap& GetBackingStore()
|
|
{ return m_backingStore; }
|
|
|
|
protected: // internal utilities
|
|
virtual wxAnimationImpl* DoCreateAnimationImpl() const override;
|
|
|
|
// resize this control to fit m_animation
|
|
void FitToAnimation();
|
|
|
|
// Draw the background; use this when e.g. previous frame had wxANIM_TOBACKGROUND disposal.
|
|
void DisposeToBackground();
|
|
void DisposeToBackground(wxDC& dc);
|
|
void DisposeToBackground(wxDC& dc, const wxPoint &pos, const wxSize &sz);
|
|
|
|
void IncrementalUpdateBackingStore();
|
|
bool RebuildBackingStoreUpToFrame(unsigned int);
|
|
void DrawFrame(wxDC &dc, unsigned int);
|
|
|
|
virtual void DisplayStaticImage() override;
|
|
virtual wxSize DoGetBestSize() const override;
|
|
|
|
// This function can be used as event handler for wxEVT_DPI_CHANGED event
|
|
// and simply calls UpdateStaticImage() to refresh the m_bmpStaticReal when it happens.
|
|
void WXHandleDPIChanged(wxDPIChangedEvent& event)
|
|
{
|
|
UpdateStaticImage();
|
|
|
|
event.Skip();
|
|
}
|
|
|
|
// Helpers to safely access methods in the wxAnimationGenericImpl that are
|
|
// specific to the generic implementation
|
|
wxPoint AnimationImplGetFramePosition(unsigned int frame) const;
|
|
wxSize AnimationImplGetFrameSize(unsigned int frame) const;
|
|
wxAnimationDisposal AnimationImplGetDisposalMethod(unsigned int frame) const;
|
|
wxColour AnimationImplGetTransparentColour(unsigned int frame) const;
|
|
wxColour AnimationImplGetBackgroundColour() const;
|
|
|
|
|
|
protected:
|
|
unsigned int m_currentFrame; // Current frame
|
|
bool m_looped; // Looped, or not
|
|
wxTimer m_timer; // The timer
|
|
|
|
bool m_isPlaying; // Is the animation playing?
|
|
bool m_useWinBackgroundColour; // Use animation bg colour or window bg colour?
|
|
|
|
wxBitmap m_backingStore; // The frames are drawn here and then blitted
|
|
// on the screen
|
|
|
|
private:
|
|
// True if we need to show the next frame after painting the current one.
|
|
bool m_needToShowNextFrame = false;
|
|
|
|
typedef wxAnimationCtrlBase base_type;
|
|
wxDECLARE_DYNAMIC_CLASS(wxGenericAnimationCtrl);
|
|
wxDECLARE_EVENT_TABLE();
|
|
};
|
|
|
|
#endif // _WX_GENERIC_ANIMATEH__
|