Allow specifying multiple animation versions, for different resolutions, when setting the animation to use via wxAnimationBundle class which is a much simpler version of wxBitmapBundle used elsewhere. This is not implemented for the native GTK version yet. Update the sample, even though the difference in it is not really noticeable as the "high DPI" throbber is just a scaled up version of the existing standard DPI animation produced using gifsicle.
248 lines
8 KiB
C++
248 lines
8 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: wx/animate.h
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// Purpose: wxAnimation and wxAnimationCtrl
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// Author: Julian Smart and Guillermo Rodriguez Garcia
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// Modified by: Francesco Montorsi
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// Created: 13/8/99
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// Copyright: (c) Julian Smart and Guillermo Rodriguez Garcia
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_ANIMATE_H_
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#define _WX_ANIMATE_H_
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#include "wx/defs.h"
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#if wxUSE_ANIMATIONCTRL
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#include "wx/animdecod.h"
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#include "wx/control.h"
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#include "wx/timer.h"
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#include "wx/bmpbndl.h"
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#include <vector>
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class WXDLLIMPEXP_FWD_CORE wxAnimation;
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class wxAnimationImpl;
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extern WXDLLIMPEXP_DATA_CORE(wxAnimation) wxNullAnimation;
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extern WXDLLIMPEXP_DATA_CORE(const char) wxAnimationCtrlNameStr[];
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WX_DECLARE_LIST_WITH_DECL(wxAnimationDecoder, wxAnimationDecoderList, class WXDLLIMPEXP_CORE);
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// ----------------------------------------------------------------------------
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// wxAnimation
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_CORE wxAnimation : public wxObject
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{
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public:
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wxAnimation();
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explicit wxAnimation(const wxString &name, wxAnimationType type = wxANIMATION_TYPE_ANY);
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#ifdef wxHAS_MEMBER_DEFAULT
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wxAnimation(const wxAnimation&) = default;
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wxAnimation& operator=(const wxAnimation&) = default;
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#endif
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bool IsOk() const;
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bool IsCompatibleWith(wxClassInfo* ci) const;
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int GetDelay(unsigned int frame) const;
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unsigned int GetFrameCount() const;
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wxImage GetFrame(unsigned int frame) const;
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wxSize GetSize() const;
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bool LoadFile(const wxString& name, wxAnimationType type = wxANIMATION_TYPE_ANY);
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bool Load(wxInputStream& stream, wxAnimationType type = wxANIMATION_TYPE_ANY);
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// Methods for managing the list of decoders
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static inline wxAnimationDecoderList& GetHandlers() { return sm_handlers; }
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static void AddHandler(wxAnimationDecoder *handler);
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static void InsertHandler(wxAnimationDecoder *handler);
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static const wxAnimationDecoder *FindHandler( wxAnimationType animType );
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static void CleanUpHandlers();
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static void InitStandardHandlers();
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protected:
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wxAnimationImpl* GetImpl() const;
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private:
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static wxAnimationDecoderList sm_handlers;
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// Ctor used by wxAnimationCtrl::CreateAnimation() only.
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explicit wxAnimation(wxAnimationImpl* impl);
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// Give it permission to create objects of this class using specific impl
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// and access our GetImpl().
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friend class wxAnimationCtrlBase;
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wxDECLARE_DYNAMIC_CLASS(wxAnimation);
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};
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// ----------------------------------------------------------------------------
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// wxAnimationBundle is one or more animations in different resolutions
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// ----------------------------------------------------------------------------
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using wxAnimations = std::vector<wxAnimation>;
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// This class is conceptually similar to wxBitmapBundle but much simpler.
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class WXDLLIMPEXP_CORE wxAnimationBundle
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{
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public:
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// Default ctor, call Add() later.
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wxAnimationBundle() = default;
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// Implicit ctor for backwards compatibility: this allows to pass a single
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// wxAnimation to wxAnimationCtrl::SetAnimation(), just as before.
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wxAnimationBundle(const wxAnimation& anim)
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{
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// Allow the animation to be invalid here, also for compatibility.
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if ( anim.IsOk() )
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m_animations.push_back(anim);
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}
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// Another implicit ctor for backwards compatibility: this one allows to
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// create an animation from the given file.
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wxAnimationBundle(const wxString& filename,
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wxAnimationType type = wxANIMATION_TYPE_ANY)
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{
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wxAnimation anim(filename, type);
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if ( anim.IsOk() )
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m_animations.push_back(anim);
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}
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wxAnimationBundle(const wxAnimationBundle&) = default;
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wxAnimationBundle& operator=(const wxAnimationBundle&) = default;
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~wxAnimationBundle() = default;
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// Add an animation in another, bigger, size.
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void Add(const wxAnimation& anim);
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void Add(const wxString& filename,
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wxAnimationType type = wxANIMATION_TYPE_ANY)
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{
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Add(wxAnimation(filename, type));
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}
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// Check if this bundle contains any animations (if it has any, they must
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// be valid).
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bool IsOk() const { return !m_animations.empty(); }
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// Just provide access to all the elements.
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const wxAnimations& GetAll() const { return m_animations; }
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private:
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wxAnimations m_animations;
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};
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// ----------------------------------------------------------------------------
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// wxAnimationCtrlBase
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// ----------------------------------------------------------------------------
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// do not autoresize to the animation's size when SetAnimation() is called
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#define wxAC_NO_AUTORESIZE (0x0010)
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// default style does not include wxAC_NO_AUTORESIZE, that is, the control
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// auto-resizes by default to fit the new animation when SetAnimation() is called
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#define wxAC_DEFAULT_STYLE (wxBORDER_NONE)
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class WXDLLIMPEXP_CORE wxAnimationCtrlBase : public wxControl
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{
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public:
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wxAnimationCtrlBase() { }
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// public API
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virtual bool LoadFile(const wxString& filename,
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wxAnimationType type = wxANIMATION_TYPE_ANY) = 0;
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virtual bool Load(wxInputStream& stream,
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wxAnimationType type = wxANIMATION_TYPE_ANY) = 0;
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virtual void SetAnimation(const wxAnimationBundle& animations) = 0;
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wxAnimation GetAnimation() const { return m_animation; }
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virtual bool Play() = 0;
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virtual void Stop() = 0;
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virtual bool IsPlaying() const = 0;
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virtual void SetInactiveBitmap(const wxBitmapBundle &bmp);
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// always return the original bitmap set in this control
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wxBitmap GetInactiveBitmap() const
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{ return m_bmpStatic.GetBitmapFor(this); }
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wxAnimation CreateAnimation() const
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{ return MakeAnimFromImpl(DoCreateAnimationImpl()); }
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protected:
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virtual wxAnimationImpl* DoCreateAnimationImpl() const = 0;
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// These methods allow derived classes access to private wxAnimation ctor
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// and wxAnimation::GetImpl(), respectively.
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static wxAnimation MakeAnimFromImpl(wxAnimationImpl* impl)
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{ return wxAnimation(impl); }
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wxAnimationImpl* GetAnimImpl() const
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{ return m_animation.GetImpl(); }
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// All animations that we have.
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wxAnimations m_animations;
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// The animation being currently used, possibly invalid/empty.
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wxAnimation m_animation;
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// the inactive bitmap as it was set by the user
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wxBitmapBundle m_bmpStatic;
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// the inactive bitmap currently shown in the control
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// (may differ in the size from m_bmpStatic)
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wxBitmap m_bmpStaticReal;
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// updates m_bmpStaticReal from m_bmpStatic if needed
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virtual void UpdateStaticImage();
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// called by SetInactiveBitmap
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virtual void DisplayStaticImage() = 0;
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};
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// ----------------------------------------------------------------------------
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// include the platform-specific version of the wxAnimationCtrl class
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// ----------------------------------------------------------------------------
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#if defined(__WXGTK__) && !defined(__WXUNIVERSAL__)
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#include "wx/gtk/animate.h"
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#define wxHAS_NATIVE_ANIMATIONCTRL
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#else
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#include "wx/generic/animate.h"
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class WXDLLIMPEXP_ADV wxAnimationCtrl : public wxGenericAnimationCtrl
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{
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public:
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wxAnimationCtrl()
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: wxGenericAnimationCtrl()
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{}
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wxAnimationCtrl(wxWindow *parent,
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wxWindowID id,
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const wxAnimation& anim = wxNullAnimation,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = wxAC_DEFAULT_STYLE,
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const wxString& name = wxASCII_STR(wxAnimationCtrlNameStr))
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: wxGenericAnimationCtrl(parent, id, anim, pos, size, style, name)
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{}
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private:
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wxDECLARE_DYNAMIC_CLASS(wxAnimationCtrl);
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};
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#endif // defined(__WXGTK__)
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#endif // wxUSE_ANIMATIONCTRL
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#endif // _WX_ANIMATE_H_
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