The icons positioning was broken by 53b4f4ddf2 (Use physical size in
wxImageList, 2023-11-03) because the logical size was calculated
incorrectly in the case when wxImageList was used for the icons and
ended up being 8x8 for 16x16 icons when using 200% scaling, which was
clearly wrong and resulted in the icons not fitting in the space
allocated for them because they actually took 32x32 physical pixels due
to scaling of all bitmaps from wxImageList.
Fix this by correctly taking account of the window DPI scale factor.
This is a bit roundabout because using FromPhys() later just undoes
this, but it allows to keep using the same code when using wxImageList
and wxBitmapBundle for storing bitmaps and so is simpler.
Note that we must only do this when wxImageList was provided by the
user, i.e. with the legacy code, but not when it was created internally
in addition to wxBitmapBundle, as in this case we recreate it on DPI
change using the correct, DPI-adjusted size, already, so restrict this
scaling to the case when we don't have wxBitmapBundle only.
This commit is best viewed ignoring whitespace-only changes.
365 lines
12 KiB
C++
365 lines
12 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// Name: wx/withimages.h
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// Purpose: Declaration of a simple wxWithImages class.
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// Author: Vadim Zeitlin
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// Created: 2011-08-17
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// Copyright: (c) 2011 Vadim Zeitlin <vadim@wxwidgets.org>
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// Licence: wxWindows licence
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_WITHIMAGES_H_
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#define _WX_WITHIMAGES_H_
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#include "wx/defs.h"
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#include "wx/bmpbndl.h"
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#include "wx/icon.h"
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#include "wx/imaglist.h"
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#include "wx/vector.h"
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class WXDLLIMPEXP_FWD_CORE wxWindow;
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// ----------------------------------------------------------------------------
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// wxWithImages: mix-in for classes using indices for image access
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_CORE wxWithImages
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{
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public:
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enum
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{
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NO_IMAGE = -1
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};
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typedef wxVector<wxBitmapBundle> Images;
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wxWithImages()
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{
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m_imageList = nullptr;
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m_ownsImageList = false;
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}
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virtual ~wxWithImages()
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{
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FreeIfNeeded();
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}
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// Return the number of images, possibly 0.
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int GetImageCount() const
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{
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if ( !m_images.empty() )
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{
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// Cast is safe, we don't risk having more than INT_MAX images.
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return static_cast<int>(m_images.size());
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}
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return m_imageList ? m_imageList->GetImageCount() : 0;
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}
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// Return true if we are using any images.
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bool HasImages() const
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{
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// Note that the sole presence of the image list indicates that we're
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// using images, even if it is currently empty, because images can be
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// added to it at any moment (it's common and valid to create an image
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// list and associate it with the control first and fill it later) and
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// it's better to err on the side of having the images and not showing
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// anything if there are really none than decide that we don't have any
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// and not show those that we do have.
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return !m_images.empty() || m_imageList;
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}
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// Sets the images to use.
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//
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// Override OnImagesChanged() in the derived class to update the actually
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// shown images.
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void SetImages(const Images& images)
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{
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m_images = images;
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// Setting the images overrides any image list set before, especially
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// because we may have set it ourselves if GetUpdatedImageListFor() was
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// called and we don't want to remain with the outdated image list now
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// (if the new images are not empty, this would happen only slightly
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// later when the image list is updated again, but if they are empty,
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// it's not going to happen at all).
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FreeIfNeeded();
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m_imageList = nullptr;
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OnImagesChanged();
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}
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// Sets the image list to use, it is *not* deleted by the control.
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//
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// This function is virtual for compatibility, as it could be overridden in
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// the existing application code, however it should not be overridden in wx
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// itself, where OnImagesChanged() should be overridden instead.
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virtual void SetImageList(wxImageList* imageList)
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{
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FreeIfNeeded();
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m_imageList = imageList;
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OnImagesChanged();
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}
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// As SetImageList() but we will delete the image list ourselves.
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void AssignImageList(wxImageList* imageList)
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{
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SetImageList(imageList);
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m_ownsImageList = true;
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}
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// This function can be used for implementing AssignImageList()-like
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// methods in the classes using this one and tells us to simply take
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// ownership of the image list that we already have.
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//
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// Avoid using it if possible.
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void TakeOwnership() { m_ownsImageList = true; }
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// Get pointer (may be null) to the associated image list.
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wxImageList* GetImageList() const { return m_imageList; }
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// This helper function can be used from OnImagesChanged() if the derived
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// class actually needs to use wxImageList: it ensures that m_imageList is
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// updated from m_images, if the latter is not empty, using the images of
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// the appropriate size for the given window, and returns it.
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wxImageList* GetUpdatedImageListFor(wxWindow* win)
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{
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if ( !m_images.empty() )
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{
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// Note that we can't just call AssignImageList() here to avoid
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// infinite recursion.
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FreeIfNeeded();
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m_imageList = wxBitmapBundle::CreateImageList(win, m_images);
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// We always own it as we created it ourselves.
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m_ownsImageList = true;
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}
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return m_imageList;
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}
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// Return physical bitmap size that should be used for all images.
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//
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// Returns (0, 0) if we don't have any images.
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wxSize GetImageSize(const wxWindow* window) const
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{
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wxSize size;
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if ( !m_images.empty() )
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{
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// This is a micro-optimization: if we have an image list here, we
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// must have created it ourselves, as e.g. wxGenericTreeCtrl does,
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// and then we must already have determined the correct size to use
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// for the current window DPI and can just return it.
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if ( m_imageList )
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{
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// Note that we shouldn't scale it by DPI factor here because
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// we had already taken it into account when (re)creating it.
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size = m_imageList->GetSize();
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}
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else
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{
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// Otherwise we need to compute the best size here ourselves.
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size = wxBitmapBundle::GetConsensusSizeFor(window, m_images);
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}
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}
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else if ( m_imageList )
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{
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// But if we have just the user-provided image list, we need to
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// scale its size by the DPI scale because the bitmaps from it will
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// be scaled when they are drawn (they should have scaling factor
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// of 1, as for anything else wxBitmapBundle must be used).
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size = m_imageList->GetSize() * window->GetDPIScaleFactor();
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}
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return size;
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}
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// Return logical bitmap size that should be used for all images.
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//
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// Returns (0, 0) if we don't have any images.
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wxSize GetImageLogicalSize(const wxWindow* window) const
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{
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return window->FromPhys(GetImageSize(window));
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}
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// Return logical size of the image to use or (0, 0) if there are none.
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wxSize GetImageLogicalSize(const wxWindow* window, int iconIndex) const
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{
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wxSize size;
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if ( iconIndex != NO_IMAGE )
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{
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if ( !m_images.empty() )
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{
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size = m_images.at(iconIndex).GetPreferredLogicalSizeFor(window);
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}
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else if ( m_imageList )
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{
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// All images in the image list are of the same size.
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size = window->FromPhys(m_imageList->GetSize());
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}
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}
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return size;
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}
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// Overload provided to facilitate transition from the existing code using
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// wxImageList::GetSize() -- don't use it in the new code.
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void GetImageLogicalSize(const wxWindow* window, int iconIndex,
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int& width, int& height) const
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{
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const wxSize size = GetImageLogicalSize(window, iconIndex);
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width = size.x;
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height = size.y;
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}
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// Return the bitmap to use at the current DPI of the given window.
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//
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// If index == NO_IMAGE, just returns wxNullBitmap.
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wxBitmap GetImageBitmapFor(const wxWindow* window, int iconIndex) const
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{
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wxBitmap bitmap;
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if ( iconIndex != NO_IMAGE )
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{
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if ( !m_images.empty() )
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{
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// Note that it's not enough to just use GetBitmapFor() here to
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// choose the bitmap of the size most appropriate for the window
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// DPI as we need it to be of the same size as the other images
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// used in the same control, so we have to use fixed size here.
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const wxSize size = GetImageSize(window);
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bitmap = m_images.at(iconIndex).GetBitmap(size);
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// We also may need to adjust the scale factor to ensure that
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// this bitmap takes the same space as all the others, as
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// GetBitmap() may set it wrong in this case.
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const wxSize logicalSize = window->FromPhys(size);
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if ( bitmap.GetLogicalSize() != logicalSize )
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{
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bitmap.SetScaleFactor(size.y / logicalSize.y);
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}
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}
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else if ( m_imageList )
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{
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bitmap = m_imageList->GetBitmap(iconIndex);
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}
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else
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{
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wxFAIL_MSG
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(
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"Image index specified, but there are no images.\n"
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"\n"
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"Did you forget to call SetImages()?"
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);
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}
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}
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return bitmap;
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}
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protected:
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// This function is called when the images associated with the control
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// change, due to either SetImages() or SetImageList() being called.
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//
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// It ought to be pure virtual, but isn't because there could be existing
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// application code inheriting from this class and not overriding it
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// (because this function hadn't existed when this code was written).
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virtual void OnImagesChanged() { }
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// This function can be used as event handle for wxEVT_DPI_CHANGED event
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// and simply calls OnImagesChanged() to refresh the images when it happens.
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void WXHandleDPIChanged(wxDPIChangedEvent& event)
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{
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if ( HasImages() )
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OnImagesChanged();
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event.Skip();
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}
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// Return true if we have a valid image list.
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bool HasImageList() const { return m_imageList != nullptr; }
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// Return the image with the given index from the image list.
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//
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// If there is no image list or if index == NO_IMAGE, silently returns
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// wxNullIcon.
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wxIcon GetImage(int iconIndex) const
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{
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return m_imageList && iconIndex != NO_IMAGE
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? m_imageList->GetIcon(iconIndex)
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: wxNullIcon;
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}
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// Return the bitmap bundle for the image with the given index.
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//
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// If index == NO_IMAGE or there are no images at all, returns an empty
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// bundle (but, unlike GetImage() above, asserts if the index is valid but
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// there is no image, as this probably indicates a programming mistake).
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//
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// If there is no bundle, but there is an image list, returns a bundle
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// containing just the bitmap from the image list.
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wxBitmapBundle GetBitmapBundle(int iconIndex) const
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{
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wxBitmapBundle bundle;
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if ( iconIndex != NO_IMAGE )
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{
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if ( !m_images.empty() )
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{
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bundle = m_images.at(iconIndex);
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}
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else if ( m_imageList )
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{
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bundle = m_imageList->GetIcon(iconIndex);
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}
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else
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{
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wxFAIL_MSG
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(
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"Image index specified, but there are no images.\n"
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"\n"
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"Did you forget to call SetImages()?"
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);
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}
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}
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return bundle;
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}
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// Accessor to the images for the derived classes: this is only useful when
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// delegating SetImages() to another object.
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const Images& GetImages() const { return m_images; }
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private:
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// Free the image list if necessary, i.e. if we own it.
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void FreeIfNeeded()
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{
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if ( m_ownsImageList )
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{
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delete m_imageList;
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m_imageList = nullptr;
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// We don't own it any more.
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m_ownsImageList = false;
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}
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}
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// The images we use: if this vector is not empty, m_imageList is not used.
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Images m_images;
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// The associated image list or nullptr.
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wxImageList* m_imageList;
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// False by default, if true then we delete m_imageList.
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bool m_ownsImageList;
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wxDECLARE_NO_COPY_CLASS(wxWithImages);
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};
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#endif // _WX_WITHIMAGES_H_
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