mirror of https://github.com/PCSX2/pcsx2.git
178 lines
6.2 KiB
C++
178 lines
6.2 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: wx/generic/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_GENERIC_ANIMATEH__
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#define _WX_GENERIC_ANIMATEH__
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#include "wx/bitmap.h"
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// ----------------------------------------------------------------------------
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// wxAnimation
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// ----------------------------------------------------------------------------
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WX_DECLARE_LIST_WITH_DECL(wxAnimationDecoder, wxAnimationDecoderList, class WXDLLIMPEXP_ADV);
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class WXDLLIMPEXP_ADV wxAnimation : public wxAnimationBase
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{
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public:
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wxAnimation() {}
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wxAnimation(const wxString &name, wxAnimationType type = wxANIMATION_TYPE_ANY)
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{ LoadFile(name, type); }
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virtual bool IsOk() const
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{ return m_refData != NULL; }
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virtual unsigned int GetFrameCount() const;
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virtual int GetDelay(unsigned int i) const;
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virtual wxImage GetFrame(unsigned int i) const;
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virtual wxSize GetSize() const;
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virtual bool LoadFile(const wxString& filename,
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wxAnimationType type = wxANIMATION_TYPE_ANY);
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virtual bool Load(wxInputStream& stream,
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wxAnimationType type = wxANIMATION_TYPE_ANY);
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// extended interface used by the generic implementation of wxAnimationCtrl
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wxPoint GetFramePosition(unsigned int frame) const;
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wxSize GetFrameSize(unsigned int frame) const;
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wxAnimationDisposal GetDisposalMethod(unsigned int frame) const;
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wxColour GetTransparentColour(unsigned int frame) const;
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wxColour GetBackgroundColour() const;
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protected:
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static wxAnimationDecoderList sm_handlers;
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public:
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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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DECLARE_DYNAMIC_CLASS(wxAnimation)
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};
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// ----------------------------------------------------------------------------
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// wxAnimationCtrl
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_ADV wxAnimationCtrl: public wxAnimationCtrlBase
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{
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public:
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wxAnimationCtrl() { Init(); }
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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 = wxAnimationCtrlNameStr)
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{
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Init();
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Create(parent, id, anim, pos, size, style, name);
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}
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void Init();
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bool Create(wxWindow *parent, 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 = wxAnimationCtrlNameStr);
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~wxAnimationCtrl();
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public:
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virtual bool LoadFile(const wxString& filename, wxAnimationType type = wxANIMATION_TYPE_ANY);
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virtual bool Load(wxInputStream& stream, wxAnimationType type = wxANIMATION_TYPE_ANY);
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virtual void Stop();
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virtual bool Play()
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{ return Play(true /* looped */); }
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virtual bool IsPlaying() const
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{ return m_isPlaying; }
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void SetAnimation(const wxAnimation &animation);
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wxAnimation GetAnimation() const
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{ return m_animation; }
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virtual void SetInactiveBitmap(const wxBitmap &bmp);
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// override base class method
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virtual bool SetBackgroundColour(const wxColour& col);
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public: // event handlers
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void OnPaint(wxPaintEvent& event);
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void OnTimer(wxTimerEvent& event);
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void OnSize(wxSizeEvent& event);
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public: // extended API specific to this implementation of wxAnimateCtrl
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// Specify whether the animation's background colour is to be shown (the default),
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// or whether the window background should show through
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void SetUseWindowBackgroundColour(bool useWinBackground = true)
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{ m_useWinBackgroundColour = useWinBackground; }
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bool IsUsingWindowBackgroundColour() const
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{ return m_useWinBackgroundColour; }
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// This overload of Play() lets you specify if the animation must loop or not
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bool Play(bool looped);
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// Draw the current frame of the animation into given DC.
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// This is fast as current frame is always cached.
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void DrawCurrentFrame(wxDC& dc);
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// Returns a wxBitmap with the current frame drawn in it
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wxBitmap& GetBackingStore()
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{ return m_backingStore; }
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protected: // internal utilities
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// resize this control to fit m_animation
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void FitToAnimation();
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// Draw the background; use this when e.g. previous frame had wxANIM_TOBACKGROUND disposal.
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void DisposeToBackground();
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void DisposeToBackground(wxDC& dc);
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void DisposeToBackground(wxDC& dc, const wxPoint &pos, const wxSize &sz);
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void IncrementalUpdateBackingStore();
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bool RebuildBackingStoreUpToFrame(unsigned int);
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void DrawFrame(wxDC &dc, unsigned int);
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virtual void DisplayStaticImage();
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virtual wxSize DoGetBestSize() const;
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protected:
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unsigned int m_currentFrame; // Current frame
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bool m_looped; // Looped, or not
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wxTimer m_timer; // The timer
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wxAnimation m_animation; // The animation
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bool m_isPlaying; // Is the animation playing?
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bool m_useWinBackgroundColour; // Use animation bg colour or window bg colour?
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wxBitmap m_backingStore; // The frames are drawn here and then blitted
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// on the screen
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private:
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typedef wxAnimationCtrlBase base_type;
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DECLARE_DYNAMIC_CLASS(wxAnimationCtrl)
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DECLARE_EVENT_TABLE()
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};
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#endif // _WX_GENERIC_ANIMATEH__
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