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Import r67258 of the wxWidgets trunk, which I expect will before
long become wxWidgets 2.9.2, which in turn is expected to be the last 2.9 release before the 3.0 stable release. Since the full wxWidgets distribution is rather large, I have imported only the parts that we use, on a subdirectory basis: art include/wx/*.* include/wx/aui include/wx/cocoa include/wx/generic include/wx/gtk include/wx/meta include/wx/msw include/wx/osx include/wx/persist include/wx/private include/wx/protocol include/wx/unix src/aui src/common src/generic src/gtk src/msw src/osx src/unix git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7380 8ced0084-cf51-0410-be5f-012b33b47a6e
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178
Externals/wxWidgets3/include/wx/generic/animate.h
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178
Externals/wxWidgets3/include/wx/generic/animate.h
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/////////////////////////////////////////////////////////////////////////////
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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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// RCS-ID: $Id: animate.h 53629 2008-05-17 22:51:52Z VZ $
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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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