Soren Jorvang 35508d7a99 Update to wxWidgets r67291.
Fixes a wxFileSelector regression on OS X.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7404 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-23 09:13:01 +00:00

698 lines
20 KiB
C++

///////////////////////////////////////////////////////////////////////////////
// Name: src/generic/animateg.cpp
// Purpose: wxAnimation and wxAnimationCtrl
// Author: Julian Smart and Guillermo Rodriguez Garcia
// Modified by: Francesco Montorsi
// Created: 13/8/99
// RCS-ID: $Id: animateg.cpp 67280 2011-03-22 14:17:38Z DS $
// Copyright: (c) Julian Smart and Guillermo Rodriguez Garcia
// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif //__BORLANDC__
#if wxUSE_ANIMATIONCTRL
#include "wx/animate.h"
#ifndef WX_PRECOMP
#include "wx/log.h"
#include "wx/image.h"
#include "wx/dcmemory.h"
#include "wx/dcclient.h"
#include "wx/module.h"
#endif
#include "wx/wfstream.h"
#include "wx/gifdecod.h"
#include "wx/anidecod.h"
#include "wx/listimpl.cpp"
WX_DEFINE_LIST(wxAnimationDecoderList)
wxAnimationDecoderList wxAnimation::sm_handlers;
// ----------------------------------------------------------------------------
// wxAnimation
// ----------------------------------------------------------------------------
IMPLEMENT_DYNAMIC_CLASS(wxAnimation, wxAnimationBase)
#define M_ANIMDATA static_cast<wxAnimationDecoder*>(m_refData)
wxSize wxAnimation::GetSize() const
{
wxCHECK_MSG( IsOk(), wxDefaultSize, wxT("invalid animation") );
return M_ANIMDATA->GetAnimationSize();
}
unsigned int wxAnimation::GetFrameCount() const
{
wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
return M_ANIMDATA->GetFrameCount();
}
wxImage wxAnimation::GetFrame(unsigned int i) const
{
wxCHECK_MSG( IsOk(), wxNullImage, wxT("invalid animation") );
wxImage ret;
if (!M_ANIMDATA->ConvertToImage(i, &ret))
return wxNullImage;
return ret;
}
int wxAnimation::GetDelay(unsigned int i) const
{
wxCHECK_MSG( IsOk(), 0, wxT("invalid animation") );
return M_ANIMDATA->GetDelay(i);
}
wxPoint wxAnimation::GetFramePosition(unsigned int frame) const
{
wxCHECK_MSG( IsOk(), wxDefaultPosition, wxT("invalid animation") );
return M_ANIMDATA->GetFramePosition(frame);
}
wxSize wxAnimation::GetFrameSize(unsigned int frame) const
{
wxCHECK_MSG( IsOk(), wxDefaultSize, wxT("invalid animation") );
return M_ANIMDATA->GetFrameSize(frame);
}
wxAnimationDisposal wxAnimation::GetDisposalMethod(unsigned int frame) const
{
wxCHECK_MSG( IsOk(), wxANIM_UNSPECIFIED, wxT("invalid animation") );
return M_ANIMDATA->GetDisposalMethod(frame);
}
wxColour wxAnimation::GetTransparentColour(unsigned int frame) const
{
wxCHECK_MSG( IsOk(), wxNullColour, wxT("invalid animation") );
return M_ANIMDATA->GetTransparentColour(frame);
}
wxColour wxAnimation::GetBackgroundColour() const
{
wxCHECK_MSG( IsOk(), wxNullColour, wxT("invalid animation") );
return M_ANIMDATA->GetBackgroundColour();
}
bool wxAnimation::LoadFile(const wxString& filename, wxAnimationType type)
{
wxFileInputStream stream(filename);
if ( !stream.IsOk() )
return false;
return Load(stream, type);
}
bool wxAnimation::Load(wxInputStream &stream, wxAnimationType type)
{
UnRef();
const wxAnimationDecoder *handler;
if ( type == wxANIMATION_TYPE_ANY )
{
for ( wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst();
node; node = node->GetNext() )
{
handler=(const wxAnimationDecoder*)node->GetData();
if ( handler->CanRead(stream) )
{
// do a copy of the handler from the static list which we will own
// as our reference data
m_refData = handler->Clone();
return M_ANIMDATA->Load(stream);
}
}
wxLogWarning( _("No handler found for animation type.") );
return false;
}
handler = FindHandler(type);
if (handler == NULL)
{
wxLogWarning( _("No animation handler for type %ld defined."), type );
return false;
}
// do a copy of the handler from the static list which we will own
// as our reference data
m_refData = handler->Clone();
if (stream.IsSeekable() && !M_ANIMDATA->CanRead(stream))
{
wxLogError(_("Animation file is not of type %ld."), type);
return false;
}
else
return M_ANIMDATA->Load(stream);
}
// ----------------------------------------------------------------------------
// animation decoders
// ----------------------------------------------------------------------------
void wxAnimation::AddHandler( wxAnimationDecoder *handler )
{
// Check for an existing handler of the type being added.
if (FindHandler( handler->GetType() ) == 0)
{
sm_handlers.Append( handler );
}
else
{
// This is not documented behaviour, merely the simplest 'fix'
// for preventing duplicate additions. If someone ever has
// a good reason to add and remove duplicate handlers (and they
// may) we should probably refcount the duplicates.
wxLogDebug( wxT("Adding duplicate animation handler for '%d' type"),
handler->GetType() );
delete handler;
}
}
void wxAnimation::InsertHandler( wxAnimationDecoder *handler )
{
// Check for an existing handler of the type being added.
if (FindHandler( handler->GetType() ) == 0)
{
sm_handlers.Insert( handler );
}
else
{
// see AddHandler for additional comments.
wxLogDebug( wxT("Inserting duplicate animation handler for '%d' type"),
handler->GetType() );
delete handler;
}
}
const wxAnimationDecoder *wxAnimation::FindHandler( wxAnimationType animType )
{
wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst();
while (node)
{
const wxAnimationDecoder *handler = (const wxAnimationDecoder *)node->GetData();
if (handler->GetType() == animType) return handler;
node = node->GetNext();
}
return 0;
}
void wxAnimation::InitStandardHandlers()
{
#if wxUSE_GIF
AddHandler(new wxGIFDecoder);
#endif // wxUSE_GIF
#if wxUSE_ICO_CUR
AddHandler(new wxANIDecoder);
#endif // wxUSE_ICO_CUR
}
void wxAnimation::CleanUpHandlers()
{
wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst();
while (node)
{
wxAnimationDecoder *handler = (wxAnimationDecoder *)node->GetData();
wxAnimationDecoderList::compatibility_iterator next = node->GetNext();
delete handler;
node = next;
}
sm_handlers.Clear();
}
// A module to allow wxAnimation initialization/cleanup
// without calling these functions from app.cpp or from
// the user's application.
class wxAnimationModule: public wxModule
{
DECLARE_DYNAMIC_CLASS(wxAnimationModule)
public:
wxAnimationModule() {}
bool OnInit() { wxAnimation::InitStandardHandlers(); return true; }
void OnExit() { wxAnimation::CleanUpHandlers(); }
};
IMPLEMENT_DYNAMIC_CLASS(wxAnimationModule, wxModule)
// ----------------------------------------------------------------------------
// wxAnimationCtrl
// ----------------------------------------------------------------------------
IMPLEMENT_CLASS(wxAnimationCtrl, wxAnimationCtrlBase)
BEGIN_EVENT_TABLE(wxAnimationCtrl, wxAnimationCtrlBase)
EVT_PAINT(wxAnimationCtrl::OnPaint)
EVT_SIZE(wxAnimationCtrl::OnSize)
EVT_TIMER(wxID_ANY, wxAnimationCtrl::OnTimer)
END_EVENT_TABLE()
void wxAnimationCtrl::Init()
{
m_currentFrame = 0;
m_looped = false;
m_isPlaying = false;
// use the window background colour by default to be consistent
// with the GTK+ native version
m_useWinBackgroundColour = true;
}
bool wxAnimationCtrl::Create(wxWindow *parent, wxWindowID id,
const wxAnimation& animation, const wxPoint& pos,
const wxSize& size, long style, const wxString& name)
{
m_timer.SetOwner(this);
if (!base_type::Create(parent, id, pos, size, style, wxDefaultValidator, name))
return false;
// by default we get the same background colour of our parent
SetBackgroundColour(parent->GetBackgroundColour());
SetAnimation(animation);
return true;
}
wxAnimationCtrl::~wxAnimationCtrl()
{
Stop();
}
bool wxAnimationCtrl::LoadFile(const wxString& filename, wxAnimationType type)
{
wxFileInputStream fis(filename);
if (!fis.Ok())
return false;
return Load(fis, type);
}
bool wxAnimationCtrl::Load(wxInputStream& stream, wxAnimationType type)
{
wxAnimation anim;
if ( !anim.Load(stream, type) || !anim.IsOk() )
return false;
SetAnimation(anim);
return true;
}
wxSize wxAnimationCtrl::DoGetBestSize() const
{
if (m_animation.IsOk() && !this->HasFlag(wxAC_NO_AUTORESIZE))
return m_animation.GetSize();
return wxSize(100, 100);
}
void wxAnimationCtrl::SetAnimation(const wxAnimation& animation)
{
if (IsPlaying())
Stop();
// set new animation even if it's wxNullAnimation
m_animation = animation;
if (!m_animation.IsOk())
{
DisplayStaticImage();
return;
}
if (m_animation.GetBackgroundColour() == wxNullColour)
SetUseWindowBackgroundColour();
if (!this->HasFlag(wxAC_NO_AUTORESIZE))
FitToAnimation();
DisplayStaticImage();
}
void wxAnimationCtrl::SetInactiveBitmap(const wxBitmap &bmp)
{
// if the bitmap has an associated mask, we need to set our background to
// the colour of our parent otherwise when calling DrawCurrentFrame()
// (which uses the bitmap's mask), our background colour would be used for
// transparent areas - and that's not what we want (at least for
// consistency with the GTK version)
if ( bmp.GetMask() != NULL && GetParent() != NULL )
SetBackgroundColour(GetParent()->GetBackgroundColour());
wxAnimationCtrlBase::SetInactiveBitmap(bmp);
}
void wxAnimationCtrl::FitToAnimation()
{
SetSize(m_animation.GetSize());
}
bool wxAnimationCtrl::SetBackgroundColour(const wxColour& colour)
{
if ( !wxWindow::SetBackgroundColour(colour) )
return false;
// if not playing, then this change must be seen immediately (unless
// there's an inactive bitmap set which has higher priority than bg colour)
if ( !IsPlaying() )
DisplayStaticImage();
return true;
}
// ----------------------------------------------------------------------------
// wxAnimationCtrl - stop/play methods
// ----------------------------------------------------------------------------
void wxAnimationCtrl::Stop()
{
m_timer.Stop();
m_isPlaying = false;
// reset frame counter
m_currentFrame = 0;
DisplayStaticImage();
}
bool wxAnimationCtrl::Play(bool looped)
{
if (!m_animation.IsOk())
return false;
m_looped = looped;
m_currentFrame = 0;
if (!RebuildBackingStoreUpToFrame(0))
return false;
m_isPlaying = true;
// do a ClearBackground() to avoid that e.g. the custom static bitmap which
// was eventually shown previously remains partially drawn
ClearBackground();
// DrawCurrentFrame() will use our updated backing store
wxClientDC clientDC(this);
DrawCurrentFrame(clientDC);
// start the timer
int delay = m_animation.GetDelay(0);
if (delay == 0)
delay = 1; // 0 is invalid timeout for wxTimer.
m_timer.Start(delay, true);
return true;
}
// ----------------------------------------------------------------------------
// wxAnimationCtrl - rendering methods
// ----------------------------------------------------------------------------
bool wxAnimationCtrl::RebuildBackingStoreUpToFrame(unsigned int frame)
{
// if we've not created the backing store yet or it's too
// small, then recreate it
wxSize sz = m_animation.GetSize(),
winsz = GetClientSize();
int w = wxMin(sz.GetWidth(), winsz.GetWidth());
int h = wxMin(sz.GetHeight(), winsz.GetHeight());
if ( !m_backingStore.IsOk() ||
m_backingStore.GetWidth() < w || m_backingStore.GetHeight() < h )
{
if (!m_backingStore.Create(w, h))
return false;
}
wxMemoryDC dc;
dc.SelectObject(m_backingStore);
// Draw the background
DisposeToBackground(dc);
// Draw all intermediate frames that haven't been removed from the animation
for (unsigned int i = 0; i < frame; i++)
{
if (m_animation.GetDisposalMethod(i) == wxANIM_DONOTREMOVE ||
m_animation.GetDisposalMethod(i) == wxANIM_UNSPECIFIED)
{
DrawFrame(dc, i);
}
else if (m_animation.GetDisposalMethod(i) == wxANIM_TOBACKGROUND)
DisposeToBackground(dc, m_animation.GetFramePosition(i),
m_animation.GetFrameSize(i));
}
// finally draw this frame
DrawFrame(dc, frame);
dc.SelectObject(wxNullBitmap);
return true;
}
void wxAnimationCtrl::IncrementalUpdateBackingStore()
{
wxMemoryDC dc;
dc.SelectObject(m_backingStore);
// OPTIMIZATION:
// since wxAnimationCtrl can only play animations forward, without skipping
// frames, we can be sure that m_backingStore contains the m_currentFrame-1
// frame and thus we just need to dispose the m_currentFrame-1 frame and
// render the m_currentFrame-th one.
if (m_currentFrame == 0)
{
// before drawing the first frame always dispose to bg colour
DisposeToBackground(dc);
}
else
{
switch (m_animation.GetDisposalMethod(m_currentFrame-1))
{
case wxANIM_TOBACKGROUND:
DisposeToBackground(dc, m_animation.GetFramePosition(m_currentFrame-1),
m_animation.GetFrameSize(m_currentFrame-1));
break;
case wxANIM_TOPREVIOUS:
// this disposal should never be used too often.
// E.g. GIF specification explicitly say to keep the usage of this
// disposal limited to the minimum.
// In fact it may require a lot of time to restore
if (m_currentFrame == 1)
{
// if 0-th frame disposal is to restore to previous frame,
// the best we can do is to restore to background
DisposeToBackground(dc);
}
else
if (!RebuildBackingStoreUpToFrame(m_currentFrame-2))
Stop();
break;
case wxANIM_DONOTREMOVE:
case wxANIM_UNSPECIFIED:
break;
}
}
// now just draw the current frame on the top of the backing store
DrawFrame(dc, m_currentFrame);
dc.SelectObject(wxNullBitmap);
}
void wxAnimationCtrl::DisplayStaticImage()
{
wxASSERT(!IsPlaying());
// m_bmpStaticReal will be updated only if necessary...
UpdateStaticImage();
if (m_bmpStaticReal.IsOk())
{
// copy the inactive bitmap in the backing store
// eventually using the mask if the static bitmap has one
if ( m_bmpStaticReal.GetMask() )
{
wxMemoryDC temp;
temp.SelectObject(m_backingStore);
DisposeToBackground(temp);
temp.DrawBitmap(m_bmpStaticReal, 0, 0, true /* use mask */);
}
else
m_backingStore = m_bmpStaticReal;
}
else
{
// put in the backing store the first frame of the animation
if (!m_animation.IsOk() ||
!RebuildBackingStoreUpToFrame(0))
{
m_animation = wxNullAnimation;
DisposeToBackground();
}
}
Refresh();
}
void wxAnimationCtrl::DrawFrame(wxDC &dc, unsigned int frame)
{
// PERFORMANCE NOTE:
// this draw stuff is not as fast as possible: the wxAnimationDecoder
// needs first to convert from its internal format to wxImage RGB24;
// the wxImage is then converted as a wxBitmap and finally blitted.
// If wxAnimationDecoder had a function to convert directly from its
// internal format to a port-specific wxBitmap, it would be somewhat faster.
wxBitmap bmp(m_animation.GetFrame(frame));
dc.DrawBitmap(bmp, m_animation.GetFramePosition(frame),
true /* use mask */);
}
void wxAnimationCtrl::DrawCurrentFrame(wxDC& dc)
{
wxASSERT( m_backingStore.IsOk() );
// m_backingStore always contains the current frame
dc.DrawBitmap(m_backingStore, 0, 0, true /* use mask in case it's present */);
}
void wxAnimationCtrl::DisposeToBackground()
{
// clear the backing store
wxMemoryDC dc;
dc.SelectObject(m_backingStore);
if ( dc.IsOk() )
DisposeToBackground(dc);
}
void wxAnimationCtrl::DisposeToBackground(wxDC& dc)
{
wxColour col = IsUsingWindowBackgroundColour()
? GetBackgroundColour()
: m_animation.GetBackgroundColour();
wxBrush brush(col);
dc.SetBackground(brush);
dc.Clear();
}
void wxAnimationCtrl::DisposeToBackground(wxDC& dc, const wxPoint &pos, const wxSize &sz)
{
wxColour col = IsUsingWindowBackgroundColour()
? GetBackgroundColour()
: m_animation.GetBackgroundColour();
wxBrush brush(col);
dc.SetBrush(brush); // SetBrush and not SetBackground !!
dc.SetPen(*wxTRANSPARENT_PEN);
dc.DrawRectangle(pos, sz);
}
// ----------------------------------------------------------------------------
// wxAnimationCtrl - event handlers
// ----------------------------------------------------------------------------
void wxAnimationCtrl::OnPaint(wxPaintEvent& WXUNUSED(event))
{
// VERY IMPORTANT: the wxPaintDC *must* be created in any case
wxPaintDC dc(this);
if ( m_backingStore.IsOk() )
{
// NOTE: we draw the bitmap explicitly ignoring the mask (if any);
// i.e. we don't want to combine the backing store with the
// possibly wrong preexisting contents of the window!
dc.DrawBitmap(m_backingStore, 0, 0, false /* no mask */);
}
else
{
// m_animation is not valid and thus we don't have a valid backing store...
// clear then our area to the background colour
DisposeToBackground(dc);
}
}
void wxAnimationCtrl::OnTimer(wxTimerEvent &WXUNUSED(event))
{
m_currentFrame++;
if (m_currentFrame == m_animation.GetFrameCount())
{
// Should a non-looped animation display the last frame?
if (!m_looped)
{
Stop();
return;
}
else
m_currentFrame = 0; // let's restart
}
IncrementalUpdateBackingStore();
wxClientDC dc(this);
DrawCurrentFrame(dc);
#ifdef __WXMAC__
// without this, the animation currently doesn't redraw under Mac
Refresh();
#endif // __WXMAC__
// Set the timer for the next frame
int delay = m_animation.GetDelay(m_currentFrame);
if (delay == 0)
delay = 1; // 0 is invalid timeout for wxTimer.
m_timer.Start(delay, true);
}
void wxAnimationCtrl::OnSize(wxSizeEvent &WXUNUSED(event))
{
// NB: resizing an animation control may take a lot of time
// for big animations as the backing store must be
// extended and rebuilt. Try to avoid it e.g. using
// a null proportion value for your wxAnimationCtrls
// when using them inside sizers.
if (m_animation.IsOk())
{
// be careful to change the backing store *only* if we are
// playing the animation as otherwise we may be displaying
// the inactive bitmap and overwriting the backing store
// with the last played frame is wrong in this case
if (IsPlaying())
{
if (!RebuildBackingStoreUpToFrame(m_currentFrame))
Stop(); // in case we are playing
}
}
}
#endif // wxUSE_ANIMATIONCTRL