EmptyChaos 822326eea9 Update wxWidgets to 3.1.0
From wxWidgets master 81570ae070b35c9d52de47b1f14897f3ff1a66c7.

include/wx/defs.h -- __w64 warning disable patch by comex brought forward.

include/wx/msw/window.h -- added GetContentScaleFactor() which was not implemented on Windows but is necessary for wxBitmap scaling on Mac OS X so it needs to work to avoid #ifdef-ing the code.

src/gtk/window.cpp -- Modified DoSetClientSize() to direct call wxWindowGTK::DoSetSize() instead of using public wxWindowBase::SetSize() which now prevents derived classes (like wxAuiToolbar) intercepting the call and breaking it. This matches Windows which does NOT need to call DoSetSize internally. End result is this fixes Dolphin's debug tools toolbars on Linux.

src/osx/window_osx.cpp -- Same fix as for GTK since it has the same issue.

src/msw/radiobox.cpp -- Hacked to fix display in HiDPI (was clipping off end of text).

Updated CMakeLists for Linux and Mac OS X. Small code changes to Dolphin to fix debug error boxes, deprecation warnings, and retain previous UI behavior on Windows.
2016-06-26 15:25:29 +10:00

178 lines
6.3 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: wx/generic/animate.h
// Purpose: wxAnimation and wxAnimationCtrl
// Author: Julian Smart and Guillermo Rodriguez Garcia
// Modified by: Francesco Montorsi
// Created: 13/8/99
// Copyright: (c) Julian Smart and Guillermo Rodriguez Garcia
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_GENERIC_ANIMATEH__
#define _WX_GENERIC_ANIMATEH__
#include "wx/bitmap.h"
// ----------------------------------------------------------------------------
// wxAnimation
// ----------------------------------------------------------------------------
WX_DECLARE_LIST_WITH_DECL(wxAnimationDecoder, wxAnimationDecoderList, class WXDLLIMPEXP_ADV);
class WXDLLIMPEXP_ADV wxAnimation : public wxAnimationBase
{
public:
wxAnimation() {}
wxAnimation(const wxString &name, wxAnimationType type = wxANIMATION_TYPE_ANY)
{ LoadFile(name, type); }
virtual bool IsOk() const
{ return m_refData != NULL; }
virtual unsigned int GetFrameCount() const;
virtual int GetDelay(unsigned int i) const;
virtual wxImage GetFrame(unsigned int i) const;
virtual wxSize GetSize() const;
virtual bool LoadFile(const wxString& filename,
wxAnimationType type = wxANIMATION_TYPE_ANY);
virtual bool Load(wxInputStream& stream,
wxAnimationType type = wxANIMATION_TYPE_ANY);
// extended interface used by the generic implementation of wxAnimationCtrl
wxPoint GetFramePosition(unsigned int frame) const;
wxSize GetFrameSize(unsigned int frame) const;
wxAnimationDisposal GetDisposalMethod(unsigned int frame) const;
wxColour GetTransparentColour(unsigned int frame) const;
wxColour GetBackgroundColour() const;
protected:
static wxAnimationDecoderList sm_handlers;
public:
static inline wxAnimationDecoderList& GetHandlers() { return sm_handlers; }
static void AddHandler(wxAnimationDecoder *handler);
static void InsertHandler(wxAnimationDecoder *handler);
static const wxAnimationDecoder *FindHandler( wxAnimationType animType );
static void CleanUpHandlers();
static void InitStandardHandlers();
wxDECLARE_DYNAMIC_CLASS(wxAnimation);
};
// ----------------------------------------------------------------------------
// wxAnimationCtrl
// ----------------------------------------------------------------------------
class WXDLLIMPEXP_ADV wxAnimationCtrl: public wxAnimationCtrlBase
{
public:
wxAnimationCtrl() { Init(); }
wxAnimationCtrl(wxWindow *parent,
wxWindowID id,
const wxAnimation& anim = wxNullAnimation,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxAC_DEFAULT_STYLE,
const wxString& name = wxAnimationCtrlNameStr)
{
Init();
Create(parent, id, anim, pos, size, style, name);
}
void Init();
bool Create(wxWindow *parent, wxWindowID id,
const wxAnimation& anim = wxNullAnimation,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxAC_DEFAULT_STYLE,
const wxString& name = wxAnimationCtrlNameStr);
~wxAnimationCtrl();
public:
virtual bool LoadFile(const wxString& filename, wxAnimationType type = wxANIMATION_TYPE_ANY) wxOVERRIDE;
virtual bool Load(wxInputStream& stream, wxAnimationType type = wxANIMATION_TYPE_ANY) wxOVERRIDE;
virtual void Stop() wxOVERRIDE;
virtual bool Play() wxOVERRIDE
{ return Play(true /* looped */); }
virtual bool IsPlaying() const wxOVERRIDE
{ return m_isPlaying; }
void SetAnimation(const wxAnimation &animation) wxOVERRIDE;
wxAnimation GetAnimation() const wxOVERRIDE
{ return m_animation; }
virtual void SetInactiveBitmap(const wxBitmap &bmp) wxOVERRIDE;
// override base class method
virtual bool SetBackgroundColour(const wxColour& col) wxOVERRIDE;
public: // event handlers
void OnPaint(wxPaintEvent& event);
void OnTimer(wxTimerEvent& event);
void OnSize(wxSizeEvent& event);
public: // extended API specific to this implementation of wxAnimateCtrl
// Specify whether the animation's background colour is to be shown (the default),
// or whether the window background should show through
void SetUseWindowBackgroundColour(bool useWinBackground = true)
{ m_useWinBackgroundColour = useWinBackground; }
bool IsUsingWindowBackgroundColour() const
{ return m_useWinBackgroundColour; }
// This overload of Play() lets you specify if the animation must loop or not
bool Play(bool looped);
// Draw the current frame of the animation into given DC.
// This is fast as current frame is always cached.
void DrawCurrentFrame(wxDC& dc);
// Returns a wxBitmap with the current frame drawn in it
wxBitmap& GetBackingStore()
{ return m_backingStore; }
protected: // internal utilities
// resize this control to fit m_animation
void FitToAnimation();
// Draw the background; use this when e.g. previous frame had wxANIM_TOBACKGROUND disposal.
void DisposeToBackground();
void DisposeToBackground(wxDC& dc);
void DisposeToBackground(wxDC& dc, const wxPoint &pos, const wxSize &sz);
void IncrementalUpdateBackingStore();
bool RebuildBackingStoreUpToFrame(unsigned int);
void DrawFrame(wxDC &dc, unsigned int);
virtual void DisplayStaticImage() wxOVERRIDE;
virtual wxSize DoGetBestSize() const wxOVERRIDE;
protected:
unsigned int m_currentFrame; // Current frame
bool m_looped; // Looped, or not
wxTimer m_timer; // The timer
wxAnimation m_animation; // The animation
bool m_isPlaying; // Is the animation playing?
bool m_useWinBackgroundColour; // Use animation bg colour or window bg colour?
wxBitmap m_backingStore; // The frames are drawn here and then blitted
// on the screen
private:
typedef wxAnimationCtrlBase base_type;
wxDECLARE_DYNAMIC_CLASS(wxAnimationCtrl);
wxDECLARE_EVENT_TABLE();
};
#endif // _WX_GENERIC_ANIMATEH__