Document wxGenericAnimationCtrl as deriving from wxAnimationCtrl
Even though this is not really the case at the code level, this makes more sense, as wxGenericAnimationCtrl adds methods to the interface implemented by wxAnimationCtrl. This also allows to avoid having notes indicating that some methods don't work for the native version of the control -- by simply not having them there.
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@ -27,9 +27,10 @@ enum wxAnimationType
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#define wxAC_DEFAULT_STYLE (wxBORDER_NONE)
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/**
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@class wxGenericAnimationCtrl
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@class wxAnimationCtrl
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This is a static control which displays an animation.
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wxAnimationCtrl API is as simple as possible and won't give you full control
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on the animation; if you need it then use wxMediaCtrl.
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@ -38,6 +39,10 @@ enum wxAnimationType
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It is only available if @c wxUSE_ANIMATIONCTRL is set to 1 (the default).
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For the platforms where this control has a native implementation, it may
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have only limited support for the animation types, see @c
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wxGenericAnimationCtrl if you need to support all of them.
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@beginStyleTable
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@style{wxAC_DEFAULT_STYLE}
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The default style: wxBORDER_NONE.
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@ -56,14 +61,14 @@ enum wxAnimationType
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@see wxAnimation, @sample{animate}
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*/
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class wxGenericAnimationCtrl : public wxControl
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class wxAnimationCtrl : public wxControl
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{
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public:
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/**
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Initializes the object and calls Create() with
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all the parameters.
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*/
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wxGenericAnimationCtrl(wxWindow* parent, wxWindowID id,
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wxAnimationCtrl(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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@ -183,82 +188,104 @@ public:
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the window's background colour as specified by the last SetInactiveBitmap() call.
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*/
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virtual void Stop();
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/**
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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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@note This method is only effective when using the generic version of the control.
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*/
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void SetUseWindowBackgroundColour(bool useWinBackground = true);
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/**
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Returns @c true if the window's background colour is being used.
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@note This method is only effective when using the generic version of the control.
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*/
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bool IsUsingWindowBackgroundColour() const;
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/**
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This overload of Play() lets you specify if the animation must loop or not
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@note This method is only effective when using the generic version of the control.
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*/
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bool Play(bool looped);
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/**
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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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@note This method is only effective when using the generic version of the control.
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*/
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void DrawCurrentFrame(wxDC& dc);
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/**
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Returns a wxBitmap with the current frame drawn in it.
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@note This method is only effective when using the generic version of the control.
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*/
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wxBitmap& GetBackingStore();
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};
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/**
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@class wxAnimationCtrl
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@class wxGenericAnimationCtrl
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If the platform supports a native animation control (currently just wxGTK)
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then this class implements the control via the native widget.
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Otherwise it is virtually the same as @c wxGenericAnimationCtrl.
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Generic implementation of wxAnimationCtrl interface.
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Note that on wxGTK wxAnimationCtrl by default is capable of loading the
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formats supported by the internally-used @c gdk-pixbuf library (typically
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this means only @c wxANIMATION_TYPE_GIF). See @c wxGenericAnimationCtrl if
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you need to support additional file types.
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If the platform supports a native animation control (currently just wxGTK)
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then this class implements the same interface internally in wxWidgets.
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One advantage of using this class instead of the native version is that
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this version of the control is capable of using animations in other formats
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than the ones supported by the @c gdk-pixbuf library used by wxGTK, which
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typically only supports @c wxANIMATION_TYPE_GIF.
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@library{wxcore}
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@category{gdi}
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Note that to use this class you need to explicitly include the generic
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header after including the main one before using it, i.e.
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@code
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#include <wx/animate.h>
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#include <wx/generic/animate.h>
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@endcode
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@library{wxcore}
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@category{gdi}
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*/
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class wxAnimationCtrl : public wxGenericAnimationCtrl
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class wxGenericAnimationCtrl : public wxAnimationCtrl
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{
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public:
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wxAnimationCtrl();
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wxAnimationCtrl(wxWindow *parent,
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wxWindowID id,
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/**
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Initializes the object and calls Create() with
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all the parameters.
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*/
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wxGenericAnimationCtrl(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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bool Create(wxWindow *parent, wxWindowID id,
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/**
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Creates the control with the given @a anim animation.
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After control creation you must explicitly call Play() to start to play
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the animation. Until that function won't be called, the first frame
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of the animation is displayed.
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@param parent
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Parent window, must be non-@NULL.
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@param id
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The identifier for the control.
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@param anim
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The initial animation shown in the control.
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@param pos
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Initial position.
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@param size
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Initial size.
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@param style
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The window style, see wxAC_* flags.
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@param name
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Control name.
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@return @true if the control was successfully created or @false if
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creation failed.
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*/
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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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/**
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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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*/
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void DrawCurrentFrame(wxDC& dc);
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/**
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Returns a wxBitmap with the current frame drawn in it.
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*/
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wxBitmap& GetBackingStore();
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/**
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This overload of Play() lets you specify if the animation must loop or not
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*/
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bool Play(bool looped);
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/**
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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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*/
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void SetUseWindowBackgroundColour(bool useWinBackground = true);
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/**
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Returns @c true if the window's background colour is being used.
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*/
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bool IsUsingWindowBackgroundColour() const;
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};
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