///////////////////////////////////////////////////////////////////////////// // Name: bitmap.h // Purpose: wxBitmap class // Author: Julian Smart // Modified by: // Created: 01/02/97 // RCS-ID: $Id$ // Copyright: (c) Julian Smart // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifndef _WX_BITMAP_H_ #define _WX_BITMAP_H_ #ifdef __GNUG__ #pragma interface "bitmap.h" #endif #include "wx/gdiobj.h" #include "wx/gdicmn.h" #include "wx/palette.h" // Bitmap class WXDLLEXPORT wxDC; class WXDLLEXPORT wxControl; class WXDLLEXPORT wxBitmap; class WXDLLEXPORT wxBitmapHandler; class WXDLLEXPORT wxIcon; class WXDLLEXPORT wxCursor; class WXDLLEXPORT wxControl; // A mask is a mono bitmap used for drawing bitmaps // transparently. class WXDLLEXPORT wxMask: public wxObject { DECLARE_DYNAMIC_CLASS(wxMask) public: wxMask(); // Construct a mask from a bitmap and a colour indicating // the transparent area wxMask(const wxBitmap& bitmap, const wxColour& colour); // Construct a mask from a bitmap and a palette index indicating // the transparent area wxMask(const wxBitmap& bitmap, int paletteIndex); // Construct a mask from a mono bitmap (copies the bitmap). wxMask(const wxBitmap& bitmap); ~wxMask(); bool Create(const wxBitmap& bitmap, const wxColour& colour); bool Create(const wxBitmap& bitmap, int paletteIndex); bool Create(const wxBitmap& bitmap); // Implementation inline WXHBITMAP GetMaskBitmap(void) const { return m_maskBitmap; } inline void SetMaskBitmap(WXHBITMAP bmp) { m_maskBitmap = bmp; } protected: WXHBITMAP m_maskBitmap; }; class WXDLLEXPORT wxBitmapRefData: public wxGDIRefData { friend class WXDLLEXPORT wxBitmap; friend class WXDLLEXPORT wxIcon; friend class WXDLLEXPORT wxCursor; public: wxBitmapRefData(); ~wxBitmapRefData(); public: int m_width; int m_height; int m_depth; bool m_ok; int m_numColors; wxPalette m_bitmapPalette; int m_quality; #ifdef __WXMSW__ WXHBITMAP m_hBitmap; wxDC * m_selectedInto; // So bitmap knows whether it's been selected into // a device context (for error checking) wxMask * m_bitmapMask; // Option mask #endif }; #define M_BITMAPDATA ((wxBitmapRefData *)m_refData) class WXDLLEXPORT wxBitmapHandler: public wxObject { DECLARE_DYNAMIC_CLASS(wxBitmapHandler) public: wxBitmapHandler(void) { m_name = ""; m_extension = ""; m_type = 0; }; virtual bool Create(wxBitmap *bitmap, void *data, long flags, int width, int height, int depth = 1); virtual bool LoadFile(wxBitmap *bitmap, const wxString& name, long flags, int desiredWidth, int desiredHeight); virtual bool SaveFile(wxBitmap *bitmap, const wxString& name, int type, const wxPalette *palette = NULL); inline void SetName(const wxString& name) { m_name = name; } inline void SetExtension(const wxString& ext) { m_extension = ext; } inline void SetType(long type) { m_type = type; } inline wxString GetName(void) const { return m_name; } inline wxString GetExtension(void) const { return m_extension; } inline long GetType(void) const { return m_type; } protected: wxString m_name; wxString m_extension; long m_type; }; #define M_BITMAPHANDLERDATA ((wxBitmapRefData *)bitmap->GetRefData()) class WXDLLEXPORT wxBitmap: public wxGDIObject { DECLARE_DYNAMIC_CLASS(wxBitmap) friend class WXDLLEXPORT wxBitmapHandler; public: wxBitmap(); // Platform-specific // Copy constructors wxBitmap(const wxBitmap& bitmap); // Initialize with raw data wxBitmap(const char bits[], int width, int height, int depth = 1); // Initialize with XPM data wxBitmap(char **data, wxControl *anItem = NULL); // Load a file or resource wxBitmap(const wxString& name, long type = wxBITMAP_TYPE_BMP_RESOURCE); // New constructor for generalised creation from data wxBitmap(void *data, long type, int width, int height, int depth = 1); // If depth is omitted, will create a bitmap compatible with the display wxBitmap(int width, int height, int depth = -1); ~wxBitmap(); virtual bool Create(int width, int height, int depth = -1); virtual bool Create(void *data, long type, int width, int height, int depth = 1); virtual bool LoadFile(const wxString& name, long type = wxBITMAP_TYPE_BMP_RESOURCE); virtual bool SaveFile(const wxString& name, int type, const wxPalette *cmap = NULL); inline bool Ok(void) const { return (M_BITMAPDATA && M_BITMAPDATA->m_ok); } inline int GetWidth(void) const { return (M_BITMAPDATA ? M_BITMAPDATA->m_width : 0); } inline int GetHeight(void) const { return (M_BITMAPDATA ? M_BITMAPDATA->m_height : 0); } inline int GetDepth(void) const { return (M_BITMAPDATA ? M_BITMAPDATA->m_depth : 0); } inline int GetQuality(void) const { return (M_BITMAPDATA ? M_BITMAPDATA->m_quality : 0); } void SetWidth(int w); void SetHeight(int h); void SetDepth(int d); void SetQuality(int q); void SetOk(bool isOk); #if WXWIN_COMPATIBILITY inline wxPalette *GetColourMap(void) const { return GetPalette(); } void SetColourMap(wxPalette *cmap) { SetPalette(*cmap); }; #endif inline wxPalette* GetPalette(void) const { return (M_BITMAPDATA ? (& M_BITMAPDATA->m_bitmapPalette) : (wxPalette*) NULL); } void SetPalette(const wxPalette& palette); inline wxMask *GetMask(void) const { return (M_BITMAPDATA ? M_BITMAPDATA->m_bitmapMask : (wxMask*) NULL); } void SetMask(wxMask *mask) ; inline wxBitmap& operator = (const wxBitmap& bitmap) { if (*this == bitmap) return (*this); Ref(bitmap); return *this; } inline bool operator == (const wxBitmap& bitmap) { return m_refData == bitmap.m_refData; } inline bool operator != (const wxBitmap& bitmap) { return m_refData != bitmap.m_refData; } // Format handling static inline wxList& GetHandlers(void) { return sm_handlers; } static void AddHandler(wxBitmapHandler *handler); static void InsertHandler(wxBitmapHandler *handler); static bool RemoveHandler(const wxString& name); static wxBitmapHandler *FindHandler(const wxString& name); static wxBitmapHandler *FindHandler(const wxString& extension, long bitmapType); static wxBitmapHandler *FindHandler(long bitmapType); static void InitStandardHandlers(); static void CleanUpHandlers(); protected: static wxList sm_handlers; // Implementation public: void SetHBITMAP(WXHBITMAP bmp); inline WXHBITMAP GetHBITMAP(void) const { return (M_BITMAPDATA ? M_BITMAPDATA->m_hBitmap : 0); } inline void SetSelectedInto(wxDC *dc) { if (M_BITMAPDATA) M_BITMAPDATA->m_selectedInto = dc; } inline wxDC *GetSelectedInto(void) const { return (M_BITMAPDATA ? M_BITMAPDATA->m_selectedInto : (wxDC*) NULL); } bool FreeResource(bool force = FALSE); // Creates a bitmap that matches the device context's depth, from // an arbitray bitmap. At present, the original bitmap must have an // associated palette. (TODO: use a default palette if no palette exists.) // This function is necessary for you to Blit an arbitrary bitmap (which may have // the wrong depth). wxDC::SelectObject will compare the depth of the bitmap // with the DC's depth, and create a new bitmap if the depths differ. // Eventually we should perhaps make this a public API function so that // an app can efficiently produce bitmaps of the correct depth. // The Windows solution is to use SetDibBits to blit an arbotrary DIB directly to a DC, but // this is too Windows-specific, hence this solution of quietly converting the wxBitmap. // Contributed by Frederic Villeneuve wxBitmap GetBitmapForDC(wxDC& dc) const; }; #endif // _WX_BITMAP_H_