///////////////////////////////////////////////////////////////////////////// // Name: wx/osx/bitmap.h // Purpose: wxBitmap class // Author: Stefan Csomor // Modified by: // Created: 1998-01-01 // RCS-ID: $Id$ // Copyright: (c) Stefan Csomor // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifndef _WX_BITMAP_H_ #define _WX_BITMAP_H_ #include "wx/palette.h" // Bitmap class WXDLLIMPEXP_FWD_CORE wxBitmap; class wxBitmapRefData ; class WXDLLIMPEXP_FWD_CORE wxBitmapHandler; class WXDLLIMPEXP_FWD_CORE wxControl; class WXDLLIMPEXP_FWD_CORE wxCursor; class WXDLLIMPEXP_FWD_CORE wxDC; class WXDLLIMPEXP_FWD_CORE wxIcon; class WXDLLIMPEXP_FWD_CORE wxImage; class WXDLLIMPEXP_FWD_CORE wxPixelDataBase; // A mask is a bitmap used for drawing bitmaps // Internally it is stored as a 8 bit deep memory chunk, 0 = black means the source will be drawn // 255 = white means the source will not be drawn, no other values will be present // 8 bit is chosen only for performance reasons, note also that this is the inverse value range // from alpha, where 0 = invisible , 255 = fully drawn class WXDLLIMPEXP_CORE wxMask: public wxObject { DECLARE_DYNAMIC_CLASS(wxMask) public: wxMask(); // Copy constructor wxMask(const wxMask& mask); // 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 mono bitmap (black meaning show pixels, white meaning transparent) wxMask(const wxBitmap& bitmap); // implementation helper only : construct a mask from a 32 bit memory buffer wxMask(const wxMemoryBuffer& buf, int width , int height , int bytesPerRow ) ; virtual ~wxMask(); bool Create(const wxBitmap& bitmap, const wxColour& colour); bool Create(const wxBitmap& bitmap); bool Create(const wxMemoryBuffer& buf, int width , int height , int bytesPerRow ) ; // Implementation below void Init() ; // a 8 bit depth mask void* GetRawAccess() const; int GetBytesPerRow() const { return m_bytesPerRow ; } // renders/updates native representation when necessary void RealizeNative() ; WXHBITMAP GetHBITMAP() const ; private: wxMemoryBuffer m_memBuf ; int m_bytesPerRow ; int m_width ; int m_height ; WXHBITMAP m_maskBitmap ; }; class WXDLLIMPEXP_CORE wxBitmap: public wxBitmapBase { DECLARE_DYNAMIC_CLASS(wxBitmap) friend class WXDLLIMPEXP_FWD_CORE wxBitmapHandler; public: wxBitmap() {} // Platform-specific // Initialize with raw data. wxBitmap(const char bits[], int width, int height, int depth = 1); // Initialize with XPM data wxBitmap(const char* const* bits); // Load a file or resource wxBitmap(const wxString& name, wxBitmapType type = wxBITMAP_DEFAULT_TYPE); // Constructor for generalised creation from data wxBitmap(const void* data, wxBitmapType type, int width, int height, int depth = 1); // creates an bitmap from the native image format wxBitmap(CGImageRef image); // If depth is omitted, will create a bitmap compatible with the display wxBitmap(int width, int height, int depth = -1) { (void)Create(width, height, depth); } wxBitmap(const wxSize& sz, int depth = -1) { (void)Create(sz, depth); } // Convert from wxImage: wxBitmap(const wxImage& image, int depth = -1); // Convert from wxIcon wxBitmap(const wxIcon& icon) { CopyFromIcon(icon); } virtual ~wxBitmap() {} wxImage ConvertToImage() const; // get the given part of bitmap wxBitmap GetSubBitmap( const wxRect& rect ) const; virtual bool Create(int width, int height, int depth = wxBITMAP_SCREEN_DEPTH); virtual bool Create(const wxSize& sz, int depth = wxBITMAP_SCREEN_DEPTH) { return Create(sz.GetWidth(), sz.GetHeight(), depth); } virtual bool Create(const void* data, wxBitmapType type, int width, int height, int depth = 1); bool Create( CGImageRef image ); // virtual bool Create( WXHICON icon) ; virtual bool LoadFile(const wxString& name, wxBitmapType type = wxBITMAP_DEFAULT_TYPE); virtual bool SaveFile(const wxString& name, wxBitmapType type, const wxPalette *cmap = NULL) const; wxBitmapRefData *GetBitmapData() const { return (wxBitmapRefData *)m_refData; } // copies the contents and mask of the given (colour) icon to the bitmap virtual bool CopyFromIcon(const wxIcon& icon); int GetWidth() const; int GetHeight() const; int GetDepth() const; void SetWidth(int w); void SetHeight(int h); void SetDepth(int d); void SetOk(bool isOk); #if wxUSE_PALETTE wxPalette* GetPalette() const; void SetPalette(const wxPalette& palette); #endif // wxUSE_PALETTE wxMask *GetMask() const; void SetMask(wxMask *mask) ; static void InitStandardHandlers(); // raw bitmap access support functions, for internal use only void *GetRawData(wxPixelDataBase& data, int bpp); void UngetRawData(wxPixelDataBase& data); // these functions are internal and shouldn't be used, they risk to // disappear in the future bool HasAlpha() const; void UseAlpha(); // returns the 'native' implementation, a GWorldPtr for the content and one for the mask WXHBITMAP GetHBITMAP( WXHBITMAP * mask = NULL ) const; // returns a CGImageRef which must released after usage with CGImageRelease CGImageRef CreateCGImage() const ; #if wxOSX_USE_COCOA // returns an autoreleased version of the image WX_NSImage GetNSImage() const; #endif #if wxOSX_USE_IPHONE // returns an autoreleased version of the image WX_UIImage GetUIImage() const; #endif // returns a IconRef which must be retained before and released after usage IconRef GetIconRef() const; // returns a IconRef which must be released after usage IconRef CreateIconRef() const; // get read only access to the underlying buffer void *GetRawAccess() const ; // brackets to the underlying OS structure for read/write access // makes sure that no cached images will be constructed until terminated void *BeginRawAccess() ; void EndRawAccess() ; protected: virtual wxGDIRefData *CreateGDIRefData() const; virtual wxGDIRefData *CloneGDIRefData(const wxGDIRefData *data) const; }; #endif // _WX_BITMAP_H_