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📄 animation.h

📁 minigui 1.6.10 8.1开源版
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/** * \file animation.h * \author Wei Yongming <ymwei@minigui.org> * \date 2002/01/06 *  * The header file of MiniGUI extension library. * \verbatim    Copyright (C) 2002-2007 Feynman Software    Copyright (C) 1998-2002 Wei Yongming    All rights reserved by Feynman Software.    This file is part of MiniGUI, a compact cross-platform Graphics     User Interface (GUI) support system for real-time embedded systems. \endverbatim *//* * $Id: animation.h 7370 2007-08-16 05:29:44Z xgwang $ * *             MiniGUI for Linux/uClinux, eCos, uC/OS-II, VxWorks,  *                     pSOS, ThreadX, NuCleus, OSE, and Win32. * *             Copyright (C) 2002-2007 Feynman Software. *             Copyright (C) 1998-2002 Wei Yongming. */#ifndef EXT_ANIMATION_H#define EXT_ANIMATION_H#ifdef  __cplusplusextern "C" {#endif    /**     * \addtogroup mgext_fns     * @{     */    /**     * \addtogroup mgext_controls     * @{     */    /**     * \defgroup mgext_ctrl_animation ANIMATION control and animation GIF (GIF87a/GIF89a) support     * @{     *//** Animation frame structure. */typedef struct _ANIMATIONFRAME{    /** The disposal method (from GIF89a specification):     *  Indicates the way in which the graphic is to be treated after being displayed.     *  - 0\n No disposal specified. The decoder is not required to take any action.     *  - 1\n Do not dispose. The graphic is to be left in place.      *  - 2\n Restore to background color. The area used by the frame must be restored to      *        the background color.     *  - 3\n Restore to previous. The decoder is required to restore the area overwritten by      *        the frmae with what was there prior to rendering the frame.     */    int disposal;    /** The x-coordinate of top-left corner of the frame in whole animation screen. */    int off_x;    /** The y-coordinate of top-left corner of the frame in whole animation screen. */    int off_y;    /** The width of the frame. */    unsigned int width;    /** The height of the frame. */    unsigned int height;    /** The time of the frame will be display, in the unit of animation time_unit. */    unsigned int delay_time;#ifdef _USE_NEWGAL    /** The memdc compatible with the gif image. */    HDC mem_dc;    /** The bits of the mem_dc, should be freed after deleting the mem_dc. */    Uint8* bits;#else    /** The bitmap of the frame. */    BITMAP bmp;#endif    /** The next frame */    struct _ANIMATIONFRAME* next;    /** The previous frame */    struct _ANIMATIONFRAME* prev;} ANIMATIONFRAME;/** Animation structure */typedef struct _ANIMATION{    /** The width of the animation. */    unsigned int width;    /** The height of the animation. */    unsigned int height;    /** The background color */    RGB bk;    /** The number of all frames. */    int nr_frames;    /**     * The unit of the time will be used count the delay time of every frame.     * The default is 1, equal to 10ms.     */    int time_unit;    /** Pointer to the animation frame.*/    ANIMATIONFRAME* frames;} ANIMATION;/** * \fn ANIMATION* CreateAnimationFromGIF89a (HDC hdc, MG_RWops* area) * \brief Creates an ANIMATION obeject from a GIF 89a data source. * * This function load a GIF 89a graphic from the data source \a area, * and create an ANIMATION object from the GIF 89a data. * * \param hdc The dc will be used to create BITMAP object for the animation frame. * \param area The data source. * * \return This function returns an ANIMATION object when success, otherwise NULL. * * \sa DestroyAnimation, ANIMATION */ANIMATION* CreateAnimationFromGIF89a (HDC hdc, MG_RWops* area);/** * \fn ANIMATION* CreateAnimationFromGIF89aFile (HDC hdc, const char* file) * \brief Creates an ANIMATION obeject from a GIF 89a file. * * This function load a GIF 89a graphic from the file \a file, * and create an ANIMATION object. * * \param hdc The dc will be used to create BITMAP object for the animation frame. * \param file The file name. * * \return This function returns an ANIMATION object when success, otherwise NULL. * * \sa DestroyAnimation, ANIMATION */MGEXT_EXPORT ANIMATION* CreateAnimationFromGIF89aFile (HDC hdc, const char* file);/** * \fn ANIMATION* CreateAnimationFromGIF89aMem (HDC hdc, const void* mem, int size) * \brief Creates an ANIMATION obeject from a GIF 89a memory data. * * This function load a GIF 89a graphic from the memory \a mem which * is \a size long and create an ANIMATION object from the GIF 89a data. * * \param hdc The dc will be used to create BITMAP object for the animation frame. * \param mem The pointer to the memory. * \param size The size of the memory. * * \return This function returns an ANIMATION object when success, otherwise NULL. * * \sa DestroyAnimation, ANIMATION */MGEXT_EXPORT ANIMATION* CreateAnimationFromGIF89aMem (HDC hdc, const void* mem, int size);/** * \fn void DestroyAnimation (ANIMATION* anim, BOOL free_it) * \brief Destories an ANIMATION object. * * This function destroies the ANIMATION object \a anim, and * free it if \a free_it is TRUE. * * \param anim Pointer to the ANIMATION object. * \param free_it Specify whether free the object by calling \a free(3). * * \sa CreateAnimationFromGIF89a, ANIMATION */MGEXT_EXPORT void DestroyAnimation (ANIMATION* anim, BOOL free_it);/** Control class name of ANIMATION control. */#define CTRL_ANIMATION                  ("Animation")/** Return values of ANIMATION control. */#define ANIMATION_OKAY                  0/** Return values of ANIMATION control. */#define ANIMATION_ERR                   1    /**     * \defgroup mgext_ctrl_animation_styles Styles of ANIMATION control     *     * This control can be used to play the animation object, and     * you should specify the animation object when you create the     * control by using the dwAddData:     *     * \code     *     *  HWND hwnd;     *  ANIMATION* anim = CreateAnimationFromGIF89aFile (HDC_SCREEN, "banner.gif");     *     *  if (anim == NULL)     *      goto error;     *     *  hwnd = CreateWindow (CTRL_ANIMATION,     *                    "",     *                    WS_VISIBLE | ANS_AUTOLOOP,     *                    100,     *                    10, 10, 300, 200, hWnd, (DWORD)anim);     *  SendMessage (hwnd, ANM_STARTPLAY, 0, 0);     *     * \endcode     *     * @{     *//** * \def ANS_AUTOLOOP * \brief Loop playing the animation automatically. */#define ANS_AUTOLOOP                    0x0001L/** * \def ANS_SCALED * \brief Scale the animation to the control size. */#define ANS_SCALED                      0x0002L/** * \def ANS_FITTOANI * \brief Resize the control to fit the animation. */#define ANS_FITTOANI                    0x0004L    /** @} end of mgext_ctrl_animation_styles */    /**     ** \defgroup mgext_control_animation_msgs Messages of ANIMATION control     * @{     *//** * \def ANM_SETANIMATION * \brief Sets the animation object for the control. * * An application can send ANM_SETANIMATION to set the animation object of a control. * * \code * ANM_SETANIMATION * ANIMATION* anim; * * wParam = 0; * lParam = (LPARAM)anim; * \endcode * * \return The old animation object. */#define ANM_SETANIMATION                0xF110/** * \def ANM_GETANIMATION * \brief Gets the animation object of the control. * * An application can send ANM_GETANIMATION to retrive the animation object of a control. * * \code * ANM_GETANIMATION * * wParam = 0; * lParam = 0; * \endcode * * \return The current animation object of the control. */#define ANM_GETANIMATION                0xF111/** * \def ANM_STARTPLAY * \brief Indicates the control to start playing the animation. * * The animation will not be played when create the control,  * an application should send ANM_STARTPLAY to an animation control * to start playing the animation. * * \code * ANM_STARTPLAY * * wParam = 0; * lParam = 0; * \endcode * * \return Always be zero. */#define ANM_STARTPLAY                   0xF112/** * \def ANM_PAUSE_RESUME * \brief Indicates the control to pause/resume playing the animation. * * An application can send ANM_PAUSE_RESUME to an animation control * to pause/resume playing the animation. * * \code * ANM_PAUSE_RESUME * * wParam = 0; * lParam = 0; * \endcode * * \return Always be zero. */#define ANM_PAUSE_RESUME                0xF113/** * \def ANM_STOPPLAY * \brief Indicates the control to stop playing the animation. * * An application can send ANM_STOPPLAY to an animation control * to stop playing the animation. The control will display the * first frame of the animation. * * \code * ANM_STOPPLAY * * wParam = 0; * lParam = 0; * \endcode * * \return Always be zero. */#define ANM_STOPPLAY                    0xF114#define ANM_MSGMAX                      0xF120    /** @} end of mgext_ctrl_animation_msgs */    /**     * \defgroup mgext_ctrl_animation_ncs Notification code of ANIMATION control     * @{     */    /** @} end of mgext_ctrl_animation_ncs *//** * \def ANNC_CLICKED * \brief Indicates the user has clicked the control */#define ANNC_CLICKED         1/** * \def ANNC_DBLCLK * \brief Indicates the user has double clicked the control */#define ANNC_DBLCLK          2    /** @} end of mgext_ctrl_animation */    /** @} end of mgext_controls */    /** @} end of mgext_fns */#ifdef  __cplusplus}#endif#endif /* EXT_ANIMATION_H */

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