/////////////////////////////////////////////////////////////////////////////// // Name: wx/withimages.h // Purpose: Declaration of a simple wxWithImages class. // Author: Vadim Zeitlin // Created: 2011-08-17 // Copyright: (c) 2011 Vadim Zeitlin <vadim@wxwidgets.org> // Licence: wxWindows licence /////////////////////////////////////////////////////////////////////////////// #ifndef _WX_WITHIMAGES_H_ #define _WX_WITHIMAGES_H_ #include "wx/defs.h" #include "wx/bmpbndl.h" #include "wx/event.h" #include "wx/icon.h" #include "wx/imaglist.h" #include "wx/vector.h" #include "wx/window.h" // ---------------------------------------------------------------------------- // wxWithImages: mix-in for classes using indices for image access // ---------------------------------------------------------------------------- class WXDLLIMPEXP_CORE wxWithImages { public: enum { NO_IMAGE = -1 }; typedef wxVector<wxBitmapBundle> Images; wxWithImages() { m_imageList = nullptr; m_ownsImageList = false; } virtual ~wxWithImages() { FreeIfNeeded(); } // Return the number of images, possibly 0. int GetImageCount() const { if ( !m_images.empty() ) { // Cast is safe, we don't risk having more than INT_MAX images. return wxSsize(m_images); } return m_imageList ? m_imageList->GetImageCount() : 0; } // Return true if we are using any images. bool HasImages() const { // Note that the sole presence of the image list indicates that we're // using images, even if it is currently empty, because images can be // added to it at any moment (it's common and valid to create an image // list and associate it with the control first and fill it later) and // it's better to err on the side of having the images and not showing // anything if there are really none than decide that we don't have any // and not show those that we do have. return !m_images.empty() || m_imageList; } // Sets the images to use. // // Override OnImagesChanged() in the derived class to update the actually // shown images. void SetImages(const Images& images) { m_images = images; // Setting the images overrides any image list set before, especially // because we may have set it ourselves if GetUpdatedImageListFor() was // called and we don't want to remain with the outdated image list now // (if the new images are not empty, this would happen only slightly // later when the image list is updated again, but if they are empty, // it's not going to happen at all). FreeIfNeeded(); m_imageList = nullptr; OnImagesChanged(); } // Sets the image list to use, it is *not* deleted by the control. // // This function is virtual for compatibility, as it could be overridden in // the existing application code, however it should not be overridden in wx // itself, where OnImagesChanged() should be overridden instead. virtual void SetImageList(wxImageList* imageList) { FreeIfNeeded(); m_imageList = imageList; OnImagesChanged(); } // As SetImageList() but we will delete the image list ourselves. void AssignImageList(wxImageList* imageList) { SetImageList(imageList); m_ownsImageList = true; } // This function can be used for implementing AssignImageList()-like // methods in the classes using this one and tells us to simply take // ownership of the image list that we already have. // // Avoid using it if possible. void TakeOwnership() { m_ownsImageList = true; } // Get pointer (may be null) to the associated image list. wxImageList* GetImageList() const { return m_imageList; } // This helper function can be used from OnImagesChanged() if the derived // class actually needs to use wxImageList: it ensures that m_imageList is // updated from m_images, if the latter is not empty, using the images of // the appropriate size for the given window, and returns it. wxImageList* GetUpdatedImageListFor(wxWindow* win) { if ( !m_images.empty() ) { // Note that we can't just call AssignImageList() here to avoid // infinite recursion. FreeIfNeeded(); m_imageList = wxBitmapBundle::CreateImageList(win, m_images); // We always own it as we created it ourselves. m_ownsImageList = true; } return m_imageList; } // Return physical bitmap size that should be used for all images. // // Returns (0, 0) if we don't have any images. wxSize GetImageSize(const wxWindow* window) const { wxSize size; if ( !m_images.empty() ) { // This is a micro-optimization: if we have an image list here, we // must have created it ourselves, as e.g. wxGenericTreeCtrl does, // and then we must already have determined the correct size to use // for the current window DPI and can just return it. if ( m_imageList ) { // Note that we shouldn't scale it by DPI factor here because // we had already taken it into account when (re)creating it. size = m_imageList->GetSize(); } else { // Otherwise we need to compute the best size here ourselves. size = wxBitmapBundle::GetConsensusSizeFor(window, m_images); } } else if ( m_imageList ) { // But if we have just the user-provided image list, we need to // scale its size by the DPI scale because the bitmaps from it will // be scaled when they are drawn (they should have scaling factor // of 1, as for anything else wxBitmapBundle must be used). size = m_imageList->GetSize() * window->GetDPIScaleFactor(); } return size; } // Return logical bitmap size that should be used for all images. // // Returns (0, 0) if we don't have any images. wxSize GetImageLogicalSize(const wxWindow* window) const { return window->FromPhys(GetImageSize(window)); } // Return logical size of the image to use or (0, 0) if there are none. wxSize GetImageLogicalSize(const wxWindow* window, int iconIndex) const { wxSize size; if ( iconIndex != NO_IMAGE ) { if ( !m_images.empty() ) { size = m_images.at(iconIndex).GetPreferredLogicalSizeFor(window); } else if ( m_imageList ) { // All images in the image list are of the same size. size = window->FromPhys(m_imageList->GetSize()); } } return size; } // Overload provided to facilitate transition from the existing code using // wxImageList::GetSize() -- don't use it in the new code. void GetImageLogicalSize(const wxWindow* window, int iconIndex, int& width, int& height) const { const wxSize size = GetImageLogicalSize(window, iconIndex); width = size.x; height = size.y; } // Return the bitmap to use at the current DPI of the given window. // // If index == NO_IMAGE, just returns wxNullBitmap. wxBitmap GetImageBitmapFor(const wxWindow* window, int iconIndex) const { wxBitmap bitmap; if ( iconIndex != NO_IMAGE ) { if ( !m_images.empty() ) { // Note that it's not enough to just use GetBitmapFor() here to // choose the bitmap of the size most appropriate for the window // DPI as we need it to be of the same size as the other images // used in the same control, so we have to use fixed size here. const wxSize size = GetImageSize(window); bitmap = m_images.at(iconIndex).GetBitmap(size); // We also may need to adjust the scale factor to ensure that // this bitmap takes the same space as all the others, as // GetBitmap() may set it wrong in this case. const wxSize logicalSize = window->FromPhys(size); if ( bitmap.GetLogicalSize() != logicalSize ) { bitmap.SetScaleFactor(size.y / logicalSize.y); } } else if ( m_imageList ) { bitmap = m_imageList->GetBitmap(iconIndex); } else { wxFAIL_MSG ( "Image index specified, but there are no images.\n" "\n" "Did you forget to call SetImages()?" ); } } return bitmap; } protected: // This function is called when the images associated with the control // change, due to either SetImages() or SetImageList() being called. // // It ought to be pure virtual, but isn't because there could be existing // application code inheriting from this class and not overriding it // (because this function hadn't existed when this code was written). virtual void OnImagesChanged() { } // This function can be used as event handle for wxEVT_DPI_CHANGED event // and simply calls OnImagesChanged() to refresh the images when it happens. void WXHandleDPIChanged(wxDPIChangedEvent& event) { if ( HasImages() ) OnImagesChanged(); event.Skip(); } // Return true if we have a valid image list. bool HasImageList() const { return m_imageList != nullptr; } // Return the image with the given index from the image list. // // If there is no image list or if index == NO_IMAGE, silently returns // wxNullIcon. wxIcon GetImage(int iconIndex) const { return m_imageList && iconIndex != NO_IMAGE ? m_imageList->GetIcon(iconIndex) : wxNullIcon; } // Return the bitmap bundle for the image with the given index. // // If index == NO_IMAGE or there are no images at all, returns an empty // bundle (but, unlike GetImage() above, asserts if the index is valid but // there is no image, as this probably indicates a programming mistake). // // If there is no bundle, but there is an image list, returns a bundle // containing just the bitmap from the image list. wxBitmapBundle GetBitmapBundle(int iconIndex) const { wxBitmapBundle bundle; if ( iconIndex != NO_IMAGE ) { if ( !m_images.empty() ) { bundle = m_images.at(iconIndex); } else if ( m_imageList ) { bundle = m_imageList->GetIcon(iconIndex); } else { wxFAIL_MSG ( "Image index specified, but there are no images.\n" "\n" "Did you forget to call SetImages()?" ); } } return bundle; } // Accessor to the images for the derived classes: this is only useful when // delegating SetImages() to another object. const Images& GetImages() const { return m_images; } private: // Free the image list if necessary, i.e. if we own it. void FreeIfNeeded() { if ( m_ownsImageList ) { delete m_imageList; m_imageList = nullptr; // We don't own it any more. m_ownsImageList = false; } } // The images we use: if this vector is not empty, m_imageList is not used. Images m_images; // The associated image list or nullptr. wxImageList* m_imageList; // False by default, if true then we delete m_imageList. bool m_ownsImageList; wxDECLARE_NO_COPY_CLASS(wxWithImages); }; #endif // _WX_WITHIMAGES_H_