///////////////////////////////////////////////////////////////////////////////
// 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// called and we don't want to remain with the outdated image list now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_