/////////////////////////////////////////////////////////////////////////////
// Name:        splash.cpp
// Purpose:     wxSplashScreen sample
// Author:      Wlodzimierz ABX Skiba
// Modified by:
// Created:     04/08/2004
// RCS-ID:      $Id: splash.cpp,v 1.7 2006/08/13 01:17:53 VZ Exp $
// Copyright:   (c) Wlodzimierz Skiba
// Licence:     wxWindows licence
/////////////////////////////////////////////////////////////////////////////

// ============================================================================
// declarations
// ============================================================================

// ----------------------------------------------------------------------------
// headers
// ----------------------------------------------------------------------------

// For compilers that support precompilation, includes "wx/wx.h".
#include "wx/wxprec.h"

#ifdef __BORLANDC__
    #pragma hdrstop
#endif

// for all others, include the necessary headers (this file is usually all you
// need because it includes almost all "standard" wxWidgets headers)
#ifndef WX_PRECOMP
    #include "wx/wx.h"
#endif

#include "wx/image.h"
#include "wx/splash.h"
#include "wx/mediactrl.h"

// ----------------------------------------------------------------------------
// resources
// ----------------------------------------------------------------------------

// the application icon (under Windows and OS/2 it is in resources and even
// though we could still include the XPM here it would be unused)
#if !defined(__WXMSW__) && !defined(__WXPM__)
    #include "../sample.xpm"
#endif

// for smartphone, pda and other small screens use resized embedded image
// instead of full colour png dedicated to desktops
#include "mobile.xpm"

// ----------------------------------------------------------------------------
// private classes
// ----------------------------------------------------------------------------

// Define a new application type, each program should derive a class from wxApp
class MyApp : public wxApp
{
public:
    // override base class virtuals
    // ----------------------------

    // this one is called on application startup and is a good place for the app
    // initialization (doing it here and not in the ctor allows to have an error
    // return: if OnInit() returns false, the application terminates)
    virtual bool OnInit();
};

// Define a new frame type: this is going to be our main frame
class MyFrame : public wxFrame
{
public:
    // ctor(s)
    MyFrame(const wxString& title);

    // event handlers (these functions should _not_ be virtual)
    void OnQuit(wxCommandEvent& event);
    void OnAbout(wxCommandEvent& event);

    bool m_isPda;

private:
    // any class wishing to process wxWidgets events must use this macro
    DECLARE_EVENT_TABLE()
};

// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------

// IDs for the controls and the menu commands
enum
{
    Minimal_Run = wxID_HIGHEST + 1
};

// ----------------------------------------------------------------------------
// event tables and other macros for wxWidgets
// ----------------------------------------------------------------------------

// the event tables connect the wxWidgets events with the functions (event
// handlers) which process them. It can be also done at run-time, but for the
// simple menu events like this the static method is much simpler.
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
    EVT_MENU(wxID_EXIT,  MyFrame::OnQuit)
    EVT_MENU(wxID_ABOUT, MyFrame::OnAbout)
END_EVENT_TABLE()

// Create a new application object: this macro will allow wxWidgets to create
// the application object during program execution (it's better than using a
// static object for many reasons) and also implements the accessor function
// wxGetApp() which will return the reference of the right type (i.e. MyApp and
// not wxApp)
IMPLEMENT_APP(MyApp)

// ============================================================================
// implementation
// ============================================================================

// ----------------------------------------------------------------------------
// the application class
// ----------------------------------------------------------------------------

// 'Main program' equivalent: the program execution "starts" here
bool MyApp::OnInit()
{
    wxImage::AddHandler(new wxPNGHandler);

    // create the main application window
    MyFrame *frame = new MyFrame(_T("wxSplashScreen sample application"));

    wxBitmap bitmap;

    if (frame->m_isPda)
        bitmap = wxBitmap(mobile_xpm);

    bool ok = frame->m_isPda
            ? bitmap.Ok()
            : bitmap.LoadFile(_T("splash.png"), wxBITMAP_TYPE_PNG);

    if (ok)
    {
        new wxSplashScreen(bitmap,
            wxSPLASH_CENTRE_ON_SCREEN|wxSPLASH_TIMEOUT,
            6000, frame, wxID_ANY, wxDefaultPosition, wxDefaultSize,
            wxSIMPLE_BORDER|wxSTAY_ON_TOP);
    }
    wxYield();

    // and show it (the frames, unlike simple controls, are not shown when
    // created initially)
    frame->Show(true);

    // success: wxApp::OnRun() will be called which will enter the main message
    // loop and the application will run. If we returned false here, the
    // application would exit immediately.
    return true;
}

// ----------------------------------------------------------------------------
// main frame
// ----------------------------------------------------------------------------

// frame constructor
MyFrame::MyFrame(const wxString& title)
       : wxFrame(NULL, wxID_ANY, title)
{
    m_isPda = (wxSystemSettings::GetScreenType() <= wxSYS_SCREEN_PDA);

    // set the frame icon
    SetIcon(wxICON(sample));

#if wxUSE_MENUS
    // create a menu bar
    wxMenu *menuFile = new wxMenu;

    // the "About" item should be in the help menu
    wxMenu *helpMenu = new wxMenu;
    helpMenu->Append(wxID_ABOUT, _T("&About...\tF1"), _T("Show about frame"));

    menuFile->Append(wxID_EXIT, _T("E&xit\tAlt-X"), _T("Quit this program"));

    // now append the freshly created menu to the menu bar...
    wxMenuBar *menuBar = new wxMenuBar();
    menuBar->Append(menuFile, _T("&File"));
    menuBar->Append(helpMenu, _T("&Help"));

    // ... and attach this menu bar to the frame
    SetMenuBar(menuBar);
#endif // wxUSE_MENUS

#if wxUSE_STATUSBAR
    // create a status bar just for fun (by default with 1 pane only)
    CreateStatusBar(2);
    SetStatusText(_T("Welcome to wxWidgets!"));
#endif // wxUSE_STATUSBAR
}


// event handlers

void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
{
    // true is to force the frame to close
    Close(true);
}

void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
{
    wxBitmap bitmap;

    if (m_isPda) bitmap = wxBitmap(mobile_xpm);

    bool ok = m_isPda
            ? bitmap.Ok()
            : bitmap.LoadFile(_T("splash.png"), wxBITMAP_TYPE_PNG);

    if (ok)
    {
        wxImage image = bitmap.ConvertToImage();
        // do not scale on already small screens
        if (!m_isPda)
            image.Rescale( bitmap.GetWidth()/2, bitmap.GetHeight()/2 );
        bitmap = wxBitmap(image);
        wxSplashScreen *splash = new wxSplashScreen(bitmap,
            wxSPLASH_CENTRE_ON_PARENT | wxSPLASH_NO_TIMEOUT,
            0, this, wxID_ANY, wxDefaultPosition, wxDefaultSize,
            wxSIMPLE_BORDER|wxSTAY_ON_TOP);
        wxWindow *win = splash->GetSplashWindow();
#if wxUSE_MEDIACTRL
        wxMediaCtrl *media = new wxMediaCtrl( win, wxID_EXIT, _T("press.mpg"), wxPoint(2,2));
        media->Play();
#else
        wxStaticText *text = new wxStaticText( win,
                                               wxID_EXIT,
                                               _T("click somewhere\non image"),
                                               wxPoint(m_isPda ? 0 : 13,
                                                       m_isPda ? 0 : 11)
                                             );
        text->SetBackgroundColour(*wxWHITE);
        text->SetForegroundColour(*wxBLACK);
        wxFont font = text->GetFont();
        font.SetPointSize(2*font.GetPointSize()/3);
        text->SetFont(font);
#endif
    }
}
