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SparkleLibrary/Sprites/ImageSprite.cs

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/*
* ImageSprite - A sprite that draws an Image
*
* Author: Phillip Piper
* Date: 08/02/2010 6:18 PM
*
* Change log:
* 2010-02-08 JPP - Initial version
*
* To do:
*
* Copyright (C) 2010 Phillip Piper
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* If you wish to use this code in a closed source application, please contact phillip_piper@bigfoot.com.
*/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.Windows.Forms;
namespace BrightIdeasSoftware
{
/// <summary>
/// An ImageSprite draws an image onto the animation, to which animations can be applied
/// </summary>
/// <remarks>The image can even be an animated GIF!</remarks>
public class ImageSprite : Sprite
{
#region Life and death
public ImageSprite(Image image) {
this.Image = image;
}
#endregion
#region Implementation properties
protected Image Image ;
#endregion
#region Sprite properties
/// <summary>
/// Gets or sets how big the image is
/// </summary>
/// <remarks>The image size cannot be set, since it is natural size multiplied by
/// the Scale property.</remarks>
public override Size Size {
get {
if (this.Image == null)
return Size.Empty;
// Internal the Image class cannot handle being accessed by multiple threads
// at the same time. So make sure the access is serialized.
lock (this.locker) {
if (this.Scale == 1.0f)
return this.Image.Size;
else
return new Size((int)(this.Image.Size.Width * this.Scale),
(int)(this.Image.Size.Height * this.Scale));
}
}
set {
}
}
#endregion
#region Sprite methods
public override void Start() {
if (this.Image != null && ImageAnimator.CanAnimate(this.Image)) {
isAnimatedImage = true;
ImageAnimator.Animate(this.Image, this.OnFrameChanged);
}
}
bool isAnimatedImage;
public override void Stop() {
if (this.isAnimatedImage)
ImageAnimator.StopAnimate(this.Image, this.OnFrameChanged);
}
public override void Draw(Graphics g) {
this.ApplyState(g);
lock (this.locker) {
if (this.Image != null) {
if (this.isAnimatedImage)
ImageAnimator.UpdateFrames(this.Image);
this.DrawTransparentBitmap(g, this.Bounds, this.Image, this.Opacity);
}
this.UnapplyState(g);
}
}
private Object locker = new object();
#endregion
#region Implementation methods
/// <summary>
/// The frame on an animated GIF has changed. Normally we would redraw, but
/// we leave that to the animation controller.
/// </summary>
/// <param name="o"></param>
/// <param name="e"></param>
private void OnFrameChanged(object o, EventArgs e) {
}
/// <summary>
/// Draw an image in a (possibilty) transluscent fashion
/// </summary>
/// <param name="g"></param>
/// <param name="r"></param>
/// <param name="image"></param>
/// <param name="transparency"></param>
protected void DrawTransparentBitmap(Graphics g, Rectangle r, Image image, float transparency) {
if (transparency <= 0.0f)
return;
ImageAttributes imageAttributes = null;
if (transparency < 1.0f) {
imageAttributes = new ImageAttributes();
float[][] colorMatrixElements = {
new float[] {1, 0, 0, 0, 0},
new float[] {0, 1, 0, 0, 0},
new float[] {0, 0, 1, 0, 0},
new float[] {0, 0, 0, transparency, 0},
new float[] {0, 0, 0, 0, 1}};
imageAttributes.SetColorMatrix(new ColorMatrix(colorMatrixElements));
}
Rectangle dest = new Rectangle(Point.Empty, this.Size);
g.DrawImage(image,
dest, // destination rectangle
0, 0, image.Size.Width, image.Size.Height, // source rectangle
GraphicsUnit.Pixel,
imageAttributes);
}
#endregion
}
}