Imported existing sources
This commit is contained in:
63
.gitattributes
vendored
Normal file
63
.gitattributes
vendored
Normal file
@ -0,0 +1,63 @@
|
||||
###############################################################################
|
||||
# Set default behavior to automatically normalize line endings.
|
||||
###############################################################################
|
||||
* text=auto
|
||||
|
||||
###############################################################################
|
||||
# Set default behavior for command prompt diff.
|
||||
#
|
||||
# This is need for earlier builds of msysgit that does not have it on by
|
||||
# default for csharp files.
|
||||
# Note: This is only used by command line
|
||||
###############################################################################
|
||||
#*.cs diff=csharp
|
||||
|
||||
###############################################################################
|
||||
# Set the merge driver for project and solution files
|
||||
#
|
||||
# Merging from the command prompt will add diff markers to the files if there
|
||||
# are conflicts (Merging from VS is not affected by the settings below, in VS
|
||||
# the diff markers are never inserted). Diff markers may cause the following
|
||||
# file extensions to fail to load in VS. An alternative would be to treat
|
||||
# these files as binary and thus will always conflict and require user
|
||||
# intervention with every merge. To do so, just uncomment the entries below
|
||||
###############################################################################
|
||||
#*.sln merge=binary
|
||||
#*.csproj merge=binary
|
||||
#*.vbproj merge=binary
|
||||
#*.vcxproj merge=binary
|
||||
#*.vcproj merge=binary
|
||||
#*.dbproj merge=binary
|
||||
#*.fsproj merge=binary
|
||||
#*.lsproj merge=binary
|
||||
#*.wixproj merge=binary
|
||||
#*.modelproj merge=binary
|
||||
#*.sqlproj merge=binary
|
||||
#*.wwaproj merge=binary
|
||||
|
||||
###############################################################################
|
||||
# behavior for image files
|
||||
#
|
||||
# image files are treated as binary by default.
|
||||
###############################################################################
|
||||
#*.jpg binary
|
||||
#*.png binary
|
||||
#*.gif binary
|
||||
|
||||
###############################################################################
|
||||
# diff behavior for common document formats
|
||||
#
|
||||
# Convert binary document formats to text before diffing them. This feature
|
||||
# is only available from the command line. Turn it on by uncommenting the
|
||||
# entries below.
|
||||
###############################################################################
|
||||
#*.doc diff=astextplain
|
||||
#*.DOC diff=astextplain
|
||||
#*.docx diff=astextplain
|
||||
#*.DOCX diff=astextplain
|
||||
#*.dot diff=astextplain
|
||||
#*.DOT diff=astextplain
|
||||
#*.pdf diff=astextplain
|
||||
#*.PDF diff=astextplain
|
||||
#*.rtf diff=astextplain
|
||||
#*.RTF diff=astextplain
|
194
Adapters/AnimationAdapter.cs
Normal file
194
Adapters/AnimationAdapter.cs
Normal file
@ -0,0 +1,194 @@
|
||||
/*
|
||||
* AnimationAdapter - An adaptor that gives animation capacity to a Control
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 08/02/2010 6:18 PM
|
||||
*
|
||||
* Change log:
|
||||
* 2010-03-30 JPP - Optimize invalidating so that we don't call Invalidate
|
||||
* dozens of times unnecessarily
|
||||
* 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.ComponentModel;
|
||||
using System.Windows.Forms;
|
||||
using System.Reflection;
|
||||
using System.Drawing;
|
||||
using System.Drawing.Text;
|
||||
using System.Drawing.Drawing2D;
|
||||
|
||||
namespace BrightIdeasSoftware
|
||||
{
|
||||
/// <summary>
|
||||
/// An AnimationAdapter makes the given Control able to show an Animation.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// To function correctly, the given control must trigger Paint events.
|
||||
/// That is: panels, buttons, labels, picture boxes, user controls, numeric spin controls,
|
||||
/// and (oddly enough) data grid view.
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
/// <example>
|
||||
/// AnimationAdapter animatedControl = new AnimationAdapter(this.userControl1);
|
||||
/// Animation animation = animatedControl.Animation;
|
||||
/// // add sprites to animation
|
||||
/// animation.Start();
|
||||
/// </example>
|
||||
public class AnimationAdapter
|
||||
{
|
||||
#region Life and death
|
||||
|
||||
public AnimationAdapter(Control control) {
|
||||
this.Animation = new Animation();
|
||||
this.Control = control;
|
||||
|
||||
this.Animation.Started += new EventHandler<StartAnimationEventArgs>(Animation_Started);
|
||||
this.Animation.Stopped += new EventHandler<StopAnimationEventArgs>(Animation_Stopped);
|
||||
this.Animation.Redraw += new EventHandler<RedrawEventArgs>(Animation_Redraw);
|
||||
this.Animation.Ticked += new EventHandler<TickEventArgs>(Animation_Ticked);
|
||||
|
||||
// Make the given control double buffered.
|
||||
// Use reflection to get around DoubleBuffered being protected
|
||||
PropertyInfo pi = control.GetType().GetProperty("DoubleBuffered", BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
if (pi != null)
|
||||
pi.SetValue(control, true, null);
|
||||
|
||||
// Default values
|
||||
this.TextRenderingHint = TextRenderingHint.ClearTypeGridFit;
|
||||
this.SmoothingMode = SmoothingMode.HighQuality;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public properties
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the control on which the animation will be drawn
|
||||
/// </summary>
|
||||
public Control Control {
|
||||
get { return control; }
|
||||
private set { control = value; }
|
||||
}
|
||||
private Control control;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the control on which the animation will be drawn
|
||||
/// </summary>
|
||||
public Animation Animation {
|
||||
get { return animation; }
|
||||
private set { animation = value; }
|
||||
}
|
||||
private Animation animation;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the smoothing mode that will be applied to the
|
||||
/// graphic context that is used to draw the animation
|
||||
/// </summary>
|
||||
public SmoothingMode SmoothingMode {
|
||||
get { return smoothingMode; }
|
||||
private set { smoothingMode = value; }
|
||||
}
|
||||
private SmoothingMode smoothingMode;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the text rendering hint that will be applied to the
|
||||
/// graphic context that is used to draw the animation
|
||||
/// </summary>
|
||||
public TextRenderingHint TextRenderingHint {
|
||||
get { return textRenderingHint; }
|
||||
private set { textRenderingHint = value; }
|
||||
}
|
||||
private TextRenderingHint textRenderingHint;
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event handlers
|
||||
|
||||
protected virtual void Control_Disposed(object sender, EventArgs e) {
|
||||
this.Animation.Stop();
|
||||
}
|
||||
|
||||
protected virtual void Control_Paint(object sender, PaintEventArgs e) {
|
||||
|
||||
// Lock this section so we are aren't troubled by interrupts from the ticker thread
|
||||
lock (myLock) {
|
||||
|
||||
// Setup the graphics context and draw the animation
|
||||
Graphics g = e.Graphics;
|
||||
g.TextRenderingHint = this.TextRenderingHint;
|
||||
g.SmoothingMode = this.SmoothingMode;
|
||||
this.Animation.Draw(g);
|
||||
|
||||
// Allow new invalidates on the control
|
||||
allowInvalidate = true;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Animation_Started(object sender, StartAnimationEventArgs e) {
|
||||
this.SetAnimationBounds();
|
||||
|
||||
this.Control.Paint += new PaintEventHandler(Control_Paint);
|
||||
this.Control.Disposed += new EventHandler(Control_Disposed);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Give the animation its outer bounds.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is normally the DisplayRectangle of the underlying Control.
|
||||
/// </remarks>
|
||||
protected virtual void SetAnimationBounds() {
|
||||
this.Animation.Bounds = this.Control.DisplayRectangle;
|
||||
}
|
||||
|
||||
protected virtual void Animation_Stopped(object sender, StopAnimationEventArgs e) {
|
||||
this.Control.Paint -= new PaintEventHandler(Control_Paint);
|
||||
this.Control.Disposed -= new EventHandler(Control_Disposed);
|
||||
}
|
||||
|
||||
protected virtual void Animation_Redraw(object sender, RedrawEventArgs e) {
|
||||
// Don't trigger multiple invalidates
|
||||
lock (myLock) {
|
||||
if (allowInvalidate) {
|
||||
this.Control.Invalidate();
|
||||
allowInvalidate = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
object myLock = new object();
|
||||
|
||||
protected virtual void Animation_Ticked(object sender, TickEventArgs e) {
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private variables
|
||||
|
||||
private bool allowInvalidate = true;
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
109
Animation/Animateable.cs
Normal file
109
Animation/Animateable.cs
Normal file
@ -0,0 +1,109 @@
|
||||
/*
|
||||
* Animateable - A item that can be placed in an animation
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 23/10/2009 10:39 PM
|
||||
*
|
||||
* Change log:
|
||||
* 2009-10-23 JPP - Initial version
|
||||
*
|
||||
* To do:
|
||||
*
|
||||
* Copyright (C) 2009 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;
|
||||
|
||||
namespace BrightIdeasSoftware
|
||||
{
|
||||
public interface IAnimateable
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets or sets the animation that this component belongs to
|
||||
/// </summary>
|
||||
Animation Animation { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// This component is being started. It should acquire any resources that it needs
|
||||
/// </summary>
|
||||
void Start();
|
||||
|
||||
/// <summary>
|
||||
/// A unit of time has passed and the animation component should advance its state
|
||||
/// if sufficient time has passed.
|
||||
/// </summary>
|
||||
/// <param name="elapsed">The number of milliseconds since Start() was called.</param>
|
||||
/// <returns>True if Tick() should be called again</returns>
|
||||
bool Tick(long elapsed);
|
||||
|
||||
/// <summary>
|
||||
/// Revert this component to its initial state.
|
||||
/// </summary>
|
||||
void Reset();
|
||||
|
||||
/// <summary>
|
||||
/// This component has been stopped. It should release any resources acquired in Start().
|
||||
/// </summary>
|
||||
void Stop();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A Animateable is the base class for any item that can be
|
||||
/// placed within an Animation.
|
||||
/// </summary>
|
||||
public class Animateable : IAnimateable
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets or sets the animation that this component belongs to
|
||||
/// </summary>
|
||||
public Animation Animation {
|
||||
get { return animation; }
|
||||
set { animation = value; }
|
||||
}
|
||||
private Animation animation;
|
||||
|
||||
/// <summary>
|
||||
/// This component is being started. It should acquire any resources that it needs
|
||||
/// </summary>
|
||||
public virtual void Start() {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A unit of time has passed and the animation component should advance its state
|
||||
/// if sufficient time has passed.
|
||||
/// </summary>
|
||||
/// <param name="elapsed">The number of milliseconds since Start() was called.</param>
|
||||
/// <returns>True if Tick() should be called again</returns>
|
||||
public virtual bool Tick(long elapsed) {
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Revert this component to its initial state.
|
||||
/// </summary>
|
||||
public virtual void Reset() {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This component has been stopped. It should release any resources acquired in Start().
|
||||
/// </summary>
|
||||
public virtual void Stop() {
|
||||
}
|
||||
}
|
||||
}
|
400
Animation/Animation.cs
Normal file
400
Animation/Animation.cs
Normal file
@ -0,0 +1,400 @@
|
||||
/*
|
||||
* Animation - An entire sequence of sprites, sounds and effects which are
|
||||
* united to produce a "movie clip".
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 19/10/2009 1:01 AM
|
||||
*
|
||||
* Change log:
|
||||
* 2010-02-05 JPP - Made animation system independent of any control.
|
||||
* 2009-10-19 JPP - Initial version
|
||||
*
|
||||
* To do:
|
||||
* - Animation wide effects?? Freeze. Fade.
|
||||
* - FramesPerSecond setting
|
||||
*
|
||||
* Copyright (C) 20009-2014 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.Diagnostics;
|
||||
using System.Drawing;
|
||||
using System.ComponentModel;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace BrightIdeasSoftware
|
||||
{
|
||||
/// <summary>
|
||||
/// This enum tells the animation how it should behave when it reaches the end
|
||||
/// </summary>
|
||||
public enum Repeat
|
||||
{
|
||||
None = 0,
|
||||
Loop,
|
||||
Bounce, // Not yet implemented JPP 2010-02-23
|
||||
Pause
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An animation is the "canvas" upon which multiple sprites and sounds will be drawn.
|
||||
/// </summary>
|
||||
public class Animation
|
||||
{
|
||||
#region Life and death
|
||||
|
||||
public Animation() {
|
||||
this.Timer = new System.Timers.Timer();
|
||||
this.Stopwatch = new System.Diagnostics.Stopwatch();
|
||||
this.Interval = 30;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Properties
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the outer bounds of the animation. All locations will be calculated
|
||||
/// with reference to these bounds.
|
||||
/// </summary>
|
||||
public Rectangle Bounds {
|
||||
get { return bounds; }
|
||||
set { bounds = value; }
|
||||
}
|
||||
private Rectangle bounds;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the "tick" interval of the animation in milliseconds.
|
||||
/// </summary>
|
||||
public int Interval {
|
||||
get { return (int)this.Timer.Interval; }
|
||||
set { this.Timer.Interval = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets whether the sprites should be paused
|
||||
/// </summary>
|
||||
/// <remarks>Sounds that are already in progress will not be paused.</remarks>
|
||||
public bool Paused {
|
||||
get {
|
||||
return !this.Timer.Enabled;
|
||||
}
|
||||
set {
|
||||
if (value)
|
||||
this.Pause();
|
||||
else
|
||||
this.Unpause();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets if the animation is running. A animation is running
|
||||
/// when it has been started and not yet stopped. A paused animation
|
||||
/// is still running.
|
||||
/// </summary>
|
||||
public bool Running {
|
||||
get { return running; }
|
||||
protected set { running = value; }
|
||||
}
|
||||
private bool running;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets how the animation will behave when it reaches the
|
||||
/// end of the animation.
|
||||
/// </summary>
|
||||
public Repeat Repeat {
|
||||
get { return repeat; }
|
||||
set { repeat = value; }
|
||||
}
|
||||
private Repeat repeat;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Events
|
||||
|
||||
public event EventHandler<StartAnimationEventArgs> Started;
|
||||
|
||||
protected void OnStarted(StartAnimationEventArgs e) {
|
||||
if (this.Started != null)
|
||||
this.Started(this, e);
|
||||
}
|
||||
|
||||
public event EventHandler<TickEventArgs> Ticked;
|
||||
|
||||
protected void OnTicked(TickEventArgs e) {
|
||||
if (this.Ticked != null)
|
||||
this.Ticked(this, e);
|
||||
}
|
||||
|
||||
public event EventHandler<StopAnimationEventArgs> Stopped;
|
||||
|
||||
protected void OnStopped(StopAnimationEventArgs e) {
|
||||
if (this.Stopped != null)
|
||||
this.Stopped(this, e);
|
||||
}
|
||||
|
||||
public event EventHandler<RedrawEventArgs> Redraw;
|
||||
|
||||
protected void OnRedraw(RedrawEventArgs e) {
|
||||
if (this.Redraw != null)
|
||||
this.Redraw(this, e);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Commands
|
||||
|
||||
/// <summary>
|
||||
/// Force the animation to be redrawn
|
||||
/// </summary>
|
||||
public void Invalidate() {
|
||||
this.OnRedraw(new RedrawEventArgs());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Force the animation to be redrawn
|
||||
/// </summary>
|
||||
public void Invalidate(Rectangle r) {
|
||||
this.OnRedraw(new RedrawEventArgs(r));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start the story
|
||||
/// </summary>
|
||||
public void Start() {
|
||||
this.Running = true;
|
||||
this.Timer.Elapsed += new System.Timers.ElapsedEventHandler(Timer_Elapsed);
|
||||
this.Stopwatch.Start();
|
||||
this.Timer.Start();
|
||||
this.OnStarted(new StartAnimationEventArgs());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pause the story
|
||||
/// </summary>
|
||||
/// <remarks>Any sounds that are already playing will continue to play.</remarks>
|
||||
public void Pause() {
|
||||
this.Stopwatch.Stop();
|
||||
this.Timer.Stop();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpause the story
|
||||
/// </summary>
|
||||
public void Unpause() {
|
||||
this.Stopwatch.Start();
|
||||
this.Timer.Start();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop the story.
|
||||
/// </summary>
|
||||
public void Stop() {
|
||||
this.Running = false;
|
||||
this.Timer.Elapsed -= new System.Timers.ElapsedEventHandler(Timer_Elapsed);
|
||||
this.Timer.Stop();
|
||||
this.Stopwatch.Stop();
|
||||
foreach (AnimateableControlBlock cb in this.ControlBlocks) {
|
||||
if (cb.Started && !cb.Stopped) {
|
||||
cb.Component.Stop();
|
||||
cb.Stopped = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Tell the world we have stopped
|
||||
this.OnStopped(new StopAnimationEventArgs());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Advance the animation one tick and then redraw.
|
||||
/// </summary>
|
||||
public void Tick() {
|
||||
this.TickOnce();
|
||||
this.Invalidate();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Sprite manipulation
|
||||
|
||||
/// <summary>
|
||||
/// Add the given sprite to the animation so that it appears the given
|
||||
/// number of ticks after the animation starts.
|
||||
/// </summary>
|
||||
/// <param name="startTick">How many milliseconds after the animation starts should the sprite appear?</param>
|
||||
/// <param name="sprite">The sprite that will appear</param>
|
||||
public void Add(long startTick, ISprite sprite) {
|
||||
this.AddControlBlock(new AnimateableControlBlock(startTick, sprite));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add the given sound to the animation so that it begins to play the given
|
||||
/// number of ticks after the animation starts.
|
||||
/// </summary>
|
||||
/// <param name="startTick">When should the sound begin to play?</param>
|
||||
/// <param name="sprite">The sprite that will appear</param>
|
||||
public void Add(long startTick, Audio sound) {
|
||||
this.AddControlBlock(new AnimateableControlBlock(startTick, sound));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Implementation
|
||||
|
||||
/// <summary>
|
||||
/// Add the given control block to those used by the animation
|
||||
/// </summary>
|
||||
/// <param name="component"></param>
|
||||
/// <returns></returns>
|
||||
protected void AddControlBlock(AnimateableControlBlock cb) {
|
||||
cb.Component.Animation = this;
|
||||
this.ControlBlocks.Add(cb);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The timer has elapsed. Tickle the animation.
|
||||
/// </summary>
|
||||
/// <param name="sender"></param>
|
||||
/// <param name="e"></param>
|
||||
void Timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e) {
|
||||
TickEventArgs args = new TickEventArgs();
|
||||
this.OnTicked(args);
|
||||
if (!args.Handled)
|
||||
this.Tick();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Advance each sprite by one "tick"
|
||||
/// </summary>
|
||||
protected void TickOnce() {
|
||||
this.Timer.Enabled = false;
|
||||
long ms = this.Stopwatch.ElapsedMilliseconds;
|
||||
foreach (AnimateableControlBlock cb in this.ControlBlocks) {
|
||||
|
||||
if (!cb.Stopped && cb.ScheduledStartTick <= ms) {
|
||||
if (!cb.Started) {
|
||||
cb.StartTick = ms;
|
||||
cb.Component.Start();
|
||||
}
|
||||
if (!cb.Component.Tick(ms - cb.StartTick)) {
|
||||
cb.Stopped = true;
|
||||
cb.Component.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If any component is not stopped, restart the timer. Otherwise stop the animation.
|
||||
if (this.ControlBlocks.Exists(delegate(AnimateableControlBlock cb) { return !cb.Stopped; }))
|
||||
this.Timer.Enabled = true;
|
||||
else
|
||||
this.AnimationEnded();
|
||||
}
|
||||
|
||||
protected void AnimationEnded() {
|
||||
switch (this.Repeat) {
|
||||
case Repeat.None:
|
||||
this.Stop();
|
||||
break;
|
||||
case Repeat.Loop:
|
||||
this.Restart();
|
||||
break;
|
||||
case Repeat.Bounce:
|
||||
break;
|
||||
case Repeat.Pause:
|
||||
this.Pause();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The animation has stopped. Restart it from the beginning.
|
||||
/// </summary>
|
||||
protected void Restart() {
|
||||
this.Stop();
|
||||
this.Stopwatch.Reset();
|
||||
// Reset the components in reverse order so their effects are unwound
|
||||
for (int i = this.ControlBlocks.Count - 1; i >= 0; i--) {
|
||||
AnimateableControlBlock cb = this.ControlBlocks[i];
|
||||
cb.Component.Reset();
|
||||
cb.StartTick = 0;
|
||||
cb.Stopped = false;
|
||||
}
|
||||
this.Start();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw the sprites for this animation onto the given context
|
||||
/// </summary>
|
||||
/// <param name="g">The graphic onto which the animation will draw itself</param>
|
||||
/// <remarks>It's normally a good idea for the given Graphics object to be
|
||||
/// double buffered to cut down on flicker.</remarks>
|
||||
public void Draw(Graphics g) {
|
||||
// Draw each started sprite
|
||||
foreach (AnimateableControlBlock cb in this.ControlBlocks) {
|
||||
if (cb.Sprite != null && cb.Started) {
|
||||
cb.Sprite.Draw(g);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Implementation classes
|
||||
|
||||
/// <summary>
|
||||
/// Instances of this class are used to control the animation of a component on a animation.
|
||||
/// </summary>
|
||||
protected class AnimateableControlBlock
|
||||
{
|
||||
public AnimateableControlBlock(long scheduledStartTick, IAnimateable component) {
|
||||
this.ScheduledStartTick = scheduledStartTick;
|
||||
this.Component = component;
|
||||
}
|
||||
public AnimateableControlBlock(long scheduledStartTick, ISprite sprite) :
|
||||
this(scheduledStartTick, (IAnimateable)sprite) {
|
||||
this.Sprite = sprite;
|
||||
}
|
||||
|
||||
public IAnimateable Component;
|
||||
public long ScheduledStartTick;
|
||||
public long StartTick;
|
||||
public bool Stopped;
|
||||
|
||||
public bool Started {
|
||||
get { return this.StartTick != 0; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the sprite that is managed by this control block.
|
||||
/// </summary>
|
||||
/// <remarks>Almost all components are sprites so we keep this property to
|
||||
/// prevent the use of casts.</remarks>
|
||||
public ISprite Sprite;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private variables
|
||||
|
||||
private System.Timers.Timer Timer;
|
||||
private System.Diagnostics.Stopwatch Stopwatch;
|
||||
private List<AnimateableControlBlock> ControlBlocks = new List<AnimateableControlBlock>();
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
69
Animation/Events.cs
Normal file
69
Animation/Events.cs
Normal file
@ -0,0 +1,69 @@
|
||||
/*
|
||||
* Events - All events triggerable by an animation
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 8/02/2010 17:35
|
||||
*
|
||||
* 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.ComponentModel;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace BrightIdeasSoftware
|
||||
{
|
||||
public class StartAnimationEventArgs : EventArgs
|
||||
{
|
||||
}
|
||||
|
||||
public class TickEventArgs : EventArgs
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets or sets if the tick event was completely handled
|
||||
/// </summary>
|
||||
public bool Handled;
|
||||
}
|
||||
|
||||
public class RedrawEventArgs : EventArgs
|
||||
{
|
||||
public RedrawEventArgs() {
|
||||
this.Damage = new Rectangle(-100000, -100000, 200000, 200000);
|
||||
}
|
||||
|
||||
public RedrawEventArgs(Rectangle r) {
|
||||
this.Damage = r;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the area of the animation that was damaged
|
||||
/// </summary>
|
||||
public Rectangle Damage;
|
||||
}
|
||||
|
||||
public class StopAnimationEventArgs : EventArgs
|
||||
{
|
||||
}
|
||||
}
|
1117
Effects/Effect.cs
Normal file
1117
Effects/Effect.cs
Normal file
File diff suppressed because it is too large
Load Diff
167
Effects/Effects.cs
Normal file
167
Effects/Effects.cs
Normal file
@ -0,0 +1,167 @@
|
||||
/*
|
||||
* Effects - A Factory that creates commonly useful effects
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 18/01/2010 5:29 PM
|
||||
*
|
||||
* Change log:
|
||||
* 2010-01-18 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.Text;
|
||||
|
||||
namespace BrightIdeasSoftware
|
||||
{
|
||||
/// <summary>
|
||||
/// Factory methods that create commonly useful effects
|
||||
/// </summary>
|
||||
public static class Effects
|
||||
{
|
||||
public static MoveEffect Move(int x, int y) {
|
||||
return new MoveEffect(new FixedPointLocator(new Point(x, y)));
|
||||
}
|
||||
|
||||
public static MoveEffect Move(Point from, Point to) {
|
||||
return new MoveEffect(new FixedPointLocator(from), new FixedPointLocator(to));
|
||||
}
|
||||
|
||||
public static MoveEffect Move(Corner toCorner) {
|
||||
return new MoveEffect(Locators.SpriteAligned(toCorner));
|
||||
}
|
||||
|
||||
public static MoveEffect Move(Corner toCorner, Point toOffset) {
|
||||
return new MoveEffect(Locators.SpriteAligned(toCorner, toOffset));
|
||||
}
|
||||
|
||||
public static MoveEffect Move(Corner fromCorner, Corner toCorner) {
|
||||
return new MoveEffect(
|
||||
Locators.SpriteAligned(fromCorner),
|
||||
Locators.SpriteAligned(toCorner));
|
||||
}
|
||||
|
||||
public static MoveEffect Move(Corner fromCorner, Corner toCorner, Point toOffset) {
|
||||
return new MoveEffect(
|
||||
Locators.SpriteAligned(fromCorner),
|
||||
Locators.SpriteAligned(toCorner, toOffset));
|
||||
}
|
||||
|
||||
public static MoveEffect Move(Corner fromCorner, Point fromOffset, Corner toCorner, Point toOffset) {
|
||||
return new MoveEffect(
|
||||
Locators.SpriteAligned(fromCorner, fromOffset),
|
||||
Locators.SpriteAligned(toCorner, toOffset));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a Mover that will move a sprite so that the middle of the sprite moves from the given
|
||||
/// proportional location of the animation bounds to the other given proportional location.
|
||||
/// </summary>
|
||||
public static MoveEffect Move(float fromProportionX, float fromProportionY, float toProportionX, float toProportionY) {
|
||||
return Effects.Move(Corner.MiddleCenter, fromProportionX, fromProportionY, toProportionX, toProportionY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a Mover that will move a sprite so that the given corner moves from the given
|
||||
/// proportional location of the animation bounds to the other given proportional location.
|
||||
/// </summary>
|
||||
public static MoveEffect Move(Corner spriteCorner, float fromProportionX, float fromProportionY, float toProportionX, float toProportionY) {
|
||||
return new MoveEffect(
|
||||
Locators.SpriteAligned(spriteCorner, fromProportionX, fromProportionY),
|
||||
Locators.SpriteAligned(spriteCorner, toProportionX, toProportionY));
|
||||
}
|
||||
|
||||
public static GotoEffect Goto(int x, int y) {
|
||||
return new GotoEffect(Locators.At(x, y));
|
||||
}
|
||||
|
||||
public static GotoEffect Goto(Corner toCorner) {
|
||||
return new GotoEffect(Locators.SpriteAligned(toCorner));
|
||||
}
|
||||
|
||||
public static GotoEffect Goto(Corner toCorner, Point toOffset) {
|
||||
return new GotoEffect(Locators.SpriteAligned(toCorner, toOffset));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an animation that keeps the given corner in the centre of the animation
|
||||
/// </summary>
|
||||
/// <param name="cornerToCenter"></param>
|
||||
/// <returns></returns>
|
||||
public static MoveEffect Centre(Corner cornerToCenter) {
|
||||
return new GotoEffect(Locators.SpriteAligned(Corner.MiddleCenter, cornerToCenter));
|
||||
}
|
||||
|
||||
public static RotationEffect Rotate(float from, float to) {
|
||||
return new RotationEffect(from, to);
|
||||
}
|
||||
|
||||
public static FadeEffect Fade(float from, float to) {
|
||||
return new FadeEffect(from, to);
|
||||
}
|
||||
|
||||
public static ScaleEffect Scale(float from, float to) {
|
||||
return new ScaleEffect(from, to);
|
||||
}
|
||||
|
||||
public static BoundsEffect Bounds(IRectangleLocator to) {
|
||||
return new BoundsEffect(to);
|
||||
}
|
||||
|
||||
public static BoundsEffect Bounds(IRectangleLocator from, IRectangleLocator to) {
|
||||
return new BoundsEffect(from, to);
|
||||
}
|
||||
|
||||
public static RectangleWalkEffect Walk(IRectangleLocator rl) {
|
||||
return new RectangleWalkEffect(rl);
|
||||
}
|
||||
|
||||
public static RectangleWalkEffect Walk(IRectangleLocator rl, WalkDirection direction) {
|
||||
return new RectangleWalkEffect(rl, null, direction);
|
||||
}
|
||||
|
||||
public static RectangleWalkEffect Walk(IRectangleLocator rl, Corner start, WalkDirection direction) {
|
||||
return new RectangleWalkEffect(rl, null, direction, new PointOnRectangleLocator(rl, start));
|
||||
}
|
||||
|
||||
public static TickerBoardEffect TickerBoard(string endString) {
|
||||
return new TickerBoardEffect(endString);
|
||||
}
|
||||
|
||||
public static Repeater Repeat(int repetitions, IEffect effect) {
|
||||
return new Repeater(repetitions, effect);
|
||||
}
|
||||
|
||||
public static BlinkEffect OneBlink(int fadeIn, int visible, int fadeOut, int invisible) {
|
||||
return new BlinkEffect(fadeIn, visible, fadeOut, invisible);
|
||||
}
|
||||
|
||||
public static Repeater Blink(int repetitions, int fading, int visible) {
|
||||
return Effects.Repeat(repetitions, Effects.OneBlink(fading, visible, fading, 0));
|
||||
}
|
||||
|
||||
public static Repeater Blink(int repetitions) {
|
||||
return Effects.Repeat(repetitions, Effects.OneBlink(2, 4, 2, 1));
|
||||
}
|
||||
}
|
||||
}
|
674
LICENSE
Normal file
674
LICENSE
Normal file
@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
{one line to give the program's name and a brief idea of what it does.}
|
||||
Copyright (C) {year} {name of author}
|
||||
|
||||
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/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
{project} Copyright (C) {year} {fullname}
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
233
Locators/Locators.cs
Normal file
233
Locators/Locators.cs
Normal file
@ -0,0 +1,233 @@
|
||||
/*
|
||||
* Locators - A factory to create useful locators
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 19/10/2009 1:02 AM
|
||||
*
|
||||
* Change log:
|
||||
* 2010-01-18 JPP - Split out PointLocator.cs and RectangleFromCornersLocator.cs
|
||||
* 2009-10-19 JPP - Initial version
|
||||
*
|
||||
* To do:
|
||||
*
|
||||
* Copyright (C) 20009-2014 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.Drawing;
|
||||
|
||||
namespace BrightIdeasSoftware
|
||||
{
|
||||
/// <summary>
|
||||
/// Locators is a Factory that simplifies the creation of common locators.
|
||||
/// </summary>
|
||||
/// <remarks>Obviously, locators can still be created directly, but this class
|
||||
/// makes the creation of common locators easy.</remarks>
|
||||
public static class Locators
|
||||
{
|
||||
/// <summary>
|
||||
/// Create a PointLocator for the given fixed point
|
||||
/// </summary>
|
||||
public static IPointLocator At(int x, int y) {
|
||||
return new FixedPointLocator(new Point(x, y));
|
||||
}
|
||||
|
||||
public static IPointLocator At(Point pt) {
|
||||
return new FixedPointLocator(pt);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a PointLocator that will align the given corner of a sprite
|
||||
/// at the corresponding corner of the animation.
|
||||
/// </summary>
|
||||
/// <remarks>For example,
|
||||
/// Locators.SpriteAligned(Corners.BottomRight) means the bottom right corner
|
||||
/// of the sprite will be placed at the bottom right corner of the animation.
|
||||
/// </remarks>
|
||||
/// <param name="corner">The corner to be aligned AND the corner at which it will be aligned</param>
|
||||
/// <returns>A point locator</returns>
|
||||
public static IPointLocator SpriteAligned(Corner corner) {
|
||||
return Locators.SpriteAligned(corner, corner, Point.Empty);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The same as SpriteAligned(Corner) but offset by a constant amount.
|
||||
/// </summary>
|
||||
/// <param name="corner"></param>
|
||||
/// <param name="offset"></param>
|
||||
/// <returns></returns>
|
||||
public static IPointLocator SpriteAligned(Corner corner, Point offset) {
|
||||
return Locators.SpriteAligned(corner, corner, offset);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a PointLocator that will align the given corner of a sprite
|
||||
/// at the given corner of the animation.
|
||||
/// </summary>
|
||||
/// <remarks>For example,
|
||||
/// Locators.SpriteAligned(Corners.MiddleCenter, Corner.BottomRight) means the center
|
||||
/// of the sprite will be placed at the bottom right corner of the animation.
|
||||
/// </remarks>
|
||||
/// <param name="spriteCorner">The corner of the sprite to be aligned</param>
|
||||
/// <param name="corner">The corner at which it will be aligned</param>
|
||||
/// <returns>A point locator</returns>
|
||||
public static IPointLocator SpriteAligned(Corner spriteCorner, Corner animationCorner) {
|
||||
return Locators.SpriteAligned(spriteCorner, animationCorner, Point.Empty);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The same as SpriteAligned(Corner, Corner) but offset by a constant amount.
|
||||
/// </summary>
|
||||
/// <param name="spriteCorner"></param>
|
||||
/// <param name="animationCorner"></param>
|
||||
/// <param name="offset"></param>
|
||||
/// <returns></returns>
|
||||
public static IPointLocator SpriteAligned(Corner spriteCorner, Corner animationCorner, Point offset) {
|
||||
return new AlignedSpriteLocator(
|
||||
Locators.AnimationBoundsPoint(animationCorner),
|
||||
Locators.SpriteBoundsPoint(spriteCorner),
|
||||
offset);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a PointLocator that will align the given corner of a sprite
|
||||
/// at the proportional location of bounds of the animation.
|
||||
/// </summary>
|
||||
/// <remarks>For example,
|
||||
/// Locators.SpriteAligned(Corners.MiddleCenter, 0.6f, 0.7f) means the center
|
||||
/// of the sprite will be placed 60% across and 70% down the animation.
|
||||
/// </remarks>
|
||||
/// <param name="spriteCorner">The corner of the sprite to be aligned</param>
|
||||
/// <param name="proportionX">The x axis proportion</param>
|
||||
/// <param name="proportionY">The y axis proportion</param>
|
||||
/// <returns>A point locator</returns>
|
||||
public static IPointLocator SpriteAligned(Corner spriteCorner, float proportionX, float proportionY) {
|
||||
return Locators.SpriteAligned(spriteCorner, proportionX, proportionY, Point.Empty);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The same as SpriteAligned(Corner, float, float) but offset by a constant amount.
|
||||
/// </summary>
|
||||
/// <param name="spriteCorner"></param>
|
||||
/// <param name="proportionX"></param>
|
||||
/// <param name="proportionY"></param>
|
||||
/// <param name="offset"></param>
|
||||
/// <returns></returns>
|
||||
public static IPointLocator SpriteAligned(Corner spriteCorner, float proportionX, float proportionY, Point offset) {
|
||||
return new AlignedSpriteLocator(
|
||||
Locators.AnimationBoundsPoint(proportionX, proportionY),
|
||||
Locators.SpriteBoundsPoint(spriteCorner),
|
||||
offset);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a FixedRectangleLocator for the given fixed co-ordinates.
|
||||
/// </summary>
|
||||
public static IRectangleLocator At(int x, int y, int width, int height) {
|
||||
return new FixedRectangleLocator(new Rectangle(x, y, width, height));
|
||||
}
|
||||
|
||||
public static IRectangleLocator At(Rectangle r) {
|
||||
return new FixedRectangleLocator(r);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a Locator that gives the bounds of the animation
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static IRectangleLocator AnimationBounds() {
|
||||
return new AnimationBoundsLocator();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a Locator that gives the bounds of the animation inset by a fixed amount
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <returns></returns>
|
||||
public static IRectangleLocator AnimationBounds(int x, int y) {
|
||||
return new AnimationBoundsLocator(x, y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a Locator that gives the bounds of the sprite
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static IRectangleLocator SpriteBounds() {
|
||||
return new SpriteBoundsLocator();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a Locator that gives the bounds of the sprite inset by a fixed amount
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <returns></returns>
|
||||
public static IRectangleLocator SpriteBounds(int x, int y) {
|
||||
return new SpriteBoundsLocator(x, y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a Locator that gives a point on the bounds of a sprite
|
||||
/// </summary>
|
||||
/// <param name="corner"></param>
|
||||
/// <returns></returns>
|
||||
public static IPointLocator SpriteBoundsPoint(Corner corner) {
|
||||
return new PointOnRectangleLocator(new SpriteBoundsLocator(), corner);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a Locator that gives a point proportional to the bounds of a sprite
|
||||
/// </summary>
|
||||
/// <param name="proportionX"></param>
|
||||
/// <param name="proportionY"></param>
|
||||
/// <returns></returns>
|
||||
public static IPointLocator SpriteBoundsPoint(float proportionX, float proportionY) {
|
||||
return new PointOnRectangleLocator(new SpriteBoundsLocator(), proportionX, proportionY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a Locator which gives a corner of the bounds of the animation
|
||||
/// </summary>
|
||||
/// <param name="corner"></param>
|
||||
/// <returns></returns>
|
||||
public static IPointLocator AnimationBoundsPoint(Corner corner) {
|
||||
return new PointOnRectangleLocator(new AnimationBoundsLocator(), corner);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a Locator which gives a corner of the bounds of the animation inset by a fixed amount
|
||||
/// </summary>
|
||||
/// <param name="corner"></param>
|
||||
/// <param name="xOffset"></param>
|
||||
/// <param name="yOffset"></param>
|
||||
/// <returns></returns>
|
||||
public static IPointLocator AnimationBoundsPoint(Corner corner, int xOffset, int yOffset) {
|
||||
return new PointOnRectangleLocator(new AnimationBoundsLocator(), corner, new Point(xOffset, yOffset));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a Locator that gives a point proportional to the bounds of the animation.
|
||||
/// </summary>
|
||||
/// <param name="proportionX"></param>
|
||||
/// <param name="proportionY"></param>
|
||||
/// <returns></returns>
|
||||
public static IPointLocator AnimationBoundsPoint(float proportionX, float proportionY) {
|
||||
return new PointOnRectangleLocator(new AnimationBoundsLocator(), proportionX, proportionY);
|
||||
}
|
||||
}
|
||||
}
|
665
Locators/PointLocator.cs
Normal file
665
Locators/PointLocator.cs
Normal file
@ -0,0 +1,665 @@
|
||||
/*
|
||||
* PointLocator - Generalized mechanism to calculate points
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 18/01/2010 5:48 PM
|
||||
*
|
||||
* Change log:
|
||||
* 2010-02-05 JPP - Added RectangleWalker and PointWalker
|
||||
* 2010-01-20 JPP - Use proportions rather than just fixed corners
|
||||
* 2010-01-18 JPP - Initial version
|
||||
*
|
||||
* To do:
|
||||
* - Replace Corner with Drawing.ContentAlignment
|
||||
* - Add circles: ICircleLocator, PointOnCircleLocator, CircleWalker
|
||||
*
|
||||
* Copyright (C) 2009 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.Drawing;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace BrightIdeasSoftware
|
||||
{
|
||||
/// <summary>
|
||||
/// Corner defines the nine commonly used locations within a rectangle.
|
||||
/// Technically, they are not all "corners".
|
||||
/// </summary>
|
||||
public enum Corner
|
||||
{
|
||||
None = 0,
|
||||
TopLeft,
|
||||
TopCenter,
|
||||
TopRight,
|
||||
MiddleLeft,
|
||||
MiddleCenter,
|
||||
MiddleRight,
|
||||
BottomLeft,
|
||||
BottomCenter,
|
||||
BottomRight
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This defines whether a walk proceeds in a clockwise or anticlockwise
|
||||
/// direction.
|
||||
/// </summary>
|
||||
public enum WalkDirection
|
||||
{
|
||||
Clockwise,
|
||||
Anticlockwise
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A IPointLocator calculates a point relative to a given sprite.
|
||||
/// </summary>
|
||||
public interface IPointLocator
|
||||
{
|
||||
ISprite Sprite { get; set; }
|
||||
Point GetPoint();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A useful base class for point locators
|
||||
/// </summary>
|
||||
public class AbstractPointLocator : IPointLocator
|
||||
{
|
||||
#region Properties
|
||||
|
||||
public Point Offset ;
|
||||
|
||||
public ISprite Sprite {
|
||||
get { return this.sprite; }
|
||||
set {
|
||||
this.sprite = value;
|
||||
this.InitializeSublocators();
|
||||
}
|
||||
}
|
||||
private ISprite sprite;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public interface
|
||||
|
||||
/// <summary>
|
||||
/// Gets the point from the locator
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual Point GetPoint() {
|
||||
return Point.Empty;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Utilities
|
||||
|
||||
/// <summary>
|
||||
/// The sprite associate with this locator has changed.
|
||||
/// Make sure any dependent locators are updated
|
||||
/// </summary>
|
||||
protected virtual void InitializeSublocators() {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Offset a point by our Offset property
|
||||
/// </summary>
|
||||
/// <param name="pt">The point to be offset</param>
|
||||
/// <returns></returns>
|
||||
protected Point OffsetBy(Point pt) {
|
||||
if (this.Offset == Point.Empty)
|
||||
return pt;
|
||||
|
||||
Point pt2 = pt;
|
||||
pt2.Offset(this.Offset);
|
||||
return pt2;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the given locator so it refers to our sprite,
|
||||
/// unless it already refers to another one
|
||||
/// </summary>
|
||||
/// <param name="locator">The locator to be initialized</param>
|
||||
protected void InitializeLocator(IPointLocator locator) {
|
||||
if (locator != null && locator.Sprite == null)
|
||||
locator.Sprite = this.Sprite;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the given locator so it refers to our sprite,
|
||||
/// unless it already refers to another one
|
||||
/// </summary>
|
||||
/// <param name="locator">The locator to be initialized</param>
|
||||
protected void InitializeLocator(IRectangleLocator locator) {
|
||||
if (locator != null && locator.Sprite == null)
|
||||
locator.Sprite = this.Sprite;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A FixedPointLocator simply returns the point with which it is initialized.
|
||||
/// </summary>
|
||||
public class FixedPointLocator : AbstractPointLocator
|
||||
{
|
||||
public FixedPointLocator(Point pt) {
|
||||
this.Point = pt;
|
||||
}
|
||||
|
||||
protected Point Point ;
|
||||
|
||||
public override Point GetPoint() {
|
||||
return this.OffsetBy(this.Point);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A PointOnRectangleLocator calculate a point relative to rectangle.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// "Relative to a rectangle" can be indicated through a Corner, or through a fraction of
|
||||
/// the width/heights. Giving (0.5f, 0.5f) indicates the middle of the rectangle.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// The reference rectangle defaults to the bounds
|
||||
/// of the animation
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
public class PointOnRectangleLocator : AbstractPointLocator
|
||||
{
|
||||
#region Life and death
|
||||
|
||||
public PointOnRectangleLocator()
|
||||
: this(Corner.TopLeft) {
|
||||
}
|
||||
|
||||
public PointOnRectangleLocator(Corner corner)
|
||||
: this(new AnimationBoundsLocator(), corner, Point.Empty) {
|
||||
}
|
||||
|
||||
public PointOnRectangleLocator(Corner corner, Point offset)
|
||||
: this(new AnimationBoundsLocator(), corner, offset) {
|
||||
}
|
||||
|
||||
public PointOnRectangleLocator(IRectangleLocator locator, Corner corner)
|
||||
: this(locator, corner, Point.Empty) {
|
||||
}
|
||||
|
||||
public PointOnRectangleLocator(IRectangleLocator locator, Corner corner, Point offset) {
|
||||
this.RectangleLocator = locator;
|
||||
this.PointProportions = this.ConvertCornerToProportion(corner);
|
||||
this.Offset = offset;
|
||||
}
|
||||
|
||||
public PointOnRectangleLocator(IRectangleLocator locator, float horizontal, float vertical)
|
||||
: this(locator, horizontal, vertical, Point.Empty) {
|
||||
}
|
||||
|
||||
public PointOnRectangleLocator(IRectangleLocator locator, float horizontal, float vertical, Point offset) {
|
||||
this.RectangleLocator = locator;
|
||||
this.PointProportions = new SizeF(horizontal, vertical);
|
||||
this.Offset = offset;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Configuration properties
|
||||
|
||||
protected IRectangleLocator RectangleLocator ;
|
||||
protected SizeF PointProportions ;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public interface
|
||||
|
||||
public override Point GetPoint() {
|
||||
Rectangle r = this.RectangleLocator.GetRectangle();
|
||||
Point pt = this.CalculateProportionalPosition(r, this.PointProportions);
|
||||
|
||||
return this.OffsetBy(pt);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
protected override void InitializeSublocators() {
|
||||
this.InitializeLocator(this.RectangleLocator);
|
||||
}
|
||||
|
||||
#region Calculations
|
||||
|
||||
protected Point CalculateProportionalPosition(Rectangle r, SizeF proportions) {
|
||||
return new Point(
|
||||
r.X + (int)(r.Width * proportions.Width),
|
||||
r.Y + (int)(r.Height * proportions.Height));
|
||||
}
|
||||
|
||||
protected SizeF ConvertCornerToProportion(Corner corner) {
|
||||
switch (corner) {
|
||||
case Corner.TopLeft:
|
||||
return new SizeF(0.0f, 0.0f);
|
||||
case Corner.TopCenter:
|
||||
return new SizeF(0.5f, 0.0f);
|
||||
case Corner.TopRight:
|
||||
return new SizeF(1.0f, 0.0f);
|
||||
case Corner.MiddleLeft:
|
||||
return new SizeF(0.0f, 0.5f);
|
||||
case Corner.MiddleCenter:
|
||||
return new SizeF(0.5f, 0.5f);
|
||||
case Corner.MiddleRight:
|
||||
return new SizeF(1.0f, 0.5f);
|
||||
case Corner.BottomLeft:
|
||||
return new SizeF(0.0f, 1.0f);
|
||||
case Corner.BottomCenter:
|
||||
return new SizeF(0.5f, 1.0f);
|
||||
case Corner.BottomRight:
|
||||
return new SizeF(1.0f, 1.0f);
|
||||
}
|
||||
|
||||
// Should never reach here
|
||||
return new SizeF(0.0f, 0.0f);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An DifferenceLocator is simply the difference between
|
||||
/// two point locators
|
||||
/// </summary>
|
||||
/// <remarks>I can't think of a case where this would actually
|
||||
/// be useful. It might disappear. JPP 2010/02/05</remarks>
|
||||
public class DifferenceLocator : AbstractPointLocator
|
||||
{
|
||||
#region Life and death
|
||||
|
||||
public DifferenceLocator(IPointLocator locator1, IPointLocator locator2)
|
||||
: this(locator1, locator2, Point.Empty) {
|
||||
}
|
||||
|
||||
public DifferenceLocator(IPointLocator locator1, IPointLocator locator2, Point offset) {
|
||||
this.Locator1 = locator1;
|
||||
this.Locator2 = locator2;
|
||||
this.Offset = offset;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Configuration properties
|
||||
|
||||
protected IPointLocator Locator1 ;
|
||||
protected IPointLocator Locator2 ;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public interface
|
||||
|
||||
public override Point GetPoint() {
|
||||
Point pt1 = this.Locator1.GetPoint();
|
||||
Point pt2 = this.Locator2.GetPoint();
|
||||
|
||||
return this.OffsetBy(new Point(pt1.X - pt2.X, pt1.Y - pt2.Y));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
protected override void InitializeSublocators() {
|
||||
this.InitializeLocator(this.Locator1);
|
||||
this.InitializeLocator(this.Locator2);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Instances of this locator return the location that a sprite must
|
||||
/// move to so that one of its points (SpritePointLocator) is directly
|
||||
/// over another point (ReferencePointLocator).
|
||||
/// </summary>
|
||||
public class AlignedSpriteLocator : AbstractPointLocator
|
||||
{
|
||||
#region Life and death
|
||||
|
||||
public AlignedSpriteLocator() {
|
||||
}
|
||||
|
||||
public AlignedSpriteLocator(IPointLocator referencePointLocator, IPointLocator spritePointLocator) :
|
||||
this(referencePointLocator, spritePointLocator, Point.Empty) {
|
||||
}
|
||||
|
||||
public AlignedSpriteLocator(IPointLocator referencePointLocator, IPointLocator spritePointLocator, Point offset) {
|
||||
this.ReferencePointLocator = referencePointLocator;
|
||||
this.SpritePointLocator = spritePointLocator;
|
||||
this.Offset = offset;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Configuration properties
|
||||
|
||||
protected IPointLocator ReferencePointLocator ;
|
||||
protected IPointLocator SpritePointLocator ;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public interface
|
||||
|
||||
public override Point GetPoint() {
|
||||
Point location = this.Sprite.Location;
|
||||
Point spritePoint = this.SpritePointLocator.GetPoint();
|
||||
spritePoint.Offset(-location.X, -location.Y);
|
||||
Point referencePoint = this.ReferencePointLocator.GetPoint();
|
||||
referencePoint.Offset(-spritePoint.X, -spritePoint.Y);
|
||||
return this.OffsetBy(referencePoint);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Initializations
|
||||
|
||||
protected override void InitializeSublocators() {
|
||||
this.InitializeLocator(this.ReferencePointLocator);
|
||||
this.InitializeLocator(this.SpritePointLocator);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A BaseWalker provides useful methods to classes that walk between
|
||||
/// a series of point.
|
||||
/// </summary>
|
||||
public class BaseWalker : AbstractPointLocator
|
||||
{
|
||||
public float WalkProgress ;
|
||||
|
||||
/// <summary>
|
||||
/// Walk the given distance between the given points, starting at pt.
|
||||
/// Return the point where the walk ends. The walk will loop through
|
||||
/// the point multiple times if necessary to exhaust the distance.
|
||||
/// </summary>
|
||||
/// <param name="distance">How far to walk?</param>
|
||||
/// <param name="pt">Where to start.</param>
|
||||
/// <param name="targetPoints">The control points in order</param>
|
||||
/// <returns>The point where the walk ends</returns>
|
||||
protected Point Walk(int distance, Point pt, Point[] targetPoints) {
|
||||
int i = 0;
|
||||
double remaining = distance;
|
||||
while (true) {
|
||||
double distanceToPoint = this.CalculateDistance(pt, targetPoints[i]);
|
||||
if (remaining <= distanceToPoint)
|
||||
return this.CalculateEndPoint(pt, targetPoints[i], (int)remaining);
|
||||
|
||||
pt = targetPoints[i];
|
||||
remaining -= distanceToPoint;
|
||||
i = (i + 1) % targetPoints.Length;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Given a start and end points, calculate the point that is
|
||||
/// distance along that line.
|
||||
/// </summary>
|
||||
/// <param name="pt1">Line start point</param>
|
||||
/// <param name="pt2">Line end point</param>
|
||||
/// <param name="distance">Distance from start</param>
|
||||
/// <returns>The point that is 'distance' from the start</returns>
|
||||
protected Point CalculateEndPoint(Point pt1, Point pt2, int distance) {
|
||||
int dx = pt2.X - pt1.X;
|
||||
int dy = pt2.Y - pt1.Y;
|
||||
|
||||
if (dx == 0)
|
||||
return new Point(pt1.X, pt1.Y + (distance * Math.Sign(dy)));
|
||||
|
||||
if (dy == 0)
|
||||
return new Point(pt1.X + (distance * Math.Sign(dx)), pt1.Y);
|
||||
|
||||
double inverseMagnitude = 1.0 / Math.Sqrt((dx * dx) + (dy * dy));
|
||||
|
||||
return new Point(
|
||||
pt1.X + (int)(dx * inverseMagnitude * distance),
|
||||
pt1.Y + (int)(dy * inverseMagnitude * distance));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the distance between the two points
|
||||
/// </summary>
|
||||
/// <param name="pt1"></param>
|
||||
/// <param name="pt2"></param>
|
||||
/// <returns></returns>
|
||||
protected double CalculateDistance(Point pt1, Point pt2) {
|
||||
int dx = pt1.X - pt2.X;
|
||||
int dy = pt1.Y - pt2.Y;
|
||||
|
||||
if (dx == 0)
|
||||
return Math.Abs(dy);
|
||||
|
||||
if (dy == 0)
|
||||
return Math.Abs(dx);
|
||||
|
||||
return Math.Sqrt((dx * dx) + (dy * dy));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A PointWalker generates points as if walking between a series of control points.
|
||||
/// The progress through the walk is controlled by the WalkProgress property.
|
||||
/// </summary>
|
||||
public class PointWalker : BaseWalker
|
||||
{
|
||||
#region Life and death
|
||||
|
||||
public PointWalker() {
|
||||
this.Locators = new List<IPointLocator>();
|
||||
}
|
||||
|
||||
public PointWalker(IEnumerable<Point> points) {
|
||||
List<IPointLocator> locators = new List<IPointLocator>();
|
||||
foreach (Point pt in points)
|
||||
locators.Add(new FixedPointLocator(pt));
|
||||
this.Locators = locators;
|
||||
}
|
||||
|
||||
public PointWalker(IEnumerable<Point> points, Point offset)
|
||||
: this(points) {
|
||||
this.Offset = offset;
|
||||
}
|
||||
|
||||
public PointWalker(IEnumerable<IPointLocator> locators) {
|
||||
this.Locators = locators;
|
||||
}
|
||||
|
||||
public PointWalker(IEnumerable<IPointLocator> locators, Point offset)
|
||||
: this(locators) {
|
||||
this.Offset = offset;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Configuration properties
|
||||
|
||||
protected IEnumerable<IPointLocator> Locators ;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public interface
|
||||
|
||||
public override Point GetPoint() {
|
||||
Point[] points = this.GetPoints();
|
||||
int totalDistance = this.CalculateTotalDistance(points);
|
||||
return this.OffsetBy(this.Walk((int)(totalDistance * this.WalkProgress), points[0], points));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Initializations
|
||||
|
||||
protected override void InitializeSublocators() {
|
||||
foreach (IPointLocator locator in this.Locators)
|
||||
this.InitializeLocator(locator);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Calculations
|
||||
|
||||
private Point[] GetPoints() {
|
||||
List<Point> points = new List<Point>();
|
||||
foreach (IPointLocator locator in this.Locators)
|
||||
points.Add(locator.GetPoint());
|
||||
return points.ToArray();
|
||||
}
|
||||
|
||||
private int CalculateTotalDistance(Point[] points) {
|
||||
double distance = 0;
|
||||
for (int i = 1; i < points.Length; i++)
|
||||
distance += this.CalculateDistance(points[i - 1], points[i]);
|
||||
return (int)Math.Ceiling(distance + 1);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Instances of this locator return points on the perimeter of
|
||||
/// a rectangle.
|
||||
/// </summary>
|
||||
public class RectangleWalker : BaseWalker
|
||||
{
|
||||
#region Life and death
|
||||
|
||||
public RectangleWalker() {
|
||||
}
|
||||
|
||||
public RectangleWalker(IRectangleLocator rectangleLocator)
|
||||
: this(rectangleLocator, WalkDirection.Clockwise) {
|
||||
}
|
||||
|
||||
public RectangleWalker(IRectangleLocator rectangleLocator, WalkDirection direction)
|
||||
: this(rectangleLocator, direction, null) {
|
||||
|
||||
}
|
||||
|
||||
public RectangleWalker(IRectangleLocator rectangleLocator, WalkDirection direction, IPointLocator startPointLocator) {
|
||||
this.RectangleLocator = rectangleLocator;
|
||||
this.Direction = direction;
|
||||
this.StartPointLocator = startPointLocator;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Configuration properties
|
||||
|
||||
public IRectangleLocator RectangleLocator ;
|
||||
public IPointLocator StartPointLocator ;
|
||||
public WalkDirection Direction ;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public interface
|
||||
|
||||
public override Point GetPoint() {
|
||||
Rectangle r = this.RectangleLocator.GetRectangle();
|
||||
int totalLength = r.Width * 2 + r.Height * 2;
|
||||
int distanceToWalk = (int)(totalLength * this.WalkProgress);
|
||||
|
||||
Point pt = this.RationalizeStartPoint(r, this.StartPointLocator.GetPoint());
|
||||
int segment = this.DecideSegment(r, pt);
|
||||
|
||||
Point[] targetPoints = new Point[] {};
|
||||
|
||||
if (this.Direction == WalkDirection.Clockwise) {
|
||||
switch (segment) {
|
||||
case 0:
|
||||
targetPoints = new Point[] { r.Location, new Point(r.Right, r.Top), new Point(r.Right, r.Bottom), new Point(r.Left, r.Bottom) };
|
||||
break;
|
||||
case 1:
|
||||
targetPoints = new Point[] { new Point(r.Right, r.Top), new Point(r.Right, r.Bottom), new Point(r.Left, r.Bottom), r.Location, };
|
||||
break;
|
||||
case 2:
|
||||
targetPoints = new Point[] { new Point(r.Right, r.Bottom), new Point(r.Left, r.Bottom), r.Location, new Point(r.Right, r.Top) };
|
||||
break;
|
||||
case 3:
|
||||
targetPoints = new Point[] { new Point(r.Left, r.Bottom), r.Location, new Point(r.Right, r.Top), new Point(r.Right, r.Bottom) };
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
switch (segment) {
|
||||
case 0:
|
||||
targetPoints = new Point[] { new Point(r.Left, r.Bottom), new Point(r.Right, r.Bottom), new Point(r.Right, r.Top), new Point(r.Left, r.Top) };
|
||||
break;
|
||||
case 1:
|
||||
targetPoints = new Point[] { new Point(r.Right, r.Bottom), new Point(r.Right, r.Top), new Point(r.Left, r.Top), new Point(r.Left, r.Bottom) };
|
||||
break;
|
||||
case 2:
|
||||
targetPoints = new Point[] { new Point(r.Right, r.Top), new Point(r.Left, r.Top), new Point(r.Left, r.Bottom), new Point(r.Right, r.Bottom) };
|
||||
break;
|
||||
case 3:
|
||||
targetPoints = new Point[] { new Point(r.Left, r.Top), new Point(r.Left, r.Bottom), new Point(r.Right, r.Bottom), new Point(r.Right, r.Top) };
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return this.OffsetBy(this.Walk(distanceToWalk, pt, targetPoints));
|
||||
}
|
||||
|
||||
protected Point RationalizeStartPoint(Rectangle r, Point point) {
|
||||
if (point == Point.Empty)
|
||||
return r.Location;
|
||||
|
||||
return new Point(
|
||||
Math.Min(r.Right, Math.Max(r.Left, point.X)),
|
||||
Math.Min(r.Bottom, Math.Max(r.Top, point.Y)));
|
||||
}
|
||||
|
||||
protected int DecideSegment(Rectangle rectangleToWalk, Point point) {
|
||||
// Segments (numbers are clockwise):
|
||||
// 0 - left
|
||||
// 1 - top
|
||||
// 2 - right
|
||||
// 3 - bottom
|
||||
|
||||
if (rectangleToWalk.Location == point) {
|
||||
return this.Direction == WalkDirection.Clockwise ? 1 : 0;
|
||||
}
|
||||
|
||||
if (point.X == rectangleToWalk.Left)
|
||||
return 0;
|
||||
if (point.Y == rectangleToWalk.Top)
|
||||
return 1;
|
||||
if (point.X == rectangleToWalk.Right)
|
||||
return 2;
|
||||
if (point.X == rectangleToWalk.Bottom)
|
||||
return 3;
|
||||
|
||||
// Point not on perimeter
|
||||
//TODO: Do something clever here
|
||||
return this.Direction == WalkDirection.Clockwise ? 1 : 0;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Initializations
|
||||
|
||||
protected override void InitializeSublocators() {
|
||||
this.InitializeLocator(this.RectangleLocator);
|
||||
this.InitializeLocator(this.StartPointLocator);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
205
Locators/RectangleLocator.cs
Normal file
205
Locators/RectangleLocator.cs
Normal file
@ -0,0 +1,205 @@
|
||||
/*
|
||||
* RectangleLocator - Generalized mechanism to calculate rectangles
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 18/01/2010 5:48 PM
|
||||
*
|
||||
* Change log:
|
||||
* 2010-01-18 JPP - Initial version
|
||||
*
|
||||
* To do:
|
||||
*
|
||||
* Copyright (C) 2009 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.Drawing;
|
||||
|
||||
namespace BrightIdeasSoftware
|
||||
{
|
||||
/// <summary>
|
||||
/// A IRectangleLocator calculates a rectangle
|
||||
/// </summary>
|
||||
public interface IRectangleLocator
|
||||
{
|
||||
ISprite Sprite { get; set; }
|
||||
Rectangle GetRectangle();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A safe do-nothing implementation of IRectangleLocator plus some useful utilities
|
||||
/// </summary>
|
||||
public class AbstractRectangleLocator : IRectangleLocator
|
||||
{
|
||||
#region Properties
|
||||
|
||||
public Point Expansion ;
|
||||
|
||||
public ISprite Sprite {
|
||||
get { return this.sprite; }
|
||||
set {
|
||||
this.sprite = value;
|
||||
this.InitializeSublocators();
|
||||
}
|
||||
}
|
||||
private ISprite sprite;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public interface
|
||||
|
||||
public virtual Rectangle GetRectangle() {
|
||||
return Rectangle.Empty;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Utilities
|
||||
|
||||
protected Rectangle Expand(Rectangle r) {
|
||||
if (this.Expansion == Point.Empty)
|
||||
return r;
|
||||
|
||||
Rectangle r2 = r;
|
||||
r2.Inflate(this.Expansion.X, this.Expansion.Y);
|
||||
return r2;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The sprite associate with this locator has changed.
|
||||
/// Make sure any dependent locators are updated
|
||||
/// </summary>
|
||||
protected virtual void InitializeSublocators() {
|
||||
}
|
||||
|
||||
protected void InitializeLocator(IPointLocator locator) {
|
||||
if (locator != null && locator.Sprite == null)
|
||||
locator.Sprite = this.Sprite;
|
||||
}
|
||||
|
||||
protected void InitializeLocator(IRectangleLocator locator) {
|
||||
if (locator != null && locator.Sprite == null)
|
||||
locator.Sprite = this.Sprite;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A SpritePointLocator calculates a point relative to
|
||||
/// the reference bound of sprite.
|
||||
/// </summary>
|
||||
public class SpriteBoundsLocator : AbstractRectangleLocator
|
||||
{
|
||||
public SpriteBoundsLocator() {
|
||||
}
|
||||
|
||||
public SpriteBoundsLocator(ISprite sprite) {
|
||||
this.Sprite = sprite;
|
||||
}
|
||||
|
||||
public SpriteBoundsLocator(int expandX, int expandY) {
|
||||
this.Expansion = new Point(expandX, expandY);
|
||||
}
|
||||
|
||||
public override Rectangle GetRectangle() {
|
||||
return this.Expand(this.Sprite.Bounds);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A AnimationBoundsLocator calculates a point
|
||||
/// on the bounds of whole animation.
|
||||
/// </summary>
|
||||
public class AnimationBoundsLocator : AbstractRectangleLocator
|
||||
{
|
||||
public AnimationBoundsLocator() {
|
||||
}
|
||||
|
||||
public AnimationBoundsLocator(int expandX, int expandY) {
|
||||
this.Expansion = new Point(expandX, expandY);
|
||||
}
|
||||
|
||||
public override Rectangle GetRectangle() {
|
||||
return this.Expand(this.Sprite.OuterBounds);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A RectangleFromCornersLocator calculates its rectangle through two point locators,
|
||||
/// one for the top left, the other for the bottom right. The rectangle
|
||||
/// can also be expanded by a fixed amount.
|
||||
/// </summary>
|
||||
public class RectangleFromCornersLocator : AbstractRectangleLocator
|
||||
{
|
||||
#region Life and death
|
||||
|
||||
public RectangleFromCornersLocator(IPointLocator topLeftLocator, IPointLocator bottomRightLocator) :
|
||||
this(topLeftLocator, bottomRightLocator, Point.Empty) {
|
||||
}
|
||||
|
||||
public RectangleFromCornersLocator(IPointLocator topLeftLocator, IPointLocator bottomRightLocator, Point expand) {
|
||||
this.TopLeftLocator = topLeftLocator;
|
||||
this.BottomRightLocator = bottomRightLocator;
|
||||
this.Expansion = expand;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Configuration properties
|
||||
|
||||
protected IPointLocator TopLeftLocator ;
|
||||
protected IPointLocator BottomRightLocator ;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public methods
|
||||
|
||||
public override Rectangle GetRectangle() {
|
||||
Point topLeft = this.TopLeftLocator.GetPoint();
|
||||
Point bottomRight = this.BottomRightLocator.GetPoint();
|
||||
return this.Expand(Rectangle.FromLTRB(topLeft.X, topLeft.Y, bottomRight.X, bottomRight.Y));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
protected override void InitializeSublocators() {
|
||||
this.InitializeLocator(this.TopLeftLocator);
|
||||
this.InitializeLocator(this.BottomRightLocator);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A FixedRectangleLocator simply returns the rectangle with which it was initialized
|
||||
/// </summary>
|
||||
public class FixedRectangleLocator : AbstractRectangleLocator
|
||||
{
|
||||
public FixedRectangleLocator(Rectangle r) {
|
||||
this.Rectangle = r;
|
||||
}
|
||||
|
||||
public FixedRectangleLocator(int x, int y, int width, int height) {
|
||||
this.Rectangle = new Rectangle(x, y, width, height);
|
||||
}
|
||||
|
||||
protected Rectangle Rectangle ;
|
||||
|
||||
public override Rectangle GetRectangle() {
|
||||
return this.Expand(this.Rectangle);
|
||||
}
|
||||
}
|
||||
}
|
36
Properties/AssemblyInfo.cs
Normal file
36
Properties/AssemblyInfo.cs
Normal file
@ -0,0 +1,36 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("Sparkle Library")]
|
||||
[assembly: AssemblyDescription("An animation library to add some sparkly eye candy to an application")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("Bright Ideas Software")]
|
||||
[assembly: AssemblyProduct("SparkleLibrary")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2010")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("6bc11313-3880-41ce-94af-39b60ab4ef33")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
@ -1,2 +1,4 @@
|
||||
# SparkleLibrary
|
||||
A mirror of the SparkleLibrary library
|
||||
|
||||
Original can be found [on the homepage](https://www.codeproject.com/kb/list/objectlistview.aspx).
|
||||
|
71
SparkleLibrary.csproj
Normal file
71
SparkleLibrary.csproj
Normal file
@ -0,0 +1,71 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProductVersion>9.0.30729</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{D63F9786-B608-4085-AF08-D909448B0426}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>SparkleLibrary</RootNamespace>
|
||||
<AssemblyName>SparkleLibrary</AssemblyName>
|
||||
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<SignAssembly>true</SignAssembly>
|
||||
<AssemblyOriginatorKeyFile>sparkle-keyfile.snk</AssemblyOriginatorKeyFile>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Adapters\AnimationAdapter.cs" />
|
||||
<Compile Include="Animation\Animateable.cs" />
|
||||
<Compile Include="Animation\Animation.cs" />
|
||||
<Compile Include="Animation\Events.cs" />
|
||||
<Compile Include="Effects\Effect.cs" />
|
||||
<Compile Include="Effects\Effects.cs" />
|
||||
<Compile Include="Locators\Locators.cs" />
|
||||
<Compile Include="Locators\PointLocator.cs" />
|
||||
<Compile Include="Locators\RectangleLocator.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Sprites\Audio.cs" />
|
||||
<Compile Include="Sprites\ImageSprite.cs" />
|
||||
<Compile Include="Sprites\ISprite.cs" />
|
||||
<Compile Include="Sprites\ShapeSprite.cs" />
|
||||
<Compile Include="Sprites\Sprite.cs" />
|
||||
<Compile Include="Sprites\TextSprite.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="sparkle-keyfile.snk" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
71
SparkleLibrary2010.csproj
Normal file
71
SparkleLibrary2010.csproj
Normal file
@ -0,0 +1,71 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProductVersion>9.0.30729</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{D63F9786-B608-4085-AF08-D909448B0426}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>SparkleLibrary</RootNamespace>
|
||||
<AssemblyName>SparkleLibrary</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<FileUpgradeFlags>
|
||||
</FileUpgradeFlags>
|
||||
<UpgradeBackupLocation>
|
||||
</UpgradeBackupLocation>
|
||||
<OldToolsVersion>3.5</OldToolsVersion>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Adapters\AnimationAdapter.cs" />
|
||||
<Compile Include="Animation\Animateable.cs" />
|
||||
<Compile Include="Animation\Animation.cs" />
|
||||
<Compile Include="Animation\Events.cs" />
|
||||
<Compile Include="Effects\Effect.cs" />
|
||||
<Compile Include="Effects\Effects.cs" />
|
||||
<Compile Include="Locators\Locators.cs" />
|
||||
<Compile Include="Locators\PointLocator.cs" />
|
||||
<Compile Include="Locators\RectangleLocator.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Sprites\Audio.cs" />
|
||||
<Compile Include="Sprites\ImageSprite.cs" />
|
||||
<Compile Include="Sprites\ISprite.cs" />
|
||||
<Compile Include="Sprites\ShapeSprite.cs" />
|
||||
<Compile Include="Sprites\Sprite.cs" />
|
||||
<Compile Include="Sprites\TextSprite.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
27
SparkleLibrary2010.ncrunchproject
Normal file
27
SparkleLibrary2010.ncrunchproject
Normal file
@ -0,0 +1,27 @@
|
||||
<ProjectConfiguration>
|
||||
<CopyReferencedAssembliesToWorkspace>false</CopyReferencedAssembliesToWorkspace>
|
||||
<ConsiderInconclusiveTestsAsPassing>false</ConsiderInconclusiveTestsAsPassing>
|
||||
<PreloadReferencedAssemblies>false</PreloadReferencedAssemblies>
|
||||
<AllowDynamicCodeContractChecking>true</AllowDynamicCodeContractChecking>
|
||||
<AllowStaticCodeContractChecking>false</AllowStaticCodeContractChecking>
|
||||
<IgnoreThisComponentCompletely>false</IgnoreThisComponentCompletely>
|
||||
<RunPreBuildEvents>false</RunPreBuildEvents>
|
||||
<RunPostBuildEvents>false</RunPostBuildEvents>
|
||||
<PreviouslyBuiltSuccessfully>true</PreviouslyBuiltSuccessfully>
|
||||
<InstrumentAssembly>true</InstrumentAssembly>
|
||||
<PreventSigningOfAssembly>false</PreventSigningOfAssembly>
|
||||
<AnalyseExecutionTimes>true</AnalyseExecutionTimes>
|
||||
<IncludeStaticReferencesInWorkspace>true</IncludeStaticReferencesInWorkspace>
|
||||
<DefaultTestTimeout>60000</DefaultTestTimeout>
|
||||
<UseBuildConfiguration></UseBuildConfiguration>
|
||||
<UseBuildPlatform />
|
||||
<ProxyProcessPath></ProxyProcessPath>
|
||||
<UseCPUArchitecture>AutoDetect</UseCPUArchitecture>
|
||||
<MSTestThreadApartmentState>STA</MSTestThreadApartmentState>
|
||||
<BuildProcessArchitecture>x86</BuildProcessArchitecture>
|
||||
<IgnoredTests>
|
||||
<RegexTestSelector>
|
||||
<RegularExpression>.*</RegularExpression>
|
||||
</RegexTestSelector>
|
||||
</IgnoredTests>
|
||||
</ProjectConfiguration>
|
75
SparkleLibrary2012.csproj
Normal file
75
SparkleLibrary2012.csproj
Normal file
@ -0,0 +1,75 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProductVersion>9.0.30729</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{D63F9786-B608-4085-AF08-D909448B0426}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>SparkleLibrary</RootNamespace>
|
||||
<AssemblyName>SparkleLibrary</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<FileUpgradeFlags>
|
||||
</FileUpgradeFlags>
|
||||
<UpgradeBackupLocation>
|
||||
</UpgradeBackupLocation>
|
||||
<OldToolsVersion>3.5</OldToolsVersion>
|
||||
<SccProjectName>SAK</SccProjectName>
|
||||
<SccLocalPath>SAK</SccLocalPath>
|
||||
<SccAuxPath>SAK</SccAuxPath>
|
||||
<SccProvider>SAK</SccProvider>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Adapters\AnimationAdapter.cs" />
|
||||
<Compile Include="Animation\Animateable.cs" />
|
||||
<Compile Include="Animation\Animation.cs" />
|
||||
<Compile Include="Animation\Events.cs" />
|
||||
<Compile Include="Effects\Effect.cs" />
|
||||
<Compile Include="Effects\Effects.cs" />
|
||||
<Compile Include="Locators\Locators.cs" />
|
||||
<Compile Include="Locators\PointLocator.cs" />
|
||||
<Compile Include="Locators\RectangleLocator.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Sprites\Audio.cs" />
|
||||
<Compile Include="Sprites\ImageSprite.cs" />
|
||||
<Compile Include="Sprites\ISprite.cs" />
|
||||
<Compile Include="Sprites\ShapeSprite.cs" />
|
||||
<Compile Include="Sprites\Sprite.cs" />
|
||||
<Compile Include="Sprites\TextSprite.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
22
SparkleLibrary2012.ncrunchproject
Normal file
22
SparkleLibrary2012.ncrunchproject
Normal file
@ -0,0 +1,22 @@
|
||||
<ProjectConfiguration>
|
||||
<CopyReferencedAssembliesToWorkspace>false</CopyReferencedAssembliesToWorkspace>
|
||||
<ConsiderInconclusiveTestsAsPassing>false</ConsiderInconclusiveTestsAsPassing>
|
||||
<PreloadReferencedAssemblies>false</PreloadReferencedAssemblies>
|
||||
<AllowDynamicCodeContractChecking>true</AllowDynamicCodeContractChecking>
|
||||
<AllowStaticCodeContractChecking>false</AllowStaticCodeContractChecking>
|
||||
<IgnoreThisComponentCompletely>false</IgnoreThisComponentCompletely>
|
||||
<RunPreBuildEvents>false</RunPreBuildEvents>
|
||||
<RunPostBuildEvents>false</RunPostBuildEvents>
|
||||
<PreviouslyBuiltSuccessfully>true</PreviouslyBuiltSuccessfully>
|
||||
<InstrumentAssembly>true</InstrumentAssembly>
|
||||
<PreventSigningOfAssembly>false</PreventSigningOfAssembly>
|
||||
<AnalyseExecutionTimes>true</AnalyseExecutionTimes>
|
||||
<IncludeStaticReferencesInWorkspace>true</IncludeStaticReferencesInWorkspace>
|
||||
<DefaultTestTimeout>60000</DefaultTestTimeout>
|
||||
<UseBuildConfiguration />
|
||||
<UseBuildPlatform />
|
||||
<ProxyProcessPath />
|
||||
<UseCPUArchitecture>AutoDetect</UseCPUArchitecture>
|
||||
<MSTestThreadApartmentState>STA</MSTestThreadApartmentState>
|
||||
<BuildProcessArchitecture>x86</BuildProcessArchitecture>
|
||||
</ProjectConfiguration>
|
22
SparkleLibrary2012.v2.ncrunchproject
Normal file
22
SparkleLibrary2012.v2.ncrunchproject
Normal file
@ -0,0 +1,22 @@
|
||||
<ProjectConfiguration>
|
||||
<CopyReferencedAssembliesToWorkspace>false</CopyReferencedAssembliesToWorkspace>
|
||||
<ConsiderInconclusiveTestsAsPassing>false</ConsiderInconclusiveTestsAsPassing>
|
||||
<PreloadReferencedAssemblies>false</PreloadReferencedAssemblies>
|
||||
<AllowDynamicCodeContractChecking>true</AllowDynamicCodeContractChecking>
|
||||
<AllowStaticCodeContractChecking>false</AllowStaticCodeContractChecking>
|
||||
<IgnoreThisComponentCompletely>false</IgnoreThisComponentCompletely>
|
||||
<RunPreBuildEvents>false</RunPreBuildEvents>
|
||||
<RunPostBuildEvents>false</RunPostBuildEvents>
|
||||
<PreviouslyBuiltSuccessfully>true</PreviouslyBuiltSuccessfully>
|
||||
<InstrumentAssembly>true</InstrumentAssembly>
|
||||
<PreventSigningOfAssembly>false</PreventSigningOfAssembly>
|
||||
<AnalyseExecutionTimes>true</AnalyseExecutionTimes>
|
||||
<IncludeStaticReferencesInWorkspace>true</IncludeStaticReferencesInWorkspace>
|
||||
<DefaultTestTimeout>60000</DefaultTestTimeout>
|
||||
<UseBuildConfiguration />
|
||||
<UseBuildPlatform />
|
||||
<ProxyProcessPath />
|
||||
<UseCPUArchitecture>AutoDetect</UseCPUArchitecture>
|
||||
<MSTestThreadApartmentState>STA</MSTestThreadApartmentState>
|
||||
<BuildProcessArchitecture>x86</BuildProcessArchitecture>
|
||||
</ProjectConfiguration>
|
165
Sprites/Audio.cs
Normal file
165
Sprites/Audio.cs
Normal file
@ -0,0 +1,165 @@
|
||||
/*
|
||||
* Audio - Audio allows sound to be played during a animation.
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 18/01/2010 5:29 PM
|
||||
*
|
||||
* Change log:
|
||||
* 2010-01-18 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.Media;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using System.Threading;
|
||||
|
||||
namespace BrightIdeasSoftware
|
||||
{
|
||||
/// <summary>
|
||||
/// Instances of this class allow sound to be played at specified
|
||||
/// points within a animation.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// This class uses the SoundPlayer class internally, and thus can
|
||||
/// only handle system sounds and WAV sound files.
|
||||
/// </para>
|
||||
/// <para>A sound that is already playing cannot be paused.</para>
|
||||
/// </remarks>
|
||||
public class Audio : Animateable
|
||||
{
|
||||
#region Life and death
|
||||
|
||||
/// <summary>
|
||||
/// Load a sound from a named resource.
|
||||
/// </summary>
|
||||
/// <param name="resourceName">The name of the resource including the trailing ".wav"</param>
|
||||
/// <remarks>To embed a wav file, simple add it to the project, and change "Build Action"
|
||||
/// to "Embedded Resource".</remarks>
|
||||
/// <see cref="http://msdn.microsoft.com/en-us/library/ms950960.aspx"/>
|
||||
public static Audio FromResource(string resourceName) {
|
||||
Audio sound = new Audio();
|
||||
sound.ResourceName = resourceName;
|
||||
return sound;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create an empty Audio object
|
||||
/// </summary>
|
||||
public Audio() {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an Audio object that will play the given "wav" file
|
||||
/// </summary>
|
||||
/// <param name="fileName"></param>
|
||||
public Audio(string fileName) {
|
||||
this.FileName = fileName;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an Audio object that will play the given system sound
|
||||
/// </summary>
|
||||
/// <param name="sound"></param>
|
||||
public Audio(SystemSound sound) {
|
||||
this.SystemSound = sound;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Implementation properties
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the name of the audio file that will be played.
|
||||
/// </summary>
|
||||
protected string FileName ;
|
||||
protected SoundPlayer Player ;
|
||||
protected string ResourceName ;
|
||||
protected SystemSound SystemSound ;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Animation methods
|
||||
|
||||
/// <summary>
|
||||
/// Start the sound playing
|
||||
/// </summary>
|
||||
public override void Start() {
|
||||
// If we are supposed to play an application resource, try to load it
|
||||
if (!String.IsNullOrEmpty(this.ResourceName)) {
|
||||
Assembly executingAssembly = Assembly.GetExecutingAssembly();
|
||||
string assemblyName = executingAssembly.GetName().Name;
|
||||
Stream stream = executingAssembly.GetManifestResourceStream(assemblyName + "." + this.ResourceName);
|
||||
if (stream != null)
|
||||
this.Player = new SoundPlayer(stream);
|
||||
}
|
||||
|
||||
if (!String.IsNullOrEmpty(this.FileName)) {
|
||||
this.Player = new SoundPlayer(this.FileName);
|
||||
}
|
||||
|
||||
// We could just use Play() and let the player handle the threading for us, but:
|
||||
// - there is no builtin way to know when the sound has finished
|
||||
// - on XP (at least), using Play() on a Stream gives noise -- but PlaySync() works fine.
|
||||
|
||||
this.done = false;
|
||||
Thread newThread = new Thread((ThreadStart)delegate {
|
||||
if (this.SystemSound != null)
|
||||
this.SystemSound.Play();
|
||||
else {
|
||||
if (this.Player != null)
|
||||
this.Player.PlaySync();
|
||||
}
|
||||
this.done = true;
|
||||
});
|
||||
newThread.Start();
|
||||
}
|
||||
bool done;
|
||||
|
||||
/// <summary>
|
||||
/// Advance the audio and return if it is done.
|
||||
/// </summary>
|
||||
/// <param name="elapsed"></param>
|
||||
/// <returns></returns>
|
||||
public override bool Tick(long elapsed) {
|
||||
return !this.done;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop the sound
|
||||
/// </summary>
|
||||
public override void Stop() {
|
||||
if (this.SystemSound != null)
|
||||
return;
|
||||
|
||||
if (this.Player != null) {
|
||||
this.Player.Stop();
|
||||
this.Player.Dispose();
|
||||
this.Player = null;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
143
Sprites/ISprite.cs
Normal file
143
Sprites/ISprite.cs
Normal file
@ -0,0 +1,143 @@
|
||||
/*
|
||||
* Sprite - A graphic item that can be animated on a animation
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 2/3/2010 9:36 AM
|
||||
*
|
||||
* Change log:
|
||||
* 2010-03-02 JPP - Initial version (Separated from Sprite.cs)
|
||||
*
|
||||
* 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
|
||||
{
|
||||
public interface ISprite : IAnimateable
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets or sets where the sprite is located
|
||||
/// </summary>
|
||||
Point Location { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets how transparent the sprite is.
|
||||
/// 0.0 is completely transparent, 1.0 is completely opaque.
|
||||
/// </summary>
|
||||
float Opacity { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the scaling that is applied to the extent of the sprite.
|
||||
/// The location of the sprite is not scaled.
|
||||
/// </summary>
|
||||
float Scale { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the size of the sprite
|
||||
/// </summary>
|
||||
Size Size { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the angle in degrees of the sprite.
|
||||
/// 0 means no angle, 90 means right edge lifted vertical.
|
||||
/// </summary>
|
||||
float Spin { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the bounds of the sprite. This is boundary within which
|
||||
/// the sprite will be drawn.
|
||||
/// </summary>
|
||||
Rectangle Bounds { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the outer bounds of this sprite, which is normally the
|
||||
/// bounds of the control that is hosting the story board.
|
||||
/// Nothing outside of this rectangle will be drawn.
|
||||
/// </summary>
|
||||
Rectangle OuterBounds { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the reference rectangle in relation to which
|
||||
/// the sprite will be drawn. This is normal the ClientArea of
|
||||
/// the control that is hosting the story board, though it
|
||||
/// could be a subarea of that control (e.g. a particular
|
||||
/// cell within a ListView).
|
||||
/// </summary>
|
||||
/// <remarks>This value is controlled by ReferenceBoundsLocator property.</remarks>
|
||||
Rectangle ReferenceBounds { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the locator that will calculate the reference rectangle
|
||||
/// for the sprite.
|
||||
/// </summary>
|
||||
IRectangleLocator ReferenceBoundsLocator { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the point at which this sprite will always be placed.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Most sprites play with their location as part of their animation.
|
||||
/// But other just want to stay in the same place.
|
||||
/// Do not set this if you use Move or Goto effects on the sprite.
|
||||
/// </remarks>
|
||||
IPointLocator FixedLocation { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the bounds at which this sprite will always be placed.
|
||||
/// </summary>
|
||||
/// <remarks>See remarks on FixedLocation</remarks>
|
||||
IRectangleLocator FixedBounds { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Draw the sprite in its current state
|
||||
/// </summary>
|
||||
/// <param name="g"></param>
|
||||
void Draw(Graphics g);
|
||||
|
||||
/// <summary>
|
||||
/// Add an Effect to this sprite. This effect will run at the beginning of
|
||||
/// the sprite and will have 0 duration.
|
||||
/// </summary>
|
||||
/// <param name="effect">The effect to be applied to the sprite</param>
|
||||
void Add(IEffect effect);
|
||||
|
||||
/// <summary>
|
||||
/// Add an Effect to this sprite. This effect will commences startTick's
|
||||
/// after the sprite begins and will have 0 duration
|
||||
/// </summary>
|
||||
/// <param name="startTick">When will the effect begins?</param>
|
||||
/// <param name="effect">What effect will be applied?</param>
|
||||
void Add(long startTick, IEffect effect);
|
||||
|
||||
/// <summary>
|
||||
/// The main entry point for adding effects to Sprites.
|
||||
/// </summary>
|
||||
/// <param name="startTick">When will the effect begin?</param>
|
||||
/// <param name="duration">For how long will it last?</param>
|
||||
/// <param name="effect">What effect will be applied?</param>
|
||||
void Add(long startTick, long duration, IEffect effect);
|
||||
}
|
||||
}
|
164
Sprites/ImageSprite.cs
Normal file
164
Sprites/ImageSprite.cs
Normal file
@ -0,0 +1,164 @@
|
||||
/*
|
||||
* 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
|
||||
}
|
||||
}
|
385
Sprites/ShapeSprite.cs
Normal file
385
Sprites/ShapeSprite.cs
Normal file
@ -0,0 +1,385 @@
|
||||
/*
|
||||
* ShapeSprite - A sprite that draws a shape
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 08/02/2010 6:18 PM
|
||||
*
|
||||
* Change log:
|
||||
* 2010-02-08 JPP - Initial version
|
||||
*
|
||||
* To do:
|
||||
* 2010-02-08 Given TextSprite more formatting options
|
||||
* 2010-01-18 Change ShapeSprite so it can use arbitrary Pens and Brushes
|
||||
*
|
||||
* Copyright (C) 2009-2014 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>
|
||||
/// Instances of ShapeSprite draw a geometric shape within their bounds
|
||||
/// </summary>
|
||||
public class ShapeSprite : Sprite
|
||||
{
|
||||
protected enum Shapes
|
||||
{
|
||||
None,
|
||||
Rectangle,
|
||||
Triangle,
|
||||
RoundedRectangle,
|
||||
Square,
|
||||
Circle,
|
||||
Oval,
|
||||
IsoTriangle,
|
||||
EquiTriangle
|
||||
}
|
||||
|
||||
|
||||
#region Factories
|
||||
|
||||
public static ShapeSprite Rectangle(float penWidth, Color foreColor) {
|
||||
return new ShapeSprite(Shapes.Rectangle, penWidth, foreColor, Color.Empty);
|
||||
}
|
||||
|
||||
public static ShapeSprite RoundedRectangle(float penWidth, Color foreColor) {
|
||||
return new ShapeSprite(Shapes.RoundedRectangle, penWidth, foreColor, Color.Empty);
|
||||
}
|
||||
|
||||
public static ShapeSprite Circle(float penWidth, Color foreColor) {
|
||||
return new ShapeSprite(Shapes.Circle, penWidth, foreColor, Color.Empty);
|
||||
}
|
||||
|
||||
public static ShapeSprite Oval(float penWidth, Color foreColor) {
|
||||
return new ShapeSprite(Shapes.Oval, penWidth, foreColor, Color.Empty);
|
||||
}
|
||||
|
||||
public static ShapeSprite Square(float penWidth, Color foreColor) {
|
||||
return new ShapeSprite(Shapes.Square, penWidth, foreColor, Color.Empty);
|
||||
}
|
||||
|
||||
public static ShapeSprite Triangle(float penWidth, Color foreColor) {
|
||||
return new ShapeSprite(Shapes.Triangle, penWidth, foreColor, Color.Empty);
|
||||
}
|
||||
|
||||
public static ShapeSprite IsoTriangle(float penWidth, Color foreColor) {
|
||||
return new ShapeSprite(Shapes.IsoTriangle, penWidth, foreColor, Color.Empty);
|
||||
}
|
||||
|
||||
public static ShapeSprite EquiTriangle(float penWidth, Color foreColor) {
|
||||
return new ShapeSprite(Shapes.EquiTriangle, penWidth, foreColor, Color.Empty);
|
||||
}
|
||||
|
||||
public static ShapeSprite FilledRectangle(Color backColor) {
|
||||
return new ShapeSprite(Shapes.Rectangle, 0.0f, Color.Empty, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite FilledRoundedRectangle(Color backColor) {
|
||||
return new ShapeSprite(Shapes.RoundedRectangle, 0.0f, Color.Empty, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite FilledCircle(Color backColor) {
|
||||
return new ShapeSprite(Shapes.Circle, 0.0f, Color.Empty, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite FilledOval(Color backColor) {
|
||||
return new ShapeSprite(Shapes.Oval, 0.0f, Color.Empty, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite FilledSquare(Color backColor) {
|
||||
return new ShapeSprite(Shapes.Square, 0.0f, Color.Empty, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite FilledTriangle(Color backColor) {
|
||||
return new ShapeSprite(Shapes.Triangle, 0.0f, Color.Empty, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite FilledIsoTriangle(Color backColor) {
|
||||
return new ShapeSprite(Shapes.IsoTriangle, 0.0f, Color.Empty, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite FilledEquiTriangle(Color backColor) {
|
||||
return new ShapeSprite(Shapes.EquiTriangle, 0.0f, Color.Empty, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite Rectangle(float penWidth, Color foreColor, Color backColor) {
|
||||
return new ShapeSprite(Shapes.Rectangle, penWidth, foreColor, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite RoundedRectangle(float penWidth, Color foreColor, Color backColor) {
|
||||
return new ShapeSprite(Shapes.RoundedRectangle, penWidth, foreColor, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite Circle(float penWidth, Color foreColor, Color backColor) {
|
||||
return new ShapeSprite(Shapes.Circle, penWidth, foreColor, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite Oval(float penWidth, Color foreColor, Color backColor) {
|
||||
return new ShapeSprite(Shapes.Oval, penWidth, foreColor, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite Square(float penWidth, Color foreColor, Color backColor) {
|
||||
return new ShapeSprite(Shapes.Square, penWidth, foreColor, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite Triangle(float penWidth, Color foreColor, Color backColor) {
|
||||
return new ShapeSprite(Shapes.Triangle, penWidth, foreColor, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite IsoTriangle(float penWidth, Color foreColor, Color backColor) {
|
||||
return new ShapeSprite(Shapes.IsoTriangle, penWidth, foreColor, backColor);
|
||||
}
|
||||
|
||||
public static ShapeSprite EquiTriangle(float penWidth, Color foreColor, Color backColor) {
|
||||
return new ShapeSprite(Shapes.EquiTriangle, penWidth, foreColor, backColor);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Life and death
|
||||
|
||||
public ShapeSprite() :
|
||||
this(Shapes.Rectangle, 2.0f, Color.DarkBlue, Color.CornflowerBlue)
|
||||
{
|
||||
}
|
||||
|
||||
protected ShapeSprite(Shapes shape, float penWidth, Color foreColor, Color backColor) {
|
||||
this.Shape = shape;
|
||||
this.PenWidth = penWidth;
|
||||
this.ForeColor = foreColor;
|
||||
this.BackColor = backColor;
|
||||
this.CornerRounding = 16;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public properties
|
||||
|
||||
protected Shapes Shape ;
|
||||
public float PenWidth ;
|
||||
public Color ForeColor ;
|
||||
public Color BackColor ;
|
||||
|
||||
/// <summary>
|
||||
/// How rounded should the corners of a rounded rectangle be?
|
||||
/// Has no impact on other shapes
|
||||
/// </summary>
|
||||
public float CornerRounding ;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Implementation properties
|
||||
|
||||
/// <summary>
|
||||
/// Gets whether the shape should be drawn filled in
|
||||
/// </summary>
|
||||
protected bool Filled {
|
||||
get {
|
||||
return !this.BackColor.IsEmpty;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets whether the shape should be drawn with an outline
|
||||
/// </summary>
|
||||
protected bool Lined {
|
||||
get {
|
||||
return this.PenWidth > 0.0f && !this.ForeColor.IsEmpty;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Sprite methods
|
||||
|
||||
public override void Draw(Graphics g) {
|
||||
this.ApplyState(g);
|
||||
|
||||
// We don't draw the shape into Bounds, since the location of the
|
||||
// shape is handled by a co-ordinate transformation. So we draw the
|
||||
// shape as if it was at origin 0,0
|
||||
this.DrawShape(g, new Rectangle(Point.Empty, this.Size), this.Opacity);
|
||||
this.UnapplyState(g);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Implementation methods
|
||||
|
||||
protected virtual void DrawShape(Graphics g, Rectangle r, float opacity) {
|
||||
using (GraphicsPath path = this.GetGraphicsPath(r)) {
|
||||
if (this.Filled) {
|
||||
using (Brush b = this.GetFillBrush(r, opacity)) {
|
||||
g.FillPath(b, path);
|
||||
}
|
||||
}
|
||||
if (this.Lined) {
|
||||
using (Pen p = this.GetLinePen(r, opacity)) {
|
||||
g.DrawPath(p, path);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual Pen GetLinePen(Rectangle r, float opacity) {
|
||||
return new Pen(this.ApplyOpacityToColor(opacity, this.ForeColor), this.PenWidth);
|
||||
}
|
||||
|
||||
protected virtual Brush GetFillBrush(Rectangle r, float opacity) {
|
||||
return new SolidBrush(this.ApplyOpacityToColor(opacity, this.BackColor));
|
||||
}
|
||||
|
||||
protected Color ApplyOpacityToColor(float opacity, Color c) {
|
||||
if (opacity < 1.0f)
|
||||
return Color.FromArgb((int)(opacity * c.A), this.BackColor);
|
||||
else
|
||||
return c;
|
||||
}
|
||||
|
||||
protected virtual GraphicsPath GetGraphicsPath(Rectangle r) {
|
||||
GraphicsPath path = new GraphicsPath();
|
||||
int minimumAxis = Math.Min(r.Width, r.Height);
|
||||
Point midPoint = new Point(r.X + r.Width / 2, r.Y + r.Height / 2);
|
||||
|
||||
switch (this.Shape) {
|
||||
case Shapes.Rectangle:
|
||||
path.AddRectangle(new Rectangle(Point.Empty, r.Size));
|
||||
break;
|
||||
case Shapes.RoundedRectangle:
|
||||
path = ShapeSprite.GetRoundedRect(r, this.CornerRounding);
|
||||
break;
|
||||
case Shapes.Circle:
|
||||
path.AddEllipse(midPoint.X - minimumAxis / 2, midPoint.Y - minimumAxis / 2, minimumAxis, minimumAxis);
|
||||
break;
|
||||
case Shapes.Oval:
|
||||
path.AddEllipse(r);
|
||||
break;
|
||||
case Shapes.Square:
|
||||
path.AddRectangle(new Rectangle(midPoint.X - minimumAxis / 2, midPoint.Y - minimumAxis / 2,
|
||||
minimumAxis, minimumAxis));
|
||||
break;
|
||||
case Shapes.Triangle:
|
||||
path.AddLines(new Point[] {
|
||||
new Point(r.Left, r.Top),
|
||||
new Point(r.Left, r.Bottom),
|
||||
new Point(r.Right, r.Top),
|
||||
new Point(r.Left, r.Top)
|
||||
});
|
||||
break;
|
||||
case Shapes.IsoTriangle:
|
||||
path.AddLines(new Point[] {
|
||||
new Point(r.Left, r.Bottom),
|
||||
new Point(r.Right, r.Bottom),
|
||||
new Point(midPoint.X, r.Top),
|
||||
new Point(r.Left, r.Bottom)
|
||||
});
|
||||
break;
|
||||
case Shapes.EquiTriangle:
|
||||
//TODO
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Utilities
|
||||
|
||||
/// <summary>
|
||||
/// Return a GraphicPath that is a round cornered rectangle
|
||||
/// </summary>
|
||||
/// <param name="rect">The rectangle</param>
|
||||
/// <param name="diameter">The diameter of the corners</param>
|
||||
/// <returns>A round cornered rectagle path</returns>
|
||||
/// <remarks>If I could rely on people using C# 3.0+, this should be
|
||||
/// an extension method of GraphicsPath.</remarks>
|
||||
public static GraphicsPath GetRoundedRect(Rectangle rect, float diameter) {
|
||||
GraphicsPath path = new GraphicsPath();
|
||||
|
||||
if (diameter > 0) {
|
||||
RectangleF arc = new RectangleF(rect.X, rect.Y, diameter, diameter);
|
||||
path.AddArc(arc, 180, 90);
|
||||
arc.X = rect.Right - diameter;
|
||||
path.AddArc(arc, 270, 90);
|
||||
arc.Y = rect.Bottom - diameter;
|
||||
path.AddArc(arc, 0, 90);
|
||||
arc.X = rect.Left;
|
||||
path.AddArc(arc, 90, 90);
|
||||
path.CloseFigure();
|
||||
} else {
|
||||
path.AddRectangle(rect);
|
||||
}
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
public class ParallelogramSprite : ShapeSprite
|
||||
{
|
||||
public ParallelogramSprite(int horizontalSize, bool forwardSlope) {
|
||||
this.HorizontalSide = horizontalSize;
|
||||
this.SlopeForward = forwardSlope;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the length of the parallel size of the shape
|
||||
/// </summary>
|
||||
public int HorizontalSide ;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets if the slope of the parallelogram is forward
|
||||
/// (left edge of bottom is left of the left edge of the top
|
||||
/// </summary>
|
||||
public bool SlopeForward ;
|
||||
|
||||
protected override GraphicsPath GetGraphicsPath(Rectangle r) {
|
||||
GraphicsPath path = new GraphicsPath();
|
||||
|
||||
if (this.SlopeForward) {
|
||||
path.AddLines(new Point[] {
|
||||
new Point(r.Left, r.Bottom),
|
||||
new Point(Math.Min(r.Left + this.HorizontalSide, r.Right), r.Bottom),
|
||||
new Point(r.Right, r.Top),
|
||||
new Point(Math.Max(r.Right - this.HorizontalSide, r.Left), r.Top),
|
||||
new Point(r.Left, r.Bottom)
|
||||
});
|
||||
} else {
|
||||
path.AddLines(new Point[] {
|
||||
new Point(r.Left, r.Top),
|
||||
new Point(Math.Min(r.Left + this.HorizontalSide, r.Right), r.Top),
|
||||
new Point(r.Right, r.Bottom),
|
||||
new Point(Math.Max(r.Right - this.HorizontalSide, r.Left), r.Bottom),
|
||||
new Point(r.Left, r.Top)
|
||||
});
|
||||
}
|
||||
|
||||
return path;
|
||||
}
|
||||
}
|
||||
}
|
400
Sprites/Sprite.cs
Normal file
400
Sprites/Sprite.cs
Normal file
@ -0,0 +1,400 @@
|
||||
/*
|
||||
* Sprite - A graphic item that can be animated on a animation
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 23/10/2009 10:29 PM
|
||||
*
|
||||
* Change log:
|
||||
* 2010-03-01 JPP - Added FixedLocation and FixedBounds properties
|
||||
* 2010-02-08 JPP - Handle multithreaded access to ImageSprites
|
||||
* 2009-10-23 JPP - Initial version
|
||||
*
|
||||
* To do:
|
||||
* 2010-02-08 Given TextSprite more formatting options
|
||||
* 2010-01-18 Change ShapeSprite so it can use arbitrary Pens and Brushes
|
||||
*
|
||||
* Copyright (C) 2009-2014 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>
|
||||
/// A Sprite is an animated graphic.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>A sprite is animated by adding effects, which change its properties between frames.</para>
|
||||
/// </remarks>
|
||||
public class Sprite : Animateable, ISprite
|
||||
{
|
||||
#region Life and death
|
||||
|
||||
/// <summary>
|
||||
/// Create new do nothing sprite.
|
||||
/// </summary>
|
||||
public Sprite() {
|
||||
this.Init();
|
||||
this.ReferenceBoundsLocator = new AnimationBoundsLocator();
|
||||
this.ReferenceBoundsLocator.Sprite = this;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Configuration properties
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets where the sprite is located
|
||||
/// </summary>
|
||||
public virtual Point Location {
|
||||
get { return location; }
|
||||
set { location = value; }
|
||||
}
|
||||
private Point location;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets how transparent the sprite is.
|
||||
/// 0.0 is completely transparent, 1.0 is completely opaque.
|
||||
/// </summary>
|
||||
public virtual float Opacity {
|
||||
get { return opacity; }
|
||||
set { opacity = value; }
|
||||
}
|
||||
private float opacity;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the scaling that is applied to the extent of the sprite.
|
||||
/// The location of the sprite is not scaled.
|
||||
/// </summary>
|
||||
public virtual float Scale {
|
||||
get { return scale; }
|
||||
set { scale = value; }
|
||||
}
|
||||
private float scale;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the size of the sprite
|
||||
/// </summary>
|
||||
public virtual Size Size {
|
||||
get { return size; }
|
||||
set { size = value; }
|
||||
}
|
||||
private Size size;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the angle in degrees of the sprite.
|
||||
/// 0 means no angle, 90 means right edge lifted vertical.
|
||||
/// </summary>
|
||||
public virtual float Spin {
|
||||
get { return spin; }
|
||||
set { spin = value; }
|
||||
}
|
||||
private float spin;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or set if the spinning should be done around the
|
||||
/// top left of the sprite. If this is false, the sprite
|
||||
/// will spin around the center of the sprite.
|
||||
/// </summary>
|
||||
public bool SpinAroundOrigin {
|
||||
get { return spinAroundOrigin; }
|
||||
set { spinAroundOrigin = value; }
|
||||
}
|
||||
private bool spinAroundOrigin;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the point at which this sprite will always be placed.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Most sprites play with their location as part of their animation.
|
||||
/// But other just want to stay in the same place.
|
||||
/// Do not set this if you use Move or Goto effects on the sprite.
|
||||
/// </remarks>
|
||||
public IPointLocator FixedLocation {
|
||||
get { return fixedLocation; }
|
||||
set {
|
||||
fixedLocation = value;
|
||||
if (fixedLocation != null)
|
||||
fixedLocation.Sprite = this;
|
||||
}
|
||||
}
|
||||
private IPointLocator fixedLocation;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the bounds at which this sprite will always be placed.
|
||||
/// </summary>
|
||||
/// <remarks>See remarks on FixedLocation</remarks>
|
||||
public IRectangleLocator FixedBounds {
|
||||
get { return fixedBounds; }
|
||||
set {
|
||||
fixedBounds = value;
|
||||
if (fixedBounds != null)
|
||||
fixedBounds.Sprite = this;
|
||||
}
|
||||
}
|
||||
private IRectangleLocator fixedBounds;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Reference properties
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the bounds of the sprite. This is boundary within which
|
||||
/// the sprite will be drawn.
|
||||
/// </summary>
|
||||
public virtual Rectangle Bounds {
|
||||
get {
|
||||
return new Rectangle(this.Location, this.Size);
|
||||
}
|
||||
set {
|
||||
this.Location = value.Location;
|
||||
this.Size = value.Size;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the outer bounds of this sprite, which is normally the
|
||||
/// bounds of the control that is hosting the story board.
|
||||
/// Nothing outside of this rectangle will be drawn.
|
||||
/// </summary>
|
||||
public virtual Rectangle OuterBounds {
|
||||
get { return this.Animation.Bounds; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the reference rectangle in relation to which
|
||||
/// the sprite will be drawn. This is normal the ClientArea of
|
||||
/// the control that is hosting the story board, though it
|
||||
/// could be a subarea of that control (e.g. a particular
|
||||
/// cell within a ListView).
|
||||
/// </summary>
|
||||
/// <remarks>This value is controlled by ReferenceBoundsLocator property.</remarks>
|
||||
public virtual Rectangle ReferenceBounds {
|
||||
get { return this.ReferenceBoundsLocator.GetRectangle(); }
|
||||
set { this.ReferenceBoundsLocator = new FixedRectangleLocator(value); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the locator that will calculate the reference rectangle
|
||||
/// for the sprite.
|
||||
/// </summary>
|
||||
public virtual IRectangleLocator ReferenceBoundsLocator {
|
||||
get { return referenceBoundsLocator; }
|
||||
set { referenceBoundsLocator = value; }
|
||||
}
|
||||
private IRectangleLocator referenceBoundsLocator;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Animation methods
|
||||
|
||||
/// <summary>
|
||||
/// Draw the sprite in its current state
|
||||
/// </summary>
|
||||
/// <param name="g"></param>
|
||||
public virtual void Draw(Graphics g) {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the sprite to its initial state
|
||||
/// </summary>
|
||||
public virtual void Init() {
|
||||
this.Location = Point.Empty;
|
||||
this.Opacity = 1.0f;
|
||||
this.Scale = 1.0f;
|
||||
this.Spin = 0.0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The sprite should advance its state.
|
||||
/// </summary>
|
||||
/// <param name="elapsed">Milliseconds since Start() was called</param>
|
||||
/// <returns>True if Tick() should be called again</returns>
|
||||
public override bool Tick(long elapsed) {
|
||||
float elapsedAsFloat = (float)elapsed;
|
||||
foreach (EffectControlBlock cb in this.ControlBlocks) {
|
||||
if (!cb.Stopped && cb.ScheduledStartTick <= elapsed) {
|
||||
if (!cb.Started) {
|
||||
cb.StartTick = elapsed;
|
||||
cb.Effect.Start();
|
||||
cb.Started = true;
|
||||
}
|
||||
if (cb.Duration > 0 && elapsed <= cb.ScheduledEndTick) {
|
||||
float fractionDone = (elapsedAsFloat - cb.StartTick) / cb.Duration;
|
||||
cb.Effect.Apply(fractionDone);
|
||||
} else {
|
||||
cb.Effect.Apply(1.0f);
|
||||
cb.Effect.Stop();
|
||||
cb.Stopped = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.ApplyFixedLocations();
|
||||
|
||||
return (this.ControlBlocks.Exists(delegate(EffectControlBlock cb) { return !cb.Stopped; }));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply any FixedLocation or FixedBounds properties that have been set
|
||||
/// </summary>
|
||||
protected void ApplyFixedLocations() {
|
||||
if (this.FixedBounds != null)
|
||||
this.Bounds = this.FixedBounds.GetRectangle();
|
||||
else
|
||||
if (this.FixedLocation != null)
|
||||
this.Location = this.FixedLocation.GetPoint();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset the sprite to its neutral state
|
||||
/// </summary>
|
||||
public override void Reset() {
|
||||
this.Init();
|
||||
// Reset the effects in reverse order so their side-effects are unwound
|
||||
List<EffectControlBlock> sortedBlocks = new List<EffectControlBlock>(this.ControlBlocks);
|
||||
sortedBlocks.Sort(delegate(EffectControlBlock b1, EffectControlBlock b2) {
|
||||
return b2.ScheduledStartTick.CompareTo(b1.ScheduledStartTick);
|
||||
});
|
||||
foreach (EffectControlBlock cb in sortedBlocks) {
|
||||
cb.Effect.Reset();
|
||||
cb.StartTick = 0;
|
||||
cb.Started = false;
|
||||
cb.Stopped = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop this sprite
|
||||
/// </summary>
|
||||
public override void Stop() {
|
||||
foreach (EffectControlBlock cb in this.ControlBlocks) {
|
||||
if (cb.Started && !cb.Stopped) {
|
||||
cb.Effect.Stop();
|
||||
cb.Stopped = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Effect methods
|
||||
|
||||
/// <summary>
|
||||
/// Add a run-once effect which starts with the sprite
|
||||
/// </summary>
|
||||
/// <param name="effect"></param>
|
||||
public void Add(IEffect effect) {
|
||||
this.Add(0, 0, effect);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a run-once effect
|
||||
/// </summary>
|
||||
/// <param name="startTick"></param>
|
||||
/// <param name="effect"></param>
|
||||
public void Add(long startTick, IEffect effect) {
|
||||
this.Add(startTick, 0, effect);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add an effect to this sprite
|
||||
/// </summary>
|
||||
/// <param name="startTick">When should the effect begin in ms since Start()</param>
|
||||
/// <param name="duration">For how many milliseconds should the effect continue.
|
||||
/// 0 means the effect will be applied only once.</param>
|
||||
/// <param name="effect">The effect to be applied</param>
|
||||
public void Add(long startTick, long duration, IEffect effect) {
|
||||
EffectControlBlock cb = new EffectControlBlock(startTick, duration, effect);
|
||||
effect.Sprite = this;
|
||||
this.ControlBlocks.Add(cb);
|
||||
}
|
||||
private List<EffectControlBlock> ControlBlocks = new List<EffectControlBlock>();
|
||||
|
||||
#endregion
|
||||
|
||||
#region Drawing utility methods
|
||||
|
||||
/// <summary>
|
||||
/// Apply any graphic state (translation, rotation, scale) to the given graphic context
|
||||
/// </summary>
|
||||
/// <remarks>Once the state is applied, the co-ordinates will be translated so that
|
||||
/// Location is at (0,0). This is necessary for spinning to work. So when the sprite
|
||||
/// draws itself, all its coordinattes should be based on 0,0, not on this.Location.
|
||||
/// This means you cannot use this.Bounds when drawing.
|
||||
/// g.DrawRectangle(this.Bounds, Pens.Black); will not draw your rectangle where you want.
|
||||
/// g.DrawRectangle(new Rectangle(Point.Empty, this.Size), Pens.Black); will work.</remarks>
|
||||
/// <param name="g">The graphic to be configured</param>
|
||||
protected virtual void ApplyState(Graphics g) {
|
||||
Matrix m = new Matrix();
|
||||
|
||||
if (this.Spin != 0) {
|
||||
Rectangle r = this.Bounds;
|
||||
// TODO: Make a SpinCentre property
|
||||
Point spinCentre = r.Location;
|
||||
if (!this.SpinAroundOrigin)
|
||||
spinCentre = new Point(r.X + r.Width / 2, r.Y + r.Height / 2);
|
||||
m.RotateAt(this.Spin, spinCentre);
|
||||
}
|
||||
|
||||
m.Translate((float)this.Location.X, (float)this.Location.Y);
|
||||
|
||||
g.Transform = m;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove any graphic state applied by ApplyState().
|
||||
/// </summary>
|
||||
/// <param name="g">The graphic to be configured</param>
|
||||
protected virtual void UnapplyState(Graphics g) {
|
||||
g.ResetTransform();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Instances of this class hold the state of an effect as it progresses
|
||||
/// </summary>
|
||||
protected class EffectControlBlock
|
||||
{
|
||||
public EffectControlBlock(long start, long duration, IEffect effect) {
|
||||
this.ScheduledStartTick = start;
|
||||
this.Duration = duration;
|
||||
this.Effect = effect;
|
||||
}
|
||||
|
||||
public long ScheduledStartTick;
|
||||
public long Duration ;
|
||||
|
||||
public bool Started ;
|
||||
public bool Stopped ;
|
||||
|
||||
public long StartTick ;
|
||||
public long ScheduledEndTick {
|
||||
get { return this.StartTick + this.Duration; }
|
||||
}
|
||||
|
||||
public IEffect Effect ;
|
||||
}
|
||||
}
|
||||
}
|
339
Sprites/TextSprite.cs
Normal file
339
Sprites/TextSprite.cs
Normal file
@ -0,0 +1,339 @@
|
||||
/*
|
||||
* TextSprite - A sprite that draws text
|
||||
*
|
||||
* Author: Phillip Piper
|
||||
* Date: 08/02/2010 6:18 PM
|
||||
*
|
||||
* Change log:
|
||||
* 2010-03-31 JPP - Correctly calculate the height of wrapped text
|
||||
* - Cleaned up
|
||||
* 2010-02-29 JPP - Add more formatting options (wrap, border, background)
|
||||
* 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>
|
||||
/// A TextSprite is animated text. Like all Sprites, animation is achieved
|
||||
/// by adding animations to it.
|
||||
/// </summary>
|
||||
public class TextSprite : Sprite
|
||||
{
|
||||
#region Life and death
|
||||
|
||||
public TextSprite() {
|
||||
this.Font = new Font("Tahoma", 12);
|
||||
this.ForeColor = Color.Blue;
|
||||
this.BackColor = Color.Empty;
|
||||
}
|
||||
|
||||
public TextSprite(string text) {
|
||||
this.Text = text;
|
||||
}
|
||||
|
||||
public TextSprite(string text, Font font, Color foreColor) {
|
||||
this.Text = text;
|
||||
this.Font = font;
|
||||
this.ForeColor = foreColor;
|
||||
}
|
||||
|
||||
public TextSprite(string text, Font font, Color foreColor, Color backColor, Color borderColor, float borderWidth) {
|
||||
this.Text = text;
|
||||
this.Font = font;
|
||||
this.ForeColor = foreColor;
|
||||
this.BackColor = backColor;
|
||||
this.BorderColor = borderColor;
|
||||
this.BorderWidth = borderWidth;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Configuration properties
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the text that will be rendered by the sprite
|
||||
/// </summary>
|
||||
public string Text {
|
||||
get { return text; }
|
||||
set { text = value; }
|
||||
}
|
||||
private string text;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the font in which the text will be rendered.
|
||||
/// This will be scaled before being used to draw the text.
|
||||
/// </summary>
|
||||
public Font Font {
|
||||
get { return this.font; }
|
||||
set { this.font = value; }
|
||||
}
|
||||
private Font font;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the color of the text
|
||||
/// </summary>
|
||||
public Color ForeColor {
|
||||
get { return this.foreColor; }
|
||||
set { this.foreColor = value; }
|
||||
}
|
||||
private Color foreColor = Color.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the background color of the text
|
||||
/// Set this to Color.Empty to not draw a background
|
||||
/// </summary>
|
||||
public Color BackColor {
|
||||
get { return this.backColor; }
|
||||
set { this.backColor = value; }
|
||||
}
|
||||
private Color backColor = Color.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the color of the border around the billboard.
|
||||
/// Set this to Color.Empty to remove the border
|
||||
/// </summary>
|
||||
public Color BorderColor {
|
||||
get { return this.borderColor; }
|
||||
set { this.borderColor = value; }
|
||||
}
|
||||
private Color borderColor = Color.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the width of the border around the text
|
||||
/// </summary>
|
||||
public float BorderWidth {
|
||||
get { return this.borderWidth; }
|
||||
set { this.borderWidth = value; }
|
||||
}
|
||||
private float borderWidth;
|
||||
|
||||
/// <summary>
|
||||
/// How rounded should the corners of the border be? 0 means no rounding.
|
||||
/// </summary>
|
||||
/// <remarks>If this value is too large, the edges of the border will appear odd.</remarks>
|
||||
public float CornerRounding {
|
||||
get { return this.cornerRounding; }
|
||||
set { this.cornerRounding = value; }
|
||||
}
|
||||
private float cornerRounding = 16.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the font that will be used to draw the text or a reasonable default
|
||||
/// </summary>
|
||||
public Font FontOrDefault {
|
||||
get {
|
||||
return this.Font ?? new Font("Tahoma", 16);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Does this text have a background?
|
||||
/// </summary>
|
||||
public bool HasBackground {
|
||||
get {
|
||||
return this.BackColor != Color.Empty;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Does this overlay have a border?
|
||||
/// </summary>
|
||||
public bool HasBorder {
|
||||
get {
|
||||
return this.BorderColor != Color.Empty && this.BorderWidth > 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the maximum width of the text. Text longer than this will wrap.
|
||||
/// 0 means no maximum.
|
||||
/// </summary>
|
||||
public int MaximumTextWidth {
|
||||
get { return this.maximumTextWidth; }
|
||||
set { this.maximumTextWidth = value; }
|
||||
}
|
||||
private int maximumTextWidth = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the formatting that should be used on the text
|
||||
/// </summary>
|
||||
public StringFormat StringFormat {
|
||||
get {
|
||||
if (this.stringFormat == null) {
|
||||
this.stringFormat = new StringFormat();
|
||||
this.stringFormat.Alignment = StringAlignment.Center;
|
||||
this.stringFormat.LineAlignment = StringAlignment.Center;
|
||||
this.stringFormat.Trimming = StringTrimming.EllipsisCharacter;
|
||||
if (!this.Wrap)
|
||||
this.stringFormat.FormatFlags = StringFormatFlags.NoWrap;
|
||||
}
|
||||
return this.stringFormat;
|
||||
}
|
||||
set { this.stringFormat = value; }
|
||||
}
|
||||
private StringFormat stringFormat;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets whether the text will wrap when it exceeds its bounds
|
||||
/// </summary>
|
||||
public bool Wrap {
|
||||
get { return wrap; }
|
||||
set { wrap = value; }
|
||||
}
|
||||
private bool wrap;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Sprite properties
|
||||
|
||||
/// <summary>
|
||||
/// Gets the size of the drawn text. This is always calculated from the
|
||||
/// natural size of the text when drawn in the correctly scaled font.
|
||||
/// It cannot be set directly.
|
||||
/// </summary>
|
||||
public override Size Size {
|
||||
get {
|
||||
if (String.IsNullOrEmpty(this.Text))
|
||||
return Size.Empty;
|
||||
|
||||
// This is a stupid hack to get a Graphics object. How should this be done?
|
||||
lock (dummyImageLock) {
|
||||
using (Graphics g = Graphics.FromImage(this.dummyImage)) {
|
||||
return g.MeasureString(this.Text, this.ActualFont, this.CalcMaxLineWidth(), this.StringFormat).ToSize();
|
||||
}
|
||||
}
|
||||
}
|
||||
set { }
|
||||
}
|
||||
private Image dummyImage = new Bitmap(1, 1);
|
||||
private object dummyImageLock = new object();
|
||||
|
||||
#endregion
|
||||
|
||||
#region Implementation properties
|
||||
|
||||
/// <summary>
|
||||
/// Gets the font that will be used to draw the text. This takes
|
||||
/// scaling into account.
|
||||
/// </summary>
|
||||
protected Font ActualFont {
|
||||
get {
|
||||
if (this.Scale == 1.0f)
|
||||
return this.Font;
|
||||
else
|
||||
// TODO: Cache this font and discard it when either Font or Scale changed.
|
||||
return new Font(this.Font.FontFamily, this.Font.SizeInPoints * this.Scale, this.Font.Style);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Sprite methods
|
||||
|
||||
public override void Draw(Graphics g) {
|
||||
if (String.IsNullOrEmpty(this.Text) || this.Opacity <= 0.0f)
|
||||
return;
|
||||
|
||||
this.ApplyState(g);
|
||||
this.DrawText(g, this.Text, this.Opacity);
|
||||
this.UnapplyState(g);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Drawing methods
|
||||
|
||||
protected void DrawText(Graphics g, string s, float opacity) {
|
||||
Font f = this.ActualFont;
|
||||
SizeF textSize = g.MeasureString(s, f, this.CalcMaxLineWidth(), this.StringFormat);
|
||||
this.DrawBorderedText(g, new Rectangle(0, 0, 1+(int)textSize.Width, 1+(int)textSize.Height), s, f, opacity);
|
||||
}
|
||||
|
||||
protected int CalcMaxLineWidth() {
|
||||
return this.MaximumTextWidth > 0 ? (int)(this.MaximumTextWidth * this.Scale) : Int32.MaxValue;
|
||||
}
|
||||
|
||||
protected Brush GetTextBrush(float opacity) {
|
||||
if (opacity < 1.0f)
|
||||
return new SolidBrush(Color.FromArgb((int)(opacity * 255), this.ForeColor));
|
||||
else
|
||||
return new SolidBrush(this.ForeColor);
|
||||
}
|
||||
|
||||
protected Brush GetBackgroundBrush(float opacity) {
|
||||
if (opacity < 1.0f)
|
||||
return new SolidBrush(Color.FromArgb((int)(opacity * 255), this.BackColor));
|
||||
else
|
||||
return new SolidBrush(this.BackColor);
|
||||
}
|
||||
|
||||
protected Pen GetBorderPen(float opacity) {
|
||||
if (opacity < 1.0f)
|
||||
return new Pen(Color.FromArgb((int)(opacity * 255), this.BorderColor), this.BorderWidth);
|
||||
else
|
||||
return new Pen(this.BorderColor, this.BorderWidth);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw the text with a border
|
||||
/// </summary>
|
||||
/// <param name="g">The Graphics used for drawing</param>
|
||||
/// <param name="textRect">The bounds within which the text should be drawn</param>
|
||||
/// <param name="text">The text to draw</param>
|
||||
protected void DrawBorderedText(Graphics g, Rectangle textRect, string text, Font font, float opacity) {
|
||||
Rectangle borderRect = textRect;
|
||||
if (this.BorderWidth > 0.0f)
|
||||
borderRect.Inflate((int)this.BorderWidth / 2, (int)this.BorderWidth / 2);
|
||||
|
||||
borderRect.Y -= 1; // Looks better a little higher
|
||||
|
||||
using (GraphicsPath path = ShapeSprite.GetRoundedRect(borderRect, this.CornerRounding * this.Scale)) {
|
||||
if (this.HasBackground) {
|
||||
using (Brush brush = this.GetBackgroundBrush(opacity)) {
|
||||
g.FillPath(brush, path);
|
||||
}
|
||||
}
|
||||
|
||||
using (Brush textBrush = this.GetTextBrush(opacity)) {
|
||||
g.DrawString(text, font, textBrush, textRect, this.StringFormat);
|
||||
}
|
||||
|
||||
if (this.HasBorder) {
|
||||
using (Pen pen = this.GetBorderPen(opacity)) {
|
||||
g.DrawPath(pen, path);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
BIN
sparkle-keyfile.snk
Normal file
BIN
sparkle-keyfile.snk
Normal file
Binary file not shown.
Reference in New Issue
Block a user