Imported existing sources

This commit is contained in:
Daniel Brunner
2017-02-04 13:48:07 +01:00
parent 5678b2c7c6
commit 31f6f92506
26 changed files with 5818 additions and 0 deletions

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/*
* 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
}
}

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/*
* 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() {
}
}
}

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/*
* 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
}
}

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/*
* 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
{
}
}

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/*
* 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
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@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
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How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
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{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
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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>.

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/*
* 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);
}
}
}

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/*
* 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
}
}

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/*
* 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);
}
}
}

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@ -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")]

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@ -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).

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<?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>

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<?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>

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@ -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>

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<?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>

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<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>

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@ -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
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/*
* 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
}
}

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/*
* 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);
}
}

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

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/*
* 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;
}
}
}

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/*
* 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 ;
}
}
}

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/*
* 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
}
}

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