From 31f6f925064b9b9a3e846e6aabe026b9bc210574 Mon Sep 17 00:00:00 2001
From: Daniel Brunner <0xFEEDC0DE64@gmail.com>
Date: Sat, 4 Feb 2017 13:48:07 +0100
Subject: [PATCH] Imported existing sources
---
.gitattributes | 63 ++
Adapters/AnimationAdapter.cs | 194 +++++
Animation/Animateable.cs | 109 +++
Animation/Animation.cs | 400 +++++++++
Animation/Events.cs | 69 ++
Effects/Effect.cs | 1117 ++++++++++++++++++++++++++
Effects/Effects.cs | 167 ++++
LICENSE | 674 ++++++++++++++++
Locators/Locators.cs | 233 ++++++
Locators/PointLocator.cs | 665 +++++++++++++++
Locators/RectangleLocator.cs | 205 +++++
Properties/AssemblyInfo.cs | 36 +
README.md | 2 +
SparkleLibrary.csproj | 71 ++
SparkleLibrary2010.csproj | 71 ++
SparkleLibrary2010.ncrunchproject | 27 +
SparkleLibrary2012.csproj | 75 ++
SparkleLibrary2012.ncrunchproject | 22 +
SparkleLibrary2012.v2.ncrunchproject | 22 +
Sprites/Audio.cs | 165 ++++
Sprites/ISprite.cs | 143 ++++
Sprites/ImageSprite.cs | 164 ++++
Sprites/ShapeSprite.cs | 385 +++++++++
Sprites/Sprite.cs | 400 +++++++++
Sprites/TextSprite.cs | 339 ++++++++
sparkle-keyfile.snk | Bin 0 -> 596 bytes
26 files changed, 5818 insertions(+)
create mode 100644 .gitattributes
create mode 100644 Adapters/AnimationAdapter.cs
create mode 100644 Animation/Animateable.cs
create mode 100644 Animation/Animation.cs
create mode 100644 Animation/Events.cs
create mode 100644 Effects/Effect.cs
create mode 100644 Effects/Effects.cs
create mode 100644 LICENSE
create mode 100644 Locators/Locators.cs
create mode 100644 Locators/PointLocator.cs
create mode 100644 Locators/RectangleLocator.cs
create mode 100644 Properties/AssemblyInfo.cs
create mode 100644 SparkleLibrary.csproj
create mode 100644 SparkleLibrary2010.csproj
create mode 100644 SparkleLibrary2010.ncrunchproject
create mode 100644 SparkleLibrary2012.csproj
create mode 100644 SparkleLibrary2012.ncrunchproject
create mode 100644 SparkleLibrary2012.v2.ncrunchproject
create mode 100644 Sprites/Audio.cs
create mode 100644 Sprites/ISprite.cs
create mode 100644 Sprites/ImageSprite.cs
create mode 100644 Sprites/ShapeSprite.cs
create mode 100644 Sprites/Sprite.cs
create mode 100644 Sprites/TextSprite.cs
create mode 100644 sparkle-keyfile.snk
diff --git a/.gitattributes b/.gitattributes
new file mode 100644
index 0000000..1ff0c42
--- /dev/null
+++ b/.gitattributes
@@ -0,0 +1,63 @@
+###############################################################################
+# Set default behavior to automatically normalize line endings.
+###############################################################################
+* text=auto
+
+###############################################################################
+# Set default behavior for command prompt diff.
+#
+# This is need for earlier builds of msysgit that does not have it on by
+# default for csharp files.
+# Note: This is only used by command line
+###############################################################################
+#*.cs diff=csharp
+
+###############################################################################
+# Set the merge driver for project and solution files
+#
+# Merging from the command prompt will add diff markers to the files if there
+# are conflicts (Merging from VS is not affected by the settings below, in VS
+# the diff markers are never inserted). Diff markers may cause the following
+# file extensions to fail to load in VS. An alternative would be to treat
+# these files as binary and thus will always conflict and require user
+# intervention with every merge. To do so, just uncomment the entries below
+###############################################################################
+#*.sln merge=binary
+#*.csproj merge=binary
+#*.vbproj merge=binary
+#*.vcxproj merge=binary
+#*.vcproj merge=binary
+#*.dbproj merge=binary
+#*.fsproj merge=binary
+#*.lsproj merge=binary
+#*.wixproj merge=binary
+#*.modelproj merge=binary
+#*.sqlproj merge=binary
+#*.wwaproj merge=binary
+
+###############################################################################
+# behavior for image files
+#
+# image files are treated as binary by default.
+###############################################################################
+#*.jpg binary
+#*.png binary
+#*.gif binary
+
+###############################################################################
+# diff behavior for common document formats
+#
+# Convert binary document formats to text before diffing them. This feature
+# is only available from the command line. Turn it on by uncommenting the
+# entries below.
+###############################################################################
+#*.doc diff=astextplain
+#*.DOC diff=astextplain
+#*.docx diff=astextplain
+#*.DOCX diff=astextplain
+#*.dot diff=astextplain
+#*.DOT diff=astextplain
+#*.pdf diff=astextplain
+#*.PDF diff=astextplain
+#*.rtf diff=astextplain
+#*.RTF diff=astextplain
diff --git a/Adapters/AnimationAdapter.cs b/Adapters/AnimationAdapter.cs
new file mode 100644
index 0000000..7c9802f
--- /dev/null
+++ b/Adapters/AnimationAdapter.cs
@@ -0,0 +1,194 @@
+/*
+ * AnimationAdapter - An adaptor that gives animation capacity to a Control
+ *
+ * Author: Phillip Piper
+ * Date: 08/02/2010 6:18 PM
+ *
+ * Change log:
+ * 2010-03-30 JPP - Optimize invalidating so that we don't call Invalidate
+ * dozens of times unnecessarily
+ * 2010-02-08 JPP - Initial version
+ *
+ * To do:
+ *
+ * Copyright (C) 2010 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * 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
+{
+ ///
+ /// An AnimationAdapter makes the given Control able to show an Animation.
+ ///
+ ///
+ ///
+ /// 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.
+ ///
+ ///
+ ///
+ /// AnimationAdapter animatedControl = new AnimationAdapter(this.userControl1);
+ /// Animation animation = animatedControl.Animation;
+ /// // add sprites to animation
+ /// animation.Start();
+ ///
+ public class AnimationAdapter
+ {
+ #region Life and death
+
+ public AnimationAdapter(Control control) {
+ this.Animation = new Animation();
+ this.Control = control;
+
+ this.Animation.Started += new EventHandler(Animation_Started);
+ this.Animation.Stopped += new EventHandler(Animation_Stopped);
+ this.Animation.Redraw += new EventHandler(Animation_Redraw);
+ this.Animation.Ticked += new EventHandler(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
+
+ ///
+ /// Gets or sets the control on which the animation will be drawn
+ ///
+ public Control Control {
+ get { return control; }
+ private set { control = value; }
+ }
+ private Control control;
+
+ ///
+ /// Gets or sets the control on which the animation will be drawn
+ ///
+ public Animation Animation {
+ get { return animation; }
+ private set { animation = value; }
+ }
+ private Animation animation;
+
+ ///
+ /// Gets or sets the smoothing mode that will be applied to the
+ /// graphic context that is used to draw the animation
+ ///
+ public SmoothingMode SmoothingMode {
+ get { return smoothingMode; }
+ private set { smoothingMode = value; }
+ }
+ private SmoothingMode smoothingMode;
+
+ ///
+ /// Gets or sets the text rendering hint that will be applied to the
+ /// graphic context that is used to draw the animation
+ ///
+ 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);
+ }
+
+ ///
+ /// Give the animation its outer bounds.
+ ///
+ ///
+ /// This is normally the DisplayRectangle of the underlying Control.
+ ///
+ 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
+ }
+}
diff --git a/Animation/Animateable.cs b/Animation/Animateable.cs
new file mode 100644
index 0000000..34ed705
--- /dev/null
+++ b/Animation/Animateable.cs
@@ -0,0 +1,109 @@
+/*
+ * Animateable - A item that can be placed in an animation
+ *
+ * Author: Phillip Piper
+ * Date: 23/10/2009 10:39 PM
+ *
+ * Change log:
+ * 2009-10-23 JPP - Initial version
+ *
+ * To do:
+ *
+ * Copyright (C) 2009 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * 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
+ {
+ ///
+ /// Gets or sets the animation that this component belongs to
+ ///
+ Animation Animation { get; set; }
+
+ ///
+ /// This component is being started. It should acquire any resources that it needs
+ ///
+ void Start();
+
+ ///
+ /// A unit of time has passed and the animation component should advance its state
+ /// if sufficient time has passed.
+ ///
+ /// The number of milliseconds since Start() was called.
+ /// True if Tick() should be called again
+ bool Tick(long elapsed);
+
+ ///
+ /// Revert this component to its initial state.
+ ///
+ void Reset();
+
+ ///
+ /// This component has been stopped. It should release any resources acquired in Start().
+ ///
+ void Stop();
+ }
+
+ ///
+ /// A Animateable is the base class for any item that can be
+ /// placed within an Animation.
+ ///
+ public class Animateable : IAnimateable
+ {
+ ///
+ /// Gets or sets the animation that this component belongs to
+ ///
+ public Animation Animation {
+ get { return animation; }
+ set { animation = value; }
+ }
+ private Animation animation;
+
+ ///
+ /// This component is being started. It should acquire any resources that it needs
+ ///
+ public virtual void Start() {
+ }
+
+ ///
+ /// A unit of time has passed and the animation component should advance its state
+ /// if sufficient time has passed.
+ ///
+ /// The number of milliseconds since Start() was called.
+ /// True if Tick() should be called again
+ public virtual bool Tick(long elapsed) {
+ return false;
+ }
+
+ ///
+ /// Revert this component to its initial state.
+ ///
+ public virtual void Reset() {
+ }
+
+ ///
+ /// This component has been stopped. It should release any resources acquired in Start().
+ ///
+ public virtual void Stop() {
+ }
+ }
+}
diff --git a/Animation/Animation.cs b/Animation/Animation.cs
new file mode 100644
index 0000000..7976a12
--- /dev/null
+++ b/Animation/Animation.cs
@@ -0,0 +1,400 @@
+/*
+ * Animation - An entire sequence of sprites, sounds and effects which are
+ * united to produce a "movie clip".
+ *
+ * Author: Phillip Piper
+ * Date: 19/10/2009 1:01 AM
+ *
+ * Change log:
+ * 2010-02-05 JPP - Made animation system independent of any control.
+ * 2009-10-19 JPP - Initial version
+ *
+ * To do:
+ * - Animation wide effects?? Freeze. Fade.
+ * - FramesPerSecond setting
+ *
+ * Copyright (C) 20009-2014 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * 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
+{
+ ///
+ /// This enum tells the animation how it should behave when it reaches the end
+ ///
+ public enum Repeat
+ {
+ None = 0,
+ Loop,
+ Bounce, // Not yet implemented JPP 2010-02-23
+ Pause
+ }
+
+ ///
+ /// An animation is the "canvas" upon which multiple sprites and sounds will be drawn.
+ ///
+ 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
+
+ ///
+ /// Gets or sets the outer bounds of the animation. All locations will be calculated
+ /// with reference to these bounds.
+ ///
+ public Rectangle Bounds {
+ get { return bounds; }
+ set { bounds = value; }
+ }
+ private Rectangle bounds;
+
+ ///
+ /// Gets or sets the "tick" interval of the animation in milliseconds.
+ ///
+ public int Interval {
+ get { return (int)this.Timer.Interval; }
+ set { this.Timer.Interval = value; }
+ }
+
+ ///
+ /// Gets or sets whether the sprites should be paused
+ ///
+ /// Sounds that are already in progress will not be paused.
+ public bool Paused {
+ get {
+ return !this.Timer.Enabled;
+ }
+ set {
+ if (value)
+ this.Pause();
+ else
+ this.Unpause();
+ }
+ }
+
+ ///
+ /// 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.
+ ///
+ public bool Running {
+ get { return running; }
+ protected set { running = value; }
+ }
+ private bool running;
+
+ ///
+ /// Gets or sets how the animation will behave when it reaches the
+ /// end of the animation.
+ ///
+ public Repeat Repeat {
+ get { return repeat; }
+ set { repeat = value; }
+ }
+ private Repeat repeat;
+
+ #endregion
+
+ #region Events
+
+ public event EventHandler Started;
+
+ protected void OnStarted(StartAnimationEventArgs e) {
+ if (this.Started != null)
+ this.Started(this, e);
+ }
+
+ public event EventHandler Ticked;
+
+ protected void OnTicked(TickEventArgs e) {
+ if (this.Ticked != null)
+ this.Ticked(this, e);
+ }
+
+ public event EventHandler Stopped;
+
+ protected void OnStopped(StopAnimationEventArgs e) {
+ if (this.Stopped != null)
+ this.Stopped(this, e);
+ }
+
+ public event EventHandler Redraw;
+
+ protected void OnRedraw(RedrawEventArgs e) {
+ if (this.Redraw != null)
+ this.Redraw(this, e);
+ }
+
+ #endregion
+
+ #region Commands
+
+ ///
+ /// Force the animation to be redrawn
+ ///
+ public void Invalidate() {
+ this.OnRedraw(new RedrawEventArgs());
+ }
+
+ ///
+ /// Force the animation to be redrawn
+ ///
+ public void Invalidate(Rectangle r) {
+ this.OnRedraw(new RedrawEventArgs(r));
+ }
+
+ ///
+ /// Start the story
+ ///
+ 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());
+ }
+
+ ///
+ /// Pause the story
+ ///
+ /// Any sounds that are already playing will continue to play.
+ public void Pause() {
+ this.Stopwatch.Stop();
+ this.Timer.Stop();
+ }
+
+ ///
+ /// Unpause the story
+ ///
+ public void Unpause() {
+ this.Stopwatch.Start();
+ this.Timer.Start();
+ }
+
+ ///
+ /// Stop the story.
+ ///
+ 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());
+ }
+
+ ///
+ /// Advance the animation one tick and then redraw.
+ ///
+ public void Tick() {
+ this.TickOnce();
+ this.Invalidate();
+ }
+
+ #endregion
+
+ #region Sprite manipulation
+
+ ///
+ /// Add the given sprite to the animation so that it appears the given
+ /// number of ticks after the animation starts.
+ ///
+ /// How many milliseconds after the animation starts should the sprite appear?
+ /// The sprite that will appear
+ public void Add(long startTick, ISprite sprite) {
+ this.AddControlBlock(new AnimateableControlBlock(startTick, sprite));
+ }
+
+ ///
+ /// Add the given sound to the animation so that it begins to play the given
+ /// number of ticks after the animation starts.
+ ///
+ /// When should the sound begin to play?
+ /// The sprite that will appear
+ public void Add(long startTick, Audio sound) {
+ this.AddControlBlock(new AnimateableControlBlock(startTick, sound));
+ }
+
+ #endregion
+
+ #region Implementation
+
+ ///
+ /// Add the given control block to those used by the animation
+ ///
+ ///
+ ///
+ protected void AddControlBlock(AnimateableControlBlock cb) {
+ cb.Component.Animation = this;
+ this.ControlBlocks.Add(cb);
+ }
+
+ ///
+ /// The timer has elapsed. Tickle the animation.
+ ///
+ ///
+ ///
+ void Timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e) {
+ TickEventArgs args = new TickEventArgs();
+ this.OnTicked(args);
+ if (!args.Handled)
+ this.Tick();
+ }
+
+ ///
+ /// Advance each sprite by one "tick"
+ ///
+ 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;
+ }
+ }
+
+ ///
+ /// The animation has stopped. Restart it from the beginning.
+ ///
+ 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();
+ }
+
+ ///
+ /// Draw the sprites for this animation onto the given context
+ ///
+ /// The graphic onto which the animation will draw itself
+ /// It's normally a good idea for the given Graphics object to be
+ /// double buffered to cut down on flicker.
+ 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
+
+ ///
+ /// Instances of this class are used to control the animation of a component on a animation.
+ ///
+ 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; }
+ }
+
+ ///
+ /// Gets or sets the sprite that is managed by this control block.
+ ///
+ /// Almost all components are sprites so we keep this property to
+ /// prevent the use of casts.
+ public ISprite Sprite;
+ }
+
+ #endregion
+
+ #region Private variables
+
+ private System.Timers.Timer Timer;
+ private System.Diagnostics.Stopwatch Stopwatch;
+ private List ControlBlocks = new List();
+
+ #endregion
+ }
+}
diff --git a/Animation/Events.cs b/Animation/Events.cs
new file mode 100644
index 0000000..07006d2
--- /dev/null
+++ b/Animation/Events.cs
@@ -0,0 +1,69 @@
+/*
+ * Events - All events triggerable by an animation
+ *
+ * Author: Phillip Piper
+ * Date: 8/02/2010 17:35
+ *
+ * Change log:
+ * 2010-02-08 JPP - Initial version
+ *
+ * To do:
+ *
+ * Copyright (C) 2010 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * 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
+ {
+ ///
+ /// Gets or sets if the tick event was completely handled
+ ///
+ public bool Handled;
+ }
+
+ public class RedrawEventArgs : EventArgs
+ {
+ public RedrawEventArgs() {
+ this.Damage = new Rectangle(-100000, -100000, 200000, 200000);
+ }
+
+ public RedrawEventArgs(Rectangle r) {
+ this.Damage = r;
+ }
+
+ ///
+ /// Gets the area of the animation that was damaged
+ ///
+ public Rectangle Damage;
+ }
+
+ public class StopAnimationEventArgs : EventArgs
+ {
+ }
+}
diff --git a/Effects/Effect.cs b/Effects/Effect.cs
new file mode 100644
index 0000000..70eb476
--- /dev/null
+++ b/Effects/Effect.cs
@@ -0,0 +1,1117 @@
+/*
+ * Effect - An effect changes a property of a Sprite over time
+ *
+ * Author: Phillip Piper
+ * Date: 23/10/2009 10:29 PM
+ *
+ * Change log:
+ * 2010-03-18 JPP - Added GenericEffect
+ * 2010-03-01 JPP - Added Repeater effect
+ * 2010-02-02 JPP - Added RectangleWalkEffect
+ * 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 .
+ *
+ * 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;
+using System.Reflection;
+
+namespace BrightIdeasSoftware
+{
+ ///
+ /// An IEffect describes anything that can made a change to a sprite
+ /// over time.
+ ///
+ public interface IEffect
+ {
+ ///
+ /// Gets or set the sprite to which the effect will be applied
+ ///
+ ISprite Sprite { get; set; }
+
+ ///
+ /// Signal that this effect is about to applied to its sprite for the first time
+ ///
+ void Start();
+
+ ///
+ /// Apply this effect to the underlying sprite
+ ///
+ /// How far through the total effect are we?
+ /// This will always in the range 0.0 .. 1.0.
+ void Apply(float fractionDone);
+
+ ///
+ /// The effect has completed
+ ///
+ void Stop();
+
+ ///
+ /// Reset the effect AND the sprite to its condition before the effect was applied.
+ ///
+ void Reset();
+ }
+
+ ///
+ /// An Effect provides a do-nothing implementation of the IEffect interface,
+ /// plus providing a number of utility methods.
+ ///
+ public class Effect : IEffect
+ {
+ #region IEffect interface
+
+ public ISprite Sprite {
+ get { return sprite; }
+ set { sprite = value; }
+ }
+ private ISprite sprite;
+
+
+ public virtual void Start() { }
+ public virtual void Apply(float fractionDone) { }
+ public virtual void Stop() { }
+ public virtual void Reset() { }
+
+ #endregion
+
+ #region Calculations
+
+ protected Rectangle CalculateIntermediary(Rectangle from, Rectangle to, float fractionDone) {
+ if (fractionDone >= 1.0f)
+ return to;
+
+ if (fractionDone <= 0.0f)
+ return from;
+
+ return new Rectangle(
+ this.CalculateIntermediary(from.X, to.X, fractionDone),
+ this.CalculateIntermediary(from.Y, to.Y, fractionDone),
+ this.CalculateIntermediary(from.Width, to.Width, fractionDone),
+ this.CalculateIntermediary(from.Height, to.Height, fractionDone));
+ }
+
+ protected RectangleF CalculateIntermediary(RectangleF from, RectangleF to, float fractionDone) {
+ if (fractionDone >= 1.0f)
+ return to;
+
+ if (fractionDone <= 0.0f)
+ return from;
+
+ return new RectangleF(
+ this.CalculateIntermediary(from.X, to.X, fractionDone),
+ this.CalculateIntermediary(from.Y, to.Y, fractionDone),
+ this.CalculateIntermediary(from.Width, to.Width, fractionDone),
+ this.CalculateIntermediary(from.Height, to.Height, fractionDone));
+ }
+
+ protected Point CalculateIntermediary(Point from, Point to, float fractionDone) {
+ return new Point(
+ this.CalculateIntermediary(from.X, to.X, fractionDone),
+ this.CalculateIntermediary(from.Y, to.Y, fractionDone));
+ }
+
+ protected PointF CalculateIntermediary(PointF from, PointF to, float fractionDone) {
+ return new PointF(
+ this.CalculateIntermediary(from.X, to.X, fractionDone),
+ this.CalculateIntermediary(from.Y, to.Y, fractionDone));
+ }
+
+ protected Size CalculateIntermediary(Size from, Size to, float fractionDone) {
+ return new Size(
+ this.CalculateIntermediary(from.Width, to.Width, fractionDone),
+ this.CalculateIntermediary(from.Height, to.Height, fractionDone));
+ }
+
+ protected SizeF CalculateIntermediary(SizeF from, SizeF to, float fractionDone) {
+ return new SizeF(
+ this.CalculateIntermediary(from.Width, to.Width, fractionDone),
+ this.CalculateIntermediary(from.Height, to.Height, fractionDone));
+ }
+
+ protected char CalculateIntermediary(char from, char to, float fractionDone) {
+ int intermediary = this.CalculateIntermediary(Convert.ToInt32(from), Convert.ToInt32(to), fractionDone);
+ return Convert.ToChar(intermediary);
+ }
+
+ protected int CalculateIntermediary(int from, int to, float fractionDone) {
+ if (fractionDone >= 1.0f)
+ return to;
+
+ if (fractionDone <= 0.0f)
+ return from;
+
+ return from + (int)((to - from) * fractionDone);
+ }
+
+ protected long CalculateIntermediary(long from, long to, float fractionDone) {
+ if (fractionDone >= 1.0f)
+ return to;
+
+ if (fractionDone <= 0.0f)
+ return from;
+
+ return from + (int)((to - from) * fractionDone);
+ }
+
+ protected float CalculateIntermediary(float from, float to, float fractionDone) {
+ if (fractionDone >= 1.0f)
+ return to;
+
+ if (fractionDone <= 0.0f)
+ return from;
+
+ return from + ((to - from) * fractionDone);
+ }
+
+ protected double CalculateIntermediary(double from, double to, float fractionDone) {
+ if (fractionDone >= 1.0f)
+ return to;
+
+ if (fractionDone <= 0.0f)
+ return from;
+
+ return from + ((to - from) * fractionDone);
+ }
+
+ protected Color CalculateIntermediary(Color from, Color to, float fractionDone) {
+ if (fractionDone >= 1.0f)
+ return to;
+
+ if (fractionDone <= 0.0f)
+ return from;
+
+ // There are a couple of different strategies we could use here:
+ // - Calc intermediary individual RGB components - fastest
+ // - Calc intermediary HSB components - nicest results, but slower
+
+ //Color c = Color.FromArgb(
+ // this.CalculateIntermediary(from.R, to.R, fractionDone),
+ // this.CalculateIntermediary(from.G, to.G, fractionDone),
+ // this.CalculateIntermediary(from.B, to.B, fractionDone)
+ //);
+ Color c = FromHSB(
+ this.CalculateIntermediary(from.GetHue(), to.GetHue(), fractionDone),
+ this.CalculateIntermediary(from.GetSaturation(), to.GetSaturation(), fractionDone),
+ this.CalculateIntermediary(from.GetBrightness(), to.GetBrightness(), fractionDone)
+ );
+
+ return Color.FromArgb(this.CalculateIntermediary(from.A, to.A, fractionDone), c);
+ }
+
+ ///
+ /// Convert a HSB tuple into a RGB color
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// Adapted from http://discuss.fogcreek.com/dotnetquestions/default.asp?cmd=show&ixPost=846
+ ///
+ protected static Color FromHSB(float hue, float saturation, float brightness) {
+
+ if (hue < 0 || hue > 360)
+ throw new ArgumentException("Value must be between 0 and 360", "hue");
+ if (saturation < 0 || saturation > 100)
+ throw new ArgumentException("Value must be between 0 and 100", "saturation");
+ if (brightness < 0 || brightness > 100)
+ throw new ArgumentException("Value must be between 0 and 100", "brightness");
+
+ float h = hue;
+ float s = saturation;
+ float v = brightness;
+
+ int i;
+ float f, p, q, t;
+ float r, g, b;
+
+ if (saturation == 0) {
+ // achromatic (grey)
+ return Color.FromArgb((int)(v * 255), (int)(v * 255), (int)(v * 255));
+ }
+ h /= 60; // sector 0 to 5
+ i = (int)Math.Floor(h);
+ f = h - i;
+ p = v * (1 - s);
+ q = v * (1 - s * f);
+ t = v * (1 - s * (1 - f));
+ switch (i) {
+ case 0:
+ r = v;
+ g = t;
+ b = p;
+ break;
+ case 1:
+ r = q;
+ g = v;
+ b = p;
+ break;
+ case 2:
+ r = p;
+ g = v;
+ b = t;
+ break;
+ case 3:
+ r = p;
+ g = q;
+ b = v;
+ break;
+ case 4:
+ r = t;
+ g = p;
+ b = v;
+ break;
+ case 5:
+ default:
+ r = v;
+ g = p;
+ b = q;
+ break;
+ }
+ return Color.FromArgb((int)(r * 255f), (int)(g * 255f), (int)(b * 255f));
+ }
+
+ protected string CalculateIntermediary(string from, string to, float fractionDone) {
+ int length1 = from.Length;
+ int length2 = to.Length;
+ int length = Math.Max(length1, length2);
+ char[] result = new char[length];
+
+ int complete = this.CalculateIntermediary(0, length2, fractionDone);
+
+ for (int i = 0; i < length; ++i) {
+ if (i < complete) {
+ if (i < length2)
+ result[i] = to[i];
+ else
+ result[i] = ' ';
+ } else {
+ char fromChar = (i < length1) ? from[i] : 'a';
+ char toChar = (i < length2) ? to[i] : 'a';
+
+ if (toChar == ' ')
+ result[i] = ' ';
+ else {
+ int mid = this.CalculateIntermediary(
+ Convert.ToInt32(fromChar), Convert.ToInt32(toChar), fractionDone);
+ // Unless we're finished, make sure that the same chars don't always map
+ // to the same intermediate value.
+ if (fractionDone < 1.0f)
+ mid -= i;
+ char c = Convert.ToChar(mid);
+ if (Char.IsUpper(toChar) && Char.IsLower(c))
+ c = Char.ToUpper(c);
+ else
+ if (Char.IsLower(toChar) && Char.IsUpper(c))
+ c = Char.ToLower(c);
+ result[i] = c;
+ }
+ }
+ }
+
+ return new string(result);
+ }
+
+ //protected object CalculateIntermediary(object from, object to, float fractionDone) {
+ // throw new NotImplementedException();
+ //}
+
+ #endregion
+
+ #region Initializations
+
+ 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;
+ }
+
+ protected void InitializeEffect(IEffect effect) {
+ if (effect != null && effect.Sprite == null)
+ effect.Sprite = this.Sprite;
+ }
+
+ #endregion
+ }
+
+ ///
+ /// This abstract class save and restores the location of its target sprite
+ ///
+ public class LocationEffect : Effect
+ {
+ public override void Start() {
+ this.originalLocation = this.Sprite.Location;
+ }
+
+ public override void Reset() {
+ this.Sprite.Location = this.originalLocation;
+ }
+
+ private Point originalLocation;
+ }
+
+ ///
+ /// This animation moves from sprite from one calculated point to another
+ ///
+ public class MoveEffect : LocationEffect
+ {
+ #region Life and death
+
+ public MoveEffect(IPointLocator to) {
+ this.To = to;
+ }
+
+ public MoveEffect(IPointLocator from, IPointLocator to) {
+ this.From = from;
+ this.To = to;
+ }
+
+ #endregion
+
+ #region Configuration properties
+
+ protected IPointLocator From;
+ protected IPointLocator To;
+
+ #endregion
+
+ #region Public methods
+
+ public override void Start() {
+ base.Start();
+
+ if (this.From == null)
+ this.From = new FixedPointLocator(this.Sprite.Location);
+
+ this.InitializeLocator(this.From);
+ this.InitializeLocator(this.To);
+ }
+
+ public override void Apply(float fractionDone) {
+ this.Sprite.Location = this.CalculateIntermediary(this.From.GetPoint(), this.To.GetPoint(), fractionDone);
+ }
+
+ #endregion
+ }
+
+ ///
+ /// This animation moves a sprite to a given point then halts.
+ ///
+ public class GotoEffect : MoveEffect
+ {
+ public GotoEffect(IPointLocator to)
+ : base(to) {
+ }
+
+ public override void Apply(float fractionDone) {
+ this.Sprite.Location = this.To.GetPoint();
+ }
+ }
+
+ ///
+ /// This animation spins a sprite in place
+ ///
+ public class RotationEffect : Effect
+ {
+ #region Life and death
+
+ public RotationEffect(float from, float to) {
+ this.From = from;
+ this.To = to;
+ }
+
+ #endregion
+
+ #region Configuration properties
+
+ protected float From;
+ protected float To;
+
+ #endregion
+
+ #region Public methods
+
+ public override void Start() {
+ this.originalSpin = this.Sprite.Spin;
+ }
+
+ public override void Apply(float fractionDone) {
+ this.Sprite.Spin = this.CalculateIntermediary(this.From, this.To, fractionDone);
+ }
+
+ public override void Reset() {
+ this.Sprite.Spin = this.originalSpin;
+ }
+
+ #endregion
+
+ private float originalSpin;
+ }
+
+ ///
+ /// This animation fades/reveals a sprite by altering its opacity
+ ///
+ public class FadeEffect : Effect
+ {
+ #region Life and death
+
+ public FadeEffect(float from, float to) {
+ this.From = from;
+ this.To = to;
+ }
+
+ #endregion
+
+ #region Configuration properties
+
+ protected float From;
+ protected float To ;
+
+ #endregion
+
+ #region Public methods
+
+ public override void Start() {
+ this.originalOpacity = this.Sprite.Opacity;
+ }
+
+ public override void Apply(float fractionDone) {
+ this.Sprite.Opacity = this.CalculateIntermediary(this.From, this.To, fractionDone);
+ }
+
+ public override void Reset() {
+ this.Sprite.Opacity = this.originalOpacity;
+ }
+
+ #endregion
+
+ private float originalOpacity;
+ }
+
+ ///
+ /// This animation fades a sprite in and out.
+ ///
+ ///
+ ///
+ /// This effect is structured to have a fade in interval, followed by a full visible
+ /// interval, followed by a fade out interval and an invisible interval. The fade in
+ /// and fade out are linear transitions. Any interval can be skipped by passing zero
+ /// for its period.
+ ///
+ /// The intervals are proportions, not absolutes. They are not the milliseconds
+ /// that will be spent in each phase. They are the relative proportions that will be
+ /// spent in each phase.
+ /// To blink more than once, use a Repeater effect.
+ ///
+ /// sprite.Add(0, 1000, new Repeater(4, new BlinkEffect(1, 2, 1, 1)));
+ ///
+ ///
+ public class BlinkEffect : Effect
+ {
+ #region Life and death
+
+ public BlinkEffect(int fadeIn, int visible, int fadeOut, int invisible) {
+ this.FadeIn = fadeIn;
+ this.Visible = visible;
+ this.FadeOut = fadeOut;
+ this.Invisible = invisible;
+ }
+
+ #endregion
+
+ #region Configuration properties
+
+ protected int FadeIn ;
+ protected int FadeOut ;
+ protected int Visible ;
+ protected int Invisible ;
+
+ #endregion
+
+ #region Public methods
+
+ public override void Start() {
+ this.originalOpacity = this.Sprite.Opacity;
+ }
+
+ public override void Apply(float fractionDone) {
+ float total = this.FadeIn + this.Visible + this.FadeOut + this.Invisible;
+
+ // Are we in the invisible phase?
+ if (((this.FadeIn + this.Visible + this.FadeOut) / total) < fractionDone) {
+ this.Sprite.Opacity = 0.0f;
+ return;
+ }
+
+ // Are we in the fade out phase?
+ float fadeOutStart = (this.FadeIn + this.Visible) / total;
+ if (fadeOutStart < fractionDone) {
+ float progressInPhase = fractionDone - fadeOutStart;
+ this.Sprite.Opacity = 1.0f - (progressInPhase / (this.FadeOut / total));
+ return;
+ }
+
+ // Are we in the visible phase?
+ if (((this.FadeIn) / total) < fractionDone) {
+ this.Sprite.Opacity = 1.0f;
+ return;
+ }
+
+ // We must be in the FadeIn phase?
+ if (this.FadeIn > 0)
+ this.Sprite.Opacity = fractionDone / (this.FadeIn / total);
+ }
+
+ public override void Reset() {
+ this.Sprite.Opacity = this.originalOpacity;
+ }
+
+ #endregion
+
+ private float originalOpacity;
+ }
+
+ ///
+ /// This animation enlarges or shrinks a sprite.
+ ///
+ public class ScaleEffect : Effect
+ {
+ #region Life and death
+
+ public ScaleEffect(float from, float to) {
+ this.From = from;
+ this.To = to;
+ }
+
+ #endregion
+
+ #region Configuration properties
+
+ protected float From ;
+ protected float To ;
+
+ #endregion
+
+ #region Public methods
+
+ public override void Start() {
+ this.originalScale = this.Sprite.Scale;
+ }
+
+ public override void Apply(float fractionDone) {
+ this.Sprite.Scale = this.CalculateIntermediary(this.From, this.To, fractionDone);
+ }
+
+ public override void Reset() {
+ this.Sprite.Scale = this.originalScale;
+ }
+
+ #endregion
+
+ private float originalScale;
+ }
+
+ ///
+ /// This animation progressively changes the bounds of a sprite
+ ///
+ public class BoundsEffect : Effect
+ {
+ #region Life and death
+
+ public BoundsEffect(IRectangleLocator to) {
+ this.To = to;
+ }
+
+ public BoundsEffect(IRectangleLocator from, IRectangleLocator to) {
+ this.From = from;
+ this.To = to;
+ }
+
+ #endregion
+
+ #region Configuration properties
+
+ protected IRectangleLocator From ;
+ protected IRectangleLocator To ;
+
+ #endregion
+
+ #region Public methods
+
+ public override void Start() {
+ this.originalBounds = this.Sprite.Bounds;
+
+ if (this.From == null)
+ this.From = new FixedRectangleLocator(this.Sprite.Bounds);
+ if (this.To == null)
+ this.To = new FixedRectangleLocator(this.Sprite.Bounds);
+
+ this.InitializeLocator(this.From);
+ this.InitializeLocator(this.To);
+ }
+
+ public override void Apply(float fractionDone) {
+ this.Sprite.Bounds = this.CalculateIntermediary(this.From.GetRectangle(),
+ this.To.GetRectangle(), fractionDone);
+ }
+
+ public override void Reset() {
+ this.Sprite.Bounds = this.originalBounds;
+ }
+
+ #endregion
+
+ private Rectangle originalBounds;
+ }
+
+ ///
+ /// Move the sprite so that it "walks" around the given rectangle
+ ///
+ public class RectangleWalkEffect : LocationEffect
+ {
+ #region Life and death
+
+ public RectangleWalkEffect() {
+
+ }
+
+ public RectangleWalkEffect(IRectangleLocator rectangleLocator)
+ : this(rectangleLocator, null) {
+ }
+
+ public RectangleWalkEffect(IRectangleLocator rectangleLocator, IPointLocator alignmentPointLocator)
+ : this(rectangleLocator, alignmentPointLocator, WalkDirection.Clockwise, null) {
+
+ }
+
+ public RectangleWalkEffect(IRectangleLocator rectangleLocator, IPointLocator alignmentPointLocator,
+ WalkDirection direction)
+ : this(rectangleLocator, alignmentPointLocator, direction, null) {
+
+ }
+
+ public RectangleWalkEffect(IRectangleLocator rectangleLocator, IPointLocator alignmentPointLocator,
+ WalkDirection direction, IPointLocator startPoint) {
+ this.RectangleLocator = rectangleLocator;
+ this.AlignmentPointLocator = alignmentPointLocator;
+ this.WalkDirection = direction;
+ this.StartPointLocator = startPoint;
+ }
+
+ #endregion
+
+ #region Configuration properties
+
+ ///
+ /// Gets or sets the rectangle around which the sprite will be walked
+ ///
+ protected IRectangleLocator RectangleLocator ;
+
+ ///
+ /// Gets or sets the locator which will return the point on
+ /// rectangle where the "walk" will begin.
+ ///
+ /// If this is null, the walk will start in the top left.
+ protected IPointLocator StartPointLocator ;
+
+ ///
+ /// Get or set the locator which will return the point of the sprite
+ /// that will be walked around the rectangle
+ ///
+ protected IPointLocator AlignmentPointLocator ;
+
+ ///
+ /// Gets or sets in what direction the walk will proceed
+ ///
+ protected WalkDirection WalkDirection ;
+
+ #endregion
+
+ #region Public methods
+
+ public override void Start() {
+ base.Start();
+
+ if (this.AlignmentPointLocator == null)
+ this.AlignmentPointLocator = Locators.SpriteBoundsPoint(Corner.MiddleCenter);
+
+ this.InitializeLocator(this.RectangleLocator);
+ this.InitializeLocator(this.AlignmentPointLocator);
+ this.InitializeLocator(this.StartPointLocator);
+
+ IPointLocator startLocator = this.StartPointLocator ??
+ Locators.At(this.RectangleLocator.GetRectangle().Location);
+
+ this.walker = new RectangleWalker(this.RectangleLocator, this.WalkDirection, startLocator);
+ this.walker.Sprite = this.Sprite;
+
+ this.spriteLocator = new AlignedSpriteLocator(this.walker, this.AlignmentPointLocator);
+ this.spriteLocator.Sprite = this.Sprite;
+ }
+ private RectangleWalker walker;
+ private AlignedSpriteLocator spriteLocator;
+
+ public override void Apply(float fractionDone) {
+ this.walker.WalkProgress = fractionDone;
+ this.Sprite.Location = this.spriteLocator.GetPoint();
+ }
+
+ #endregion
+ }
+
+ ///
+ /// Move the sprite so that it "walks" along a given series of points
+ ///
+ public class PointWalkEffect : LocationEffect
+ {
+ #region Life and death
+
+ public PointWalkEffect() {
+
+ }
+
+ public PointWalkEffect(IEnumerable points) {
+ this.PointWalker = new PointWalker(points);
+ }
+
+ public PointWalkEffect(IEnumerable locators) {
+ this.PointWalker = new PointWalker(locators);
+ }
+
+ #endregion
+
+ #region Configuration properties
+
+ protected PointWalker PointWalker;
+
+ ///
+ /// Get or set the locator which will return the point of the sprite
+ /// that will be walked around the rectangle
+ ///
+ protected IPointLocator AlignmentPointLocator ;
+
+ #endregion
+
+ #region Public methods
+
+ public override void Start() {
+ base.Start();
+
+ if (this.AlignmentPointLocator == null)
+ this.AlignmentPointLocator = Locators.SpriteBoundsPoint(Corner.MiddleCenter);
+
+ this.InitializeLocator(this.PointWalker);
+ this.InitializeLocator(this.AlignmentPointLocator);
+
+ this.spriteLocator = new AlignedSpriteLocator(this.PointWalker, this.AlignmentPointLocator);
+ this.spriteLocator.Sprite = this.Sprite;
+ }
+ private AlignedSpriteLocator spriteLocator;
+
+ public override void Apply(float fractionDone) {
+ this.PointWalker.WalkProgress = fractionDone;
+ this.Sprite.Location = this.spriteLocator.GetPoint();
+ }
+
+ #endregion
+ }
+
+ ///
+ /// A TickerBoard clicks through from on text string to another string in a way
+ /// vaguely similar to old style airport tickerboard displays.
+ ///
+ ///
+ /// This is not a particularly useful class :) Someone might find it helpful.
+ ///
+ public class TickerBoardEffect : Effect
+ {
+ public TickerBoardEffect() {
+
+ }
+
+ public TickerBoardEffect(string endString) {
+ this.EndString = endString;
+ }
+
+ protected string StartString ;
+ public string EndString ;
+
+ protected TextSprite TextSprite {
+ get { return (TextSprite)this.Sprite; }
+ }
+
+ public override void Start() {
+ System.Diagnostics.Debug.Assert(this.Sprite is TextSprite);
+ if (String.IsNullOrEmpty(this.StartString))
+ this.StartString = this.TextSprite.Text;
+ }
+
+ public override void Apply(float fractionDone) {
+ this.TextSprite.Text = this.CalculateIntermediary(this.StartString, this.EndString, fractionDone);
+ }
+
+ public override void Reset() {
+ this.TextSprite.Text = this.StartString;
+ }
+ }
+
+ ///
+ /// Repeaters operate on another Effect and cause it to repeat one or more times.
+ ///
+ ///
+ /// It does *not* change the duration of the effect. It divides the original effects duration
+ /// into multiple parts.
+ ///
+ ///
+ /// animation.Add(0, 1000, new Repeater(4, Effect.Move(Corner.TopLeft, Corner.BottomRight)));
+ ///
+ public class Repeater : Effect
+ {
+ public Repeater() {
+ }
+
+ public Repeater(int repetitions, IEffect effect) {
+ this.Repetitions = repetitions;
+ this.Effect = effect;
+ }
+
+ public int Repetitions ;
+ public IEffect Effect ;
+
+ public override void Start() {
+ this.InitializeEffect(this.Effect);
+ }
+
+ public override void Apply(float fractionDone) {
+ if (fractionDone >= 1.0f)
+ this.Effect.Apply(1.0f);
+ else {
+ // Calculate how far we are through this repetition
+ double x = fractionDone * this.Repetitions;
+ double newFractionDone = x - Math.Truncate(x); // get just the fractional part
+ this.Effect.Apply((float)newFractionDone);
+ }
+ }
+ }
+
+ ///
+ /// A GenericEffect allows any property to be set. The
+ ///
+ public class GenericEffect : Effect
+ {
+ #region Life and death
+
+ public GenericEffect() {
+ munger = new SimpleMunger("");
+ }
+
+ public GenericEffect(string propertyName) {
+ this.PropertyName = propertyName;
+ }
+
+ public GenericEffect(string propertyName, T from, T to) {
+ this.PropertyName = propertyName;
+ this.From = from;
+ this.To = to;
+ }
+
+ #endregion
+
+ #region Public properties
+
+ ///
+ /// Get or set the property that will be changed by this Effect
+ ///
+ public string PropertyName {
+ get { return propertyName; }
+ set {
+ propertyName = value;
+ munger = new SimpleMunger(value);
+ }
+ }
+ private string propertyName;
+
+ ///
+ /// Gets or set the starting value for this effect
+ ///
+ public object From ;
+
+ ///
+ /// Gets or sets the ending value
+ ///
+ public object To ;
+
+ #endregion
+
+ #region IEffect interface
+
+ public override void Start() {
+ this.originalValue = this.GetValue();
+ }
+
+ public override void Apply(float fractionDone) {
+ object intermediateValue = default(T);
+
+ // Until we use 'dynamic' in C# 4.0, there is no way to force the compiler to
+ // resolve which CalculateIntermediate we want based on T. So we have to put
+ // this ugly switch statement here. (Yes, I know we could initialize a Dictionary,
+ // keyed by Type and hold the function, but that's just more complication for no real payback).
+
+ if (typeof(T) == typeof(int))
+ intermediateValue = this.CalculateIntermediary((int)this.From, (int)this.To, fractionDone);
+ else if (typeof(T) == typeof(float))
+ intermediateValue = this.CalculateIntermediary((float)this.From, (float)this.To, fractionDone);
+ else if (typeof(T) == typeof(long))
+ intermediateValue = this.CalculateIntermediary((long)this.From, (long)this.To, fractionDone);
+ else if (typeof(T) == typeof(Point))
+ intermediateValue = this.CalculateIntermediary((Point)this.From, (Point)this.To, fractionDone);
+ else if (typeof(T) == typeof(Rectangle))
+ intermediateValue = this.CalculateIntermediary((Rectangle)this.From, (Rectangle)this.To, fractionDone);
+ else if (typeof(T) == typeof(Size))
+ intermediateValue = this.CalculateIntermediary((Size)this.From, (Size)this.To, fractionDone);
+ else if (typeof(T) == typeof(PointF))
+ intermediateValue = this.CalculateIntermediary((PointF)this.From, (PointF)this.To, fractionDone);
+ else if (typeof(T) == typeof(RectangleF))
+ intermediateValue = this.CalculateIntermediary((RectangleF)this.From, (RectangleF)this.To, fractionDone);
+ else if (typeof(T) == typeof(SizeF))
+ intermediateValue = this.CalculateIntermediary((SizeF)this.From, (SizeF)this.To, fractionDone);
+ else if (typeof(T) == typeof(char))
+ intermediateValue = this.CalculateIntermediary((char)this.From, (char)this.To, fractionDone);
+ else if (typeof(T) == typeof(string))
+ intermediateValue = this.CalculateIntermediary((string)this.From, (string)this.To, fractionDone);
+ else if (typeof(T) == typeof(Color))
+ intermediateValue = this.CalculateIntermediary((Color)this.From, (Color)this.To, fractionDone);
+ else
+ System.Diagnostics.Debug.Assert(false, "Unknown data type");
+
+ this.SetValue(intermediateValue);
+ }
+
+ public override void Stop() {
+ this.SetValue(this.originalValue);
+ }
+
+ #endregion
+
+ #region Implementation
+
+ ///
+ /// Gets the value of our named property from our sprite
+ ///
+ ///
+ protected virtual T GetValue() {
+ return this.munger.GetValue(this.Sprite);
+ }
+
+ protected virtual void SetValue(object value) {
+ this.munger.PutValue(this.Sprite, value);
+ }
+
+ #endregion
+
+ #region Implementation variable
+
+ protected T originalValue;
+ protected SimpleMunger munger;
+
+ #endregion
+
+ ///
+ /// Instances of this class know how to peek and poke values from an object
+ /// using reflection.
+ ///
+ ///
+ /// This is a simplified form of the Munger from the ObjectListView project
+ /// (http://objectlistview.sourceforge.net).
+ ///
+ protected class SimpleMunger
+ {
+ public SimpleMunger() {
+ }
+
+ public SimpleMunger(String memberName) {
+ this.MemberName = memberName;
+ }
+
+ ///
+ /// The name of the aspect that is to be peeked or poked.
+ ///
+ ///
+ ///
+ /// This name can be a field, property or parameter-less method.
+ ///
+ public string MemberName {
+ get { return memberName; }
+ set { memberName = value; }
+ }
+ private string memberName;
+
+ ///
+ /// Extract the value indicated by our MemberName from the given target.
+ ///
+ /// The object that will be peeked
+ /// The value read from the target
+ public U GetValue(Object target) {
+ if (String.IsNullOrEmpty(this.MemberName))
+ return default(U);
+
+ const BindingFlags flags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance |
+ BindingFlags.InvokeMethod | BindingFlags.GetProperty | BindingFlags.GetField;
+
+ // We specifically don't try to catch errors here. If this don't work, it's
+ // a programmer error that needs to be fixed.
+ return (U)target.GetType().InvokeMember(this.MemberName, flags, null, target, null);
+ }
+
+ ///
+ /// Poke the given value into the given target indicated by our MemberName.
+ ///
+ /// The object that will be poked
+ /// The value that will be poked into the target
+ public void PutValue(Object target, object value) {
+ if (String.IsNullOrEmpty(this.MemberName))
+ return;
+
+ if (target == null)
+ return;
+
+ try {
+ // Try to set a property or field first, since that's the most common case
+ const BindingFlags flags3 = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance |
+ BindingFlags.SetProperty | BindingFlags.SetField;
+ target.GetType().InvokeMember(this.MemberName, flags3, null, target, new Object[] { value });
+ } catch (System.MissingMethodException) {
+ // If that failed, it could be method name that we are looking for.
+ // We specifically don't catch errors here.
+ const BindingFlags flags4 = BindingFlags.Public | BindingFlags.NonPublic |
+ BindingFlags.Instance | BindingFlags.InvokeMethod;
+ target.GetType().InvokeMember(this.MemberName, flags4, null, target, new Object[] { value });
+ }
+ }
+ }
+ }
+}
diff --git a/Effects/Effects.cs b/Effects/Effects.cs
new file mode 100644
index 0000000..4d877c8
--- /dev/null
+++ b/Effects/Effects.cs
@@ -0,0 +1,167 @@
+/*
+ * Effects - A Factory that creates commonly useful effects
+ *
+ * Author: Phillip Piper
+ * Date: 18/01/2010 5:29 PM
+ *
+ * Change log:
+ * 2010-01-18 JPP - Initial version
+ *
+ * To do:
+ *
+ * Copyright (C) 2010 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * 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
+{
+ ///
+ /// Factory methods that create commonly useful effects
+ ///
+ 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));
+ }
+
+ ///
+ /// 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.
+ ///
+ public static MoveEffect Move(float fromProportionX, float fromProportionY, float toProportionX, float toProportionY) {
+ return Effects.Move(Corner.MiddleCenter, fromProportionX, fromProportionY, toProportionX, toProportionY);
+ }
+
+ ///
+ /// 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.
+ ///
+ 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));
+ }
+
+ ///
+ /// Creates an animation that keeps the given corner in the centre of the animation
+ ///
+ ///
+ ///
+ 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));
+ }
+ }
+}
diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..9cecc1d
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+ The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works. By contrast,
+the GNU General Public License is intended to guarantee your freedom to
+share and change all versions of a program--to make sure it remains free
+software for all its users. We, the Free Software Foundation, use the
+GNU General Public License for most of our software; it applies also to
+any other work released this way by its authors. You can apply it to
+your programs, too.
+
+ When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+them if you wish), that you receive source code or can get it if you
+want it, that you can change the software or use pieces of it in new
+free programs, and that you know you can do these things.
+
+ To protect your rights, we need to prevent others from denying you
+these rights or asking you to surrender the rights. Therefore, you have
+certain responsibilities if you distribute copies of the software, or if
+you modify it: responsibilities to respect the freedom of others.
+
+ For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must pass on to the recipients the same
+freedoms that you received. You must make sure that they, too, receive
+or can get the source code. And you must show them these terms so they
+know their rights.
+
+ Developers that use the GNU GPL protect your rights with two steps:
+(1) assert copyright on the software, and (2) offer you this License
+giving you legal permission to copy, distribute and/or modify it.
+
+ For the developers' and authors' protection, the GPL clearly explains
+that there is no warranty for this free software. For both users' and
+authors' sake, the GPL requires that modified versions be marked as
+changed, so that their problems will not be attributed erroneously to
+authors of previous versions.
+
+ Some devices are designed to deny users access to install or run
+modified versions of the software inside them, although the manufacturer
+can do so. This is fundamentally incompatible with the aim of
+protecting users' freedom to change the software. The systematic
+pattern of such abuse occurs in the area of products for individuals to
+use, which is precisely where it is most unacceptable. Therefore, we
+have designed this version of the GPL to prohibit the practice for those
+products. If such problems arise substantially in other domains, we
+stand ready to extend this provision to those domains in future versions
+of the GPL, as needed to protect the freedom of users.
+
+ Finally, every program is threatened constantly by software patents.
+States should not allow patents to restrict development and use of
+software on general-purpose computers, but in those that do, we wish to
+avoid the special danger that patents applied to a free program could
+make it effectively proprietary. To prevent this, the GPL assures that
+patents cannot be used to render the program non-free.
+
+ The precise terms and conditions for copying, distribution and
+modification follow.
+
+ TERMS AND CONDITIONS
+
+ 0. Definitions.
+
+ "This License" refers to version 3 of the GNU General Public License.
+
+ "Copyright" also means copyright-like laws that apply to other kinds of
+works, such as semiconductor masks.
+
+ "The Program" refers to any copyrightable work licensed under this
+License. Each licensee is addressed as "you". "Licensees" and
+"recipients" may be individuals or organizations.
+
+ To "modify" a work means to copy from or adapt all or part of the work
+in a fashion requiring copyright permission, other than the making of an
+exact copy. The resulting work is called a "modified version" of the
+earlier work or a work "based on" the earlier work.
+
+ A "covered work" means either the unmodified Program or a work based
+on the Program.
+
+ To "propagate" a work means to do anything with it that, without
+permission, would make you directly or secondarily liable for
+infringement under applicable copyright law, except executing it on a
+computer or modifying a private copy. Propagation includes copying,
+distribution (with or without modification), making available to the
+public, and in some countries other activities as well.
+
+ To "convey" a work means any kind of propagation that enables other
+parties to make or receive copies. Mere interaction with a user through
+a computer network, with no transfer of a copy, is not conveying.
+
+ An interactive user interface displays "Appropriate Legal Notices"
+to the extent that it includes a convenient and prominently visible
+feature that (1) displays an appropriate copyright notice, and (2)
+tells the user that there is no warranty for the work (except to the
+extent that warranties are provided), that licensees may convey the
+work under this License, and how to view a copy of this License. If
+the interface presents a list of user commands or options, such as a
+menu, a prominent item in the list meets this criterion.
+
+ 1. Source Code.
+
+ The "source code" for a work means the preferred form of the work
+for making modifications to it. "Object code" means any non-source
+form of a work.
+
+ A "Standard Interface" means an interface that either is an official
+standard defined by a recognized standards body, or, in the case of
+interfaces specified for a particular programming language, one that
+is widely used among developers working in that language.
+
+ The "System Libraries" of an executable work include anything, other
+than the work as a whole, that (a) is included in the normal form of
+packaging a Major Component, but which is not part of that Major
+Component, and (b) serves only to enable use of the work with that
+Major Component, or to implement a Standard Interface for which an
+implementation is available to the public in source code form. A
+"Major Component", in this context, means a major essential component
+(kernel, window system, and so on) of the specific operating system
+(if any) on which the executable work runs, or a compiler used to
+produce the work, or an object code interpreter used to run it.
+
+ The "Corresponding Source" for a work in object code form means all
+the source code needed to generate, install, and (for an executable
+work) run the object code and to modify the work, including scripts to
+control those activities. However, it does not include the work's
+System Libraries, or general-purpose tools or generally available free
+programs which are used unmodified in performing those activities but
+which are not part of the work. For example, Corresponding Source
+includes interface definition files associated with source files for
+the work, and the source code for shared libraries and dynamically
+linked subprograms that the work is specifically designed to require,
+such as by intimate data communication or control flow between those
+subprograms and other parts of the work.
+
+ The Corresponding Source need not include anything that users
+can regenerate automatically from other parts of the Corresponding
+Source.
+
+ The Corresponding Source for a work in source code form is that
+same work.
+
+ 2. Basic Permissions.
+
+ All rights granted under this License are granted for the term of
+copyright on the Program, and are irrevocable provided the stated
+conditions are met. This License explicitly affirms your unlimited
+permission to run the unmodified Program. The output from running a
+covered work is covered by this License only if the output, given its
+content, constitutes a covered work. This License acknowledges your
+rights of fair use or other equivalent, as provided by copyright law.
+
+ You may make, run and propagate covered works that you do not
+convey, without conditions so long as your license otherwise remains
+in force. You may convey covered works to others for the sole purpose
+of having them make modifications exclusively for you, or provide you
+with facilities for running those works, provided that you comply with
+the terms of this License in conveying all material for which you do
+not control copyright. Those thus making or running the covered works
+for you must do so exclusively on your behalf, under your direction
+and control, on terms that prohibit them from making any copies of
+your copyrighted material outside their relationship with you.
+
+ Conveying under any other circumstances is permitted solely under
+the conditions stated below. Sublicensing is not allowed; section 10
+makes it unnecessary.
+
+ 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
+
+ No covered work shall be deemed part of an effective technological
+measure under any applicable law fulfilling obligations under article
+11 of the WIPO copyright treaty adopted on 20 December 1996, or
+similar laws prohibiting or restricting circumvention of such
+measures.
+
+ When you convey a covered work, you waive any legal power to forbid
+circumvention of technological measures to the extent such circumvention
+is effected by exercising rights under this License with respect to
+the covered work, and you disclaim any intention to limit operation or
+modification of the work as a means of enforcing, against the work's
+users, your or third parties' legal rights to forbid circumvention of
+technological measures.
+
+ 4. Conveying Verbatim Copies.
+
+ You may convey verbatim copies of the Program's source code as you
+receive it, in any medium, provided that you conspicuously and
+appropriately publish on each copy an appropriate copyright notice;
+keep intact all notices stating that this License and any
+non-permissive terms added in accord with section 7 apply to the code;
+keep intact all notices of the absence of any warranty; and give all
+recipients a copy of this License along with the Program.
+
+ You may charge any price or no price for each copy that you convey,
+and you may offer support or warranty protection for a fee.
+
+ 5. Conveying Modified Source Versions.
+
+ You may convey a work based on the Program, or the modifications to
+produce it from the Program, in the form of source code under the
+terms of section 4, provided that you also meet all of these conditions:
+
+ a) The work must carry prominent notices stating that you modified
+ it, and giving a relevant date.
+
+ b) The work must carry prominent notices stating that it is
+ released under this License and any conditions added under section
+ 7. This requirement modifies the requirement in section 4 to
+ "keep intact all notices".
+
+ c) You must license the entire work, as a whole, under this
+ License to anyone who comes into possession of a copy. This
+ License will therefore apply, along with any applicable section 7
+ additional terms, to the whole of the work, and all its parts,
+ regardless of how they are packaged. This License gives no
+ permission to license the work in any other way, but it does not
+ invalidate such permission if you have separately received it.
+
+ d) If the work has interactive user interfaces, each must display
+ Appropriate Legal Notices; however, if the Program has interactive
+ interfaces that do not display Appropriate Legal Notices, your
+ work need not make them do so.
+
+ A compilation of a covered work with other separate and independent
+works, which are not by their nature extensions of the covered work,
+and which are not combined with it such as to form a larger program,
+in or on a volume of a storage or distribution medium, is called an
+"aggregate" if the compilation and its resulting copyright are not
+used to limit the access or legal rights of the compilation's users
+beyond what the individual works permit. Inclusion of a covered work
+in an aggregate does not cause this License to apply to the other
+parts of the aggregate.
+
+ 6. Conveying Non-Source Forms.
+
+ You may convey a covered work in object code form under the terms
+of sections 4 and 5, provided that you also convey the
+machine-readable Corresponding Source under the terms of this License,
+in one of these ways:
+
+ a) Convey the object code in, or embodied in, a physical product
+ (including a physical distribution medium), accompanied by the
+ Corresponding Source fixed on a durable physical medium
+ customarily used for software interchange.
+
+ b) Convey the object code in, or embodied in, a physical product
+ (including a physical distribution medium), accompanied by a
+ written offer, valid for at least three years and valid for as
+ long as you offer spare parts or customer support for that product
+ model, to give anyone who possesses the object code either (1) a
+ copy of the Corresponding Source for all the software in the
+ product that is covered by this License, on a durable physical
+ medium customarily used for software interchange, for a price no
+ more than your reasonable cost of physically performing this
+ conveying of source, or (2) access to copy the
+ Corresponding Source from a network server at no charge.
+
+ c) Convey individual copies of the object code with a copy of the
+ written offer to provide the Corresponding Source. This
+ alternative is allowed only occasionally and noncommercially, and
+ only if you received the object code with such an offer, in accord
+ with subsection 6b.
+
+ d) Convey the object code by offering access from a designated
+ place (gratis or for a charge), and offer equivalent access to the
+ Corresponding Source in the same way through the same place at no
+ further charge. You need not require recipients to copy the
+ Corresponding Source along with the object code. If the place to
+ copy the object code is a network server, the Corresponding Source
+ may be on a different server (operated by you or a third party)
+ that supports equivalent copying facilities, provided you maintain
+ clear directions next to the object code saying where to find the
+ Corresponding Source. Regardless of what server hosts the
+ Corresponding Source, you remain obligated to ensure that it is
+ available for as long as needed to satisfy these requirements.
+
+ e) Convey the object code using peer-to-peer transmission, provided
+ you inform other peers where the object code and Corresponding
+ Source of the work are being offered to the general public at no
+ charge under subsection 6d.
+
+ A separable portion of the object code, whose source code is excluded
+from the Corresponding Source as a System Library, need not be
+included in conveying the object code work.
+
+ A "User Product" is either (1) a "consumer product", which means any
+tangible personal property which is normally used for personal, family,
+or household purposes, or (2) anything designed or sold for incorporation
+into a dwelling. In determining whether a product is a consumer product,
+doubtful cases shall be resolved in favor of coverage. For a particular
+product received by a particular user, "normally used" refers to a
+typical or common use of that class of product, regardless of the status
+of the particular user or of the way in which the particular user
+actually uses, or expects or is expected to use, the product. A product
+is a consumer product regardless of whether the product has substantial
+commercial, industrial or non-consumer uses, unless such uses represent
+the only significant mode of use of the product.
+
+ "Installation Information" for a User Product means any methods,
+procedures, authorization keys, or other information required to install
+and execute modified versions of a covered work in that User Product from
+a modified version of its Corresponding Source. The information must
+suffice to ensure that the continued functioning of the modified object
+code is in no case prevented or interfered with solely because
+modification has been made.
+
+ If you convey an object code work under this section in, or with, or
+specifically for use in, a User Product, and the conveying occurs as
+part of a transaction in which the right of possession and use of the
+User Product is transferred to the recipient in perpetuity or for a
+fixed term (regardless of how the transaction is characterized), the
+Corresponding Source conveyed under this section must be accompanied
+by the Installation Information. But this requirement does not apply
+if neither you nor any third party retains the ability to install
+modified object code on the User Product (for example, the work has
+been installed in ROM).
+
+ The requirement to provide Installation Information does not include a
+requirement to continue to provide support service, warranty, or updates
+for a work that has been modified or installed by the recipient, or for
+the User Product in which it has been modified or installed. Access to a
+network may be denied when the modification itself materially and
+adversely affects the operation of the network or violates the rules and
+protocols for communication across the network.
+
+ Corresponding Source conveyed, and Installation Information provided,
+in accord with this section must be in a format that is publicly
+documented (and with an implementation available to the public in
+source code form), and must require no special password or key for
+unpacking, reading or copying.
+
+ 7. Additional Terms.
+
+ "Additional permissions" are terms that supplement the terms of this
+License by making exceptions from one or more of its conditions.
+Additional permissions that are applicable to the entire Program shall
+be treated as though they were included in this License, to the extent
+that they are valid under applicable law. If additional permissions
+apply only to part of the Program, that part may be used separately
+under those permissions, but the entire Program remains governed by
+this License without regard to the additional permissions.
+
+ When you convey a copy of a covered work, you may at your option
+remove any additional permissions from that copy, or from any part of
+it. (Additional permissions may be written to require their own
+removal in certain cases when you modify the work.) You may place
+additional permissions on material, added by you to a covered work,
+for which you have or can give appropriate copyright permission.
+
+ Notwithstanding any other provision of this License, for material you
+add to a covered work, you may (if authorized by the copyright holders of
+that material) supplement the terms of this License with terms:
+
+ a) Disclaiming warranty or limiting liability differently from the
+ terms of sections 15 and 16 of this License; or
+
+ b) Requiring preservation of specified reasonable legal notices or
+ author attributions in that material or in the Appropriate Legal
+ Notices displayed by works containing it; or
+
+ c) Prohibiting misrepresentation of the origin of that material, or
+ requiring that modified versions of such material be marked in
+ reasonable ways as different from the original version; or
+
+ d) Limiting the use for publicity purposes of names of licensors or
+ authors of the material; or
+
+ e) Declining to grant rights under trademark law for use of some
+ trade names, trademarks, or service marks; or
+
+ f) Requiring indemnification of licensors and authors of that
+ material by anyone who conveys the material (or modified versions of
+ it) with contractual assumptions of liability to the recipient, for
+ any liability that these contractual assumptions directly impose on
+ those licensors and authors.
+
+ All other non-permissive additional terms are considered "further
+restrictions" within the meaning of section 10. If the Program as you
+received it, or any part of it, contains a notice stating that it is
+governed by this License along with a term that is a further
+restriction, you may remove that term. If a license document contains
+a further restriction but permits relicensing or conveying under this
+License, you may add to a covered work material governed by the terms
+of that license document, provided that the further restriction does
+not survive such relicensing or conveying.
+
+ If you add terms to a covered work in accord with this section, you
+must place, in the relevant source files, a statement of the
+additional terms that apply to those files, or a notice indicating
+where to find the applicable terms.
+
+ Additional terms, permissive or non-permissive, may be stated in the
+form of a separately written license, or stated as exceptions;
+the above requirements apply either way.
+
+ 8. Termination.
+
+ You may not propagate or modify a covered work except as expressly
+provided under this License. Any attempt otherwise to propagate or
+modify it is void, and will automatically terminate your rights under
+this License (including any patent licenses granted under the third
+paragraph of section 11).
+
+ However, if you cease all violation of this License, then your
+license from a particular copyright holder is reinstated (a)
+provisionally, unless and until the copyright holder explicitly and
+finally terminates your license, and (b) permanently, if the copyright
+holder fails to notify you of the violation by some reasonable means
+prior to 60 days after the cessation.
+
+ Moreover, your license from a particular copyright holder is
+reinstated permanently if the copyright holder notifies you of the
+violation by some reasonable means, this is the first time you have
+received notice of violation of this License (for any work) from that
+copyright holder, and you cure the violation prior to 30 days after
+your receipt of the notice.
+
+ Termination of your rights under this section does not terminate the
+licenses of parties who have received copies or rights from you under
+this License. If your rights have been terminated and not permanently
+reinstated, you do not qualify to receive new licenses for the same
+material under section 10.
+
+ 9. Acceptance Not Required for Having Copies.
+
+ You are not required to accept this License in order to receive or
+run a copy of the Program. Ancillary propagation of a covered work
+occurring solely as a consequence of using peer-to-peer transmission
+to receive a copy likewise does not require acceptance. However,
+nothing other than this License grants you permission to propagate or
+modify any covered work. These actions infringe copyright if you do
+not accept this License. Therefore, by modifying or propagating a
+covered work, you indicate your acceptance of this License to do so.
+
+ 10. Automatic Licensing of Downstream Recipients.
+
+ Each time you convey a covered work, the recipient automatically
+receives a license from the original licensors, to run, modify and
+propagate that work, subject to this License. You are not responsible
+for enforcing compliance by third parties with this License.
+
+ An "entity transaction" is a transaction transferring control of an
+organization, or substantially all assets of one, or subdividing an
+organization, or merging organizations. If propagation of a covered
+work results from an entity transaction, each party to that
+transaction who receives a copy of the work also receives whatever
+licenses to the work the party's predecessor in interest had or could
+give under the previous paragraph, plus a right to possession of the
+Corresponding Source of the work from the predecessor in interest, if
+the predecessor has it or can get it with reasonable efforts.
+
+ You may not impose any further restrictions on the exercise of the
+rights granted or affirmed under this License. For example, you may
+not impose a license fee, royalty, or other charge for exercise of
+rights granted under this License, and you may not initiate litigation
+(including a cross-claim or counterclaim in a lawsuit) alleging that
+any patent claim is infringed by making, using, selling, offering for
+sale, or importing the Program or any portion of it.
+
+ 11. Patents.
+
+ A "contributor" is a copyright holder who authorizes use under this
+License of the Program or a work on which the Program is based. The
+work thus licensed is called the contributor's "contributor version".
+
+ A contributor's "essential patent claims" are all patent claims
+owned or controlled by the contributor, whether already acquired or
+hereafter acquired, that would be infringed by some manner, permitted
+by this License, of making, using, or selling its contributor version,
+but do not include claims that would be infringed only as a
+consequence of further modification of the contributor version. For
+purposes of this definition, "control" includes the right to grant
+patent sublicenses in a manner consistent with the requirements of
+this License.
+
+ Each contributor grants you a non-exclusive, worldwide, royalty-free
+patent license under the contributor's essential patent claims, to
+make, use, sell, offer for sale, import and otherwise run, modify and
+propagate the contents of its contributor version.
+
+ In the following three paragraphs, a "patent license" is any express
+agreement or commitment, however denominated, not to enforce a patent
+(such as an express permission to practice a patent or covenant not to
+sue for patent infringement). To "grant" such a patent license to a
+party means to make such an agreement or commitment not to enforce a
+patent against the party.
+
+ If you convey a covered work, knowingly relying on a patent license,
+and the Corresponding Source of the work is not available for anyone
+to copy, free of charge and under the terms of this License, through a
+publicly available network server or other readily accessible means,
+then you must either (1) cause the Corresponding Source to be so
+available, or (2) arrange to deprive yourself of the benefit of the
+patent license for this particular work, or (3) arrange, in a manner
+consistent with the requirements of this License, to extend the patent
+license to downstream recipients. "Knowingly relying" means you have
+actual knowledge that, but for the patent license, your conveying the
+covered work in a country, or your recipient's use of the covered work
+in a country, would infringe one or more identifiable patents in that
+country that you have reason to believe are valid.
+
+ If, pursuant to or in connection with a single transaction or
+arrangement, you convey, or propagate by procuring conveyance of, a
+covered work, and grant a patent license to some of the parties
+receiving the covered work authorizing them to use, propagate, modify
+or convey a specific copy of the covered work, then the patent license
+you grant is automatically extended to all recipients of the covered
+work and works based on it.
+
+ A patent license is "discriminatory" if it does not include within
+the scope of its coverage, prohibits the exercise of, or is
+conditioned on the non-exercise of one or more of the rights that are
+specifically granted under this License. You may not convey a covered
+work if you are a party to an arrangement with a third party that is
+in the business of distributing software, under which you make payment
+to the third party based on the extent of your activity of conveying
+the work, and under which the third party grants, to any of the
+parties who would receive the covered work from you, a discriminatory
+patent license (a) in connection with copies of the covered work
+conveyed by you (or copies made from those copies), or (b) primarily
+for and in connection with specific products or compilations that
+contain the covered work, unless you entered into that arrangement,
+or that patent license was granted, prior to 28 March 2007.
+
+ Nothing in this License shall be construed as excluding or limiting
+any implied license or other defenses to infringement that may
+otherwise be available to you under applicable patent law.
+
+ 12. No Surrender of Others' Freedom.
+
+ If conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
+excuse you from the conditions of this License. If you cannot convey a
+covered work so as to satisfy simultaneously your obligations under this
+License and any other pertinent obligations, then as a consequence you may
+not convey it at all. For example, if you agree to terms that obligate you
+to collect a royalty for further conveying from those to whom you convey
+the Program, the only way you could satisfy both those terms and this
+License would be to refrain entirely from conveying the Program.
+
+ 13. Use with the GNU Affero General Public License.
+
+ Notwithstanding any other provision of this License, you have
+permission to link or combine any covered work with a work licensed
+under version 3 of the GNU Affero General Public License into a single
+combined work, and to convey the resulting work. The terms of this
+License will continue to apply to the part which is the covered work,
+but the special requirements of the GNU Affero General Public License,
+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+ 14. Revised Versions of this License.
+
+ The Free Software Foundation may publish revised and/or new versions of
+the GNU General Public License from time to time. Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+ Each version is given a distinguishing version number. If the
+Program specifies that a certain numbered version of the GNU General
+Public License "or any later version" applies to it, you have the
+option of following the terms and conditions either of that numbered
+version or of any later version published by the Free Software
+Foundation. If the Program does not specify a version number of the
+GNU General Public License, you may choose any version ever published
+by the Free Software Foundation.
+
+ If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+public statement of acceptance of a version permanently authorizes you
+to choose that version for the Program.
+
+ Later license versions may give you additional or different
+permissions. However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+ 15. Disclaimer of Warranty.
+
+ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ {one line to give the program's name and a brief idea of what it does.}
+ Copyright (C) {year} {name of author}
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+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
+.
+
+ 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
+.
diff --git a/Locators/Locators.cs b/Locators/Locators.cs
new file mode 100644
index 0000000..8378d6d
--- /dev/null
+++ b/Locators/Locators.cs
@@ -0,0 +1,233 @@
+/*
+ * Locators - A factory to create useful locators
+ *
+ * Author: Phillip Piper
+ * Date: 19/10/2009 1:02 AM
+ *
+ * Change log:
+ * 2010-01-18 JPP - Split out PointLocator.cs and RectangleFromCornersLocator.cs
+ * 2009-10-19 JPP - Initial version
+ *
+ * To do:
+ *
+ * Copyright (C) 20009-2014 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * If you wish to use this code in a closed source application, please contact phillip_piper@bigfoot.com.
+ */
+
+using System.Drawing;
+
+namespace BrightIdeasSoftware
+{
+ ///
+ /// Locators is a Factory that simplifies the creation of common locators.
+ ///
+ /// Obviously, locators can still be created directly, but this class
+ /// makes the creation of common locators easy.
+ public static class Locators
+ {
+ ///
+ /// Create a PointLocator for the given fixed point
+ ///
+ 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);
+ }
+
+ ///
+ /// Create a PointLocator that will align the given corner of a sprite
+ /// at the corresponding corner of the animation.
+ ///
+ /// 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.
+ ///
+ /// The corner to be aligned AND the corner at which it will be aligned
+ /// A point locator
+ public static IPointLocator SpriteAligned(Corner corner) {
+ return Locators.SpriteAligned(corner, corner, Point.Empty);
+ }
+
+ ///
+ /// The same as SpriteAligned(Corner) but offset by a constant amount.
+ ///
+ ///
+ ///
+ ///
+ public static IPointLocator SpriteAligned(Corner corner, Point offset) {
+ return Locators.SpriteAligned(corner, corner, offset);
+ }
+
+ ///
+ /// Create a PointLocator that will align the given corner of a sprite
+ /// at the given corner of the animation.
+ ///
+ /// 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.
+ ///
+ /// The corner of the sprite to be aligned
+ /// The corner at which it will be aligned
+ /// A point locator
+ public static IPointLocator SpriteAligned(Corner spriteCorner, Corner animationCorner) {
+ return Locators.SpriteAligned(spriteCorner, animationCorner, Point.Empty);
+ }
+
+ ///
+ /// The same as SpriteAligned(Corner, Corner) but offset by a constant amount.
+ ///
+ ///
+ ///
+ ///
+ ///
+ public static IPointLocator SpriteAligned(Corner spriteCorner, Corner animationCorner, Point offset) {
+ return new AlignedSpriteLocator(
+ Locators.AnimationBoundsPoint(animationCorner),
+ Locators.SpriteBoundsPoint(spriteCorner),
+ offset);
+ }
+
+ ///
+ /// Create a PointLocator that will align the given corner of a sprite
+ /// at the proportional location of bounds of the animation.
+ ///
+ /// 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.
+ ///
+ /// The corner of the sprite to be aligned
+ /// The x axis proportion
+ /// The y axis proportion
+ /// A point locator
+ public static IPointLocator SpriteAligned(Corner spriteCorner, float proportionX, float proportionY) {
+ return Locators.SpriteAligned(spriteCorner, proportionX, proportionY, Point.Empty);
+ }
+
+ ///
+ /// The same as SpriteAligned(Corner, float, float) but offset by a constant amount.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ public static IPointLocator SpriteAligned(Corner spriteCorner, float proportionX, float proportionY, Point offset) {
+ return new AlignedSpriteLocator(
+ Locators.AnimationBoundsPoint(proportionX, proportionY),
+ Locators.SpriteBoundsPoint(spriteCorner),
+ offset);
+ }
+
+ ///
+ /// Create a FixedRectangleLocator for the given fixed co-ordinates.
+ ///
+ 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);
+ }
+
+ ///
+ /// Create a Locator that gives the bounds of the animation
+ ///
+ ///
+ public static IRectangleLocator AnimationBounds() {
+ return new AnimationBoundsLocator();
+ }
+
+ ///
+ /// Create a Locator that gives the bounds of the animation inset by a fixed amount
+ ///
+ ///
+ ///
+ ///
+ public static IRectangleLocator AnimationBounds(int x, int y) {
+ return new AnimationBoundsLocator(x, y);
+ }
+
+ ///
+ /// Create a Locator that gives the bounds of the sprite
+ ///
+ ///
+ public static IRectangleLocator SpriteBounds() {
+ return new SpriteBoundsLocator();
+ }
+
+ ///
+ /// Create a Locator that gives the bounds of the sprite inset by a fixed amount
+ ///
+ ///
+ ///
+ ///
+ public static IRectangleLocator SpriteBounds(int x, int y) {
+ return new SpriteBoundsLocator(x, y);
+ }
+
+ ///
+ /// Returns a Locator that gives a point on the bounds of a sprite
+ ///
+ ///
+ ///
+ public static IPointLocator SpriteBoundsPoint(Corner corner) {
+ return new PointOnRectangleLocator(new SpriteBoundsLocator(), corner);
+ }
+
+ ///
+ /// Returns a Locator that gives a point proportional to the bounds of a sprite
+ ///
+ ///
+ ///
+ ///
+ public static IPointLocator SpriteBoundsPoint(float proportionX, float proportionY) {
+ return new PointOnRectangleLocator(new SpriteBoundsLocator(), proportionX, proportionY);
+ }
+
+ ///
+ /// Returns a Locator which gives a corner of the bounds of the animation
+ ///
+ ///
+ ///
+ public static IPointLocator AnimationBoundsPoint(Corner corner) {
+ return new PointOnRectangleLocator(new AnimationBoundsLocator(), corner);
+ }
+
+ ///
+ /// Returns a Locator which gives a corner of the bounds of the animation inset by a fixed amount
+ ///
+ ///
+ ///
+ ///
+ ///
+ public static IPointLocator AnimationBoundsPoint(Corner corner, int xOffset, int yOffset) {
+ return new PointOnRectangleLocator(new AnimationBoundsLocator(), corner, new Point(xOffset, yOffset));
+ }
+
+ ///
+ /// Returns a Locator that gives a point proportional to the bounds of the animation.
+ ///
+ ///
+ ///
+ ///
+ public static IPointLocator AnimationBoundsPoint(float proportionX, float proportionY) {
+ return new PointOnRectangleLocator(new AnimationBoundsLocator(), proportionX, proportionY);
+ }
+ }
+}
diff --git a/Locators/PointLocator.cs b/Locators/PointLocator.cs
new file mode 100644
index 0000000..039893a
--- /dev/null
+++ b/Locators/PointLocator.cs
@@ -0,0 +1,665 @@
+/*
+ * PointLocator - Generalized mechanism to calculate points
+ *
+ * Author: Phillip Piper
+ * Date: 18/01/2010 5:48 PM
+ *
+ * Change log:
+ * 2010-02-05 JPP - Added RectangleWalker and PointWalker
+ * 2010-01-20 JPP - Use proportions rather than just fixed corners
+ * 2010-01-18 JPP - Initial version
+ *
+ * To do:
+ * - Replace Corner with Drawing.ContentAlignment
+ * - Add circles: ICircleLocator, PointOnCircleLocator, CircleWalker
+ *
+ * Copyright (C) 2009 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * 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
+{
+ ///
+ /// Corner defines the nine commonly used locations within a rectangle.
+ /// Technically, they are not all "corners".
+ ///
+ public enum Corner
+ {
+ None = 0,
+ TopLeft,
+ TopCenter,
+ TopRight,
+ MiddleLeft,
+ MiddleCenter,
+ MiddleRight,
+ BottomLeft,
+ BottomCenter,
+ BottomRight
+ }
+
+ ///
+ /// This defines whether a walk proceeds in a clockwise or anticlockwise
+ /// direction.
+ ///
+ public enum WalkDirection
+ {
+ Clockwise,
+ Anticlockwise
+ }
+
+ ///
+ /// A IPointLocator calculates a point relative to a given sprite.
+ ///
+ public interface IPointLocator
+ {
+ ISprite Sprite { get; set; }
+ Point GetPoint();
+ }
+
+ ///
+ /// A useful base class for point locators
+ ///
+ 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
+
+ ///
+ /// Gets the point from the locator
+ ///
+ ///
+ public virtual Point GetPoint() {
+ return Point.Empty;
+ }
+
+ #endregion
+
+ #region Utilities
+
+ ///
+ /// The sprite associate with this locator has changed.
+ /// Make sure any dependent locators are updated
+ ///
+ protected virtual void InitializeSublocators() {
+ }
+
+ ///
+ /// Offset a point by our Offset property
+ ///
+ /// The point to be offset
+ ///
+ protected Point OffsetBy(Point pt) {
+ if (this.Offset == Point.Empty)
+ return pt;
+
+ Point pt2 = pt;
+ pt2.Offset(this.Offset);
+ return pt2;
+ }
+
+ ///
+ /// Initialize the given locator so it refers to our sprite,
+ /// unless it already refers to another one
+ ///
+ /// The locator to be initialized
+ protected void InitializeLocator(IPointLocator locator) {
+ if (locator != null && locator.Sprite == null)
+ locator.Sprite = this.Sprite;
+ }
+
+ ///
+ /// Initialize the given locator so it refers to our sprite,
+ /// unless it already refers to another one
+ ///
+ /// The locator to be initialized
+ protected void InitializeLocator(IRectangleLocator locator) {
+ if (locator != null && locator.Sprite == null)
+ locator.Sprite = this.Sprite;
+ }
+
+ #endregion
+ }
+
+ ///
+ /// A FixedPointLocator simply returns the point with which it is initialized.
+ ///
+ public class FixedPointLocator : AbstractPointLocator
+ {
+ public FixedPointLocator(Point pt) {
+ this.Point = pt;
+ }
+
+ protected Point Point ;
+
+ public override Point GetPoint() {
+ return this.OffsetBy(this.Point);
+ }
+ }
+
+ ///
+ /// A PointOnRectangleLocator calculate a point relative to rectangle.
+ ///
+ ///
+ ///
+ /// "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.
+ ///
+ ///
+ /// The reference rectangle defaults to the bounds
+ /// of the animation
+ ///
+ ///
+ 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
+ }
+
+ ///
+ /// An DifferenceLocator is simply the difference between
+ /// two point locators
+ ///
+ /// I can't think of a case where this would actually
+ /// be useful. It might disappear. JPP 2010/02/05
+ 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);
+ }
+ }
+
+
+ ///
+ /// 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).
+ ///
+ 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
+ }
+
+ ///
+ /// A BaseWalker provides useful methods to classes that walk between
+ /// a series of point.
+ ///
+ public class BaseWalker : AbstractPointLocator
+ {
+ public float WalkProgress ;
+
+ ///
+ /// 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.
+ ///
+ /// How far to walk?
+ /// Where to start.
+ /// The control points in order
+ /// The point where the walk ends
+ 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;
+ }
+ }
+
+ ///
+ /// Given a start and end points, calculate the point that is
+ /// distance along that line.
+ ///
+ /// Line start point
+ /// Line end point
+ /// Distance from start
+ /// The point that is 'distance' from the start
+ 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));
+ }
+
+ ///
+ /// Calculate the distance between the two points
+ ///
+ ///
+ ///
+ ///
+ 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));
+ }
+ }
+
+ ///
+ /// A PointWalker generates points as if walking between a series of control points.
+ /// The progress through the walk is controlled by the WalkProgress property.
+ ///
+ public class PointWalker : BaseWalker
+ {
+ #region Life and death
+
+ public PointWalker() {
+ this.Locators = new List();
+ }
+
+ public PointWalker(IEnumerable points) {
+ List locators = new List();
+ foreach (Point pt in points)
+ locators.Add(new FixedPointLocator(pt));
+ this.Locators = locators;
+ }
+
+ public PointWalker(IEnumerable points, Point offset)
+ : this(points) {
+ this.Offset = offset;
+ }
+
+ public PointWalker(IEnumerable locators) {
+ this.Locators = locators;
+ }
+
+ public PointWalker(IEnumerable locators, Point offset)
+ : this(locators) {
+ this.Offset = offset;
+ }
+
+ #endregion
+
+ #region Configuration properties
+
+ protected IEnumerable 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 points = new List();
+ 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
+ }
+
+ ///
+ /// Instances of this locator return points on the perimeter of
+ /// a rectangle.
+ ///
+ 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
+ }
+}
diff --git a/Locators/RectangleLocator.cs b/Locators/RectangleLocator.cs
new file mode 100644
index 0000000..8be15e0
--- /dev/null
+++ b/Locators/RectangleLocator.cs
@@ -0,0 +1,205 @@
+/*
+ * RectangleLocator - Generalized mechanism to calculate rectangles
+ *
+ * Author: Phillip Piper
+ * Date: 18/01/2010 5:48 PM
+ *
+ * Change log:
+ * 2010-01-18 JPP - Initial version
+ *
+ * To do:
+ *
+ * Copyright (C) 2009 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * If you wish to use this code in a closed source application, please contact phillip_piper@bigfoot.com.
+ */
+
+using System.Drawing;
+
+namespace BrightIdeasSoftware
+{
+ ///
+ /// A IRectangleLocator calculates a rectangle
+ ///
+ public interface IRectangleLocator
+ {
+ ISprite Sprite { get; set; }
+ Rectangle GetRectangle();
+ }
+
+ ///
+ /// A safe do-nothing implementation of IRectangleLocator plus some useful utilities
+ ///
+ 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;
+ }
+
+ ///
+ /// The sprite associate with this locator has changed.
+ /// Make sure any dependent locators are updated
+ ///
+ 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
+ }
+
+ ///
+ /// A SpritePointLocator calculates a point relative to
+ /// the reference bound of sprite.
+ ///
+ 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);
+ }
+ }
+
+ ///
+ /// A AnimationBoundsLocator calculates a point
+ /// on the bounds of whole animation.
+ ///
+ 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);
+ }
+ }
+
+ ///
+ /// 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.
+ ///
+ 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);
+ }
+ }
+
+ ///
+ /// A FixedRectangleLocator simply returns the rectangle with which it was initialized
+ ///
+ 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);
+ }
+ }
+}
diff --git a/Properties/AssemblyInfo.cs b/Properties/AssemblyInfo.cs
new file mode 100644
index 0000000..ba773da
--- /dev/null
+++ b/Properties/AssemblyInfo.cs
@@ -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")]
diff --git a/README.md b/README.md
index e2e78ed..68afab2 100644
--- a/README.md
+++ b/README.md
@@ -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).
diff --git a/SparkleLibrary.csproj b/SparkleLibrary.csproj
new file mode 100644
index 0000000..3f2636d
--- /dev/null
+++ b/SparkleLibrary.csproj
@@ -0,0 +1,71 @@
+
+
+
+ Debug
+ AnyCPU
+ 9.0.30729
+ 2.0
+ {D63F9786-B608-4085-AF08-D909448B0426}
+ Library
+ Properties
+ SparkleLibrary
+ SparkleLibrary
+ v3.5
+ 512
+ true
+ sparkle-keyfile.snk
+
+
+ true
+ full
+ false
+ bin\Debug\
+ DEBUG;TRACE
+ prompt
+ 4
+
+
+ pdbonly
+ true
+ bin\Release\
+ TRACE
+ prompt
+ 4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/SparkleLibrary2010.csproj b/SparkleLibrary2010.csproj
new file mode 100644
index 0000000..df8275e
--- /dev/null
+++ b/SparkleLibrary2010.csproj
@@ -0,0 +1,71 @@
+
+
+
+ Debug
+ AnyCPU
+ 9.0.30729
+ 2.0
+ {D63F9786-B608-4085-AF08-D909448B0426}
+ Library
+ Properties
+ SparkleLibrary
+ SparkleLibrary
+ v4.0
+ 512
+
+
+
+
+ 3.5
+
+
+ true
+ full
+ false
+ bin\Debug\
+ DEBUG;TRACE
+ prompt
+ 4
+
+
+ pdbonly
+ true
+ bin\Release\
+ TRACE
+ prompt
+ 4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/SparkleLibrary2010.ncrunchproject b/SparkleLibrary2010.ncrunchproject
new file mode 100644
index 0000000..b4ca671
--- /dev/null
+++ b/SparkleLibrary2010.ncrunchproject
@@ -0,0 +1,27 @@
+
+ false
+ false
+ false
+ true
+ false
+ false
+ false
+ false
+ true
+ true
+ false
+ true
+ true
+ 60000
+
+
+
+ AutoDetect
+ STA
+ x86
+
+
+ .*
+
+
+
\ No newline at end of file
diff --git a/SparkleLibrary2012.csproj b/SparkleLibrary2012.csproj
new file mode 100644
index 0000000..a21d7c8
--- /dev/null
+++ b/SparkleLibrary2012.csproj
@@ -0,0 +1,75 @@
+
+
+
+ Debug
+ AnyCPU
+ 9.0.30729
+ 2.0
+ {D63F9786-B608-4085-AF08-D909448B0426}
+ Library
+ Properties
+ SparkleLibrary
+ SparkleLibrary
+ v4.0
+ 512
+
+
+
+
+ 3.5
+ SAK
+ SAK
+ SAK
+ SAK
+
+
+ true
+ full
+ false
+ bin\Debug\
+ DEBUG;TRACE
+ prompt
+ 4
+
+
+ pdbonly
+ true
+ bin\Release\
+ TRACE
+ prompt
+ 4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/SparkleLibrary2012.ncrunchproject b/SparkleLibrary2012.ncrunchproject
new file mode 100644
index 0000000..896f219
--- /dev/null
+++ b/SparkleLibrary2012.ncrunchproject
@@ -0,0 +1,22 @@
+
+ false
+ false
+ false
+ true
+ false
+ false
+ false
+ false
+ true
+ true
+ false
+ true
+ true
+ 60000
+
+
+
+ AutoDetect
+ STA
+ x86
+
\ No newline at end of file
diff --git a/SparkleLibrary2012.v2.ncrunchproject b/SparkleLibrary2012.v2.ncrunchproject
new file mode 100644
index 0000000..896f219
--- /dev/null
+++ b/SparkleLibrary2012.v2.ncrunchproject
@@ -0,0 +1,22 @@
+
+ false
+ false
+ false
+ true
+ false
+ false
+ false
+ false
+ true
+ true
+ false
+ true
+ true
+ 60000
+
+
+
+ AutoDetect
+ STA
+ x86
+
\ No newline at end of file
diff --git a/Sprites/Audio.cs b/Sprites/Audio.cs
new file mode 100644
index 0000000..cc8db89
--- /dev/null
+++ b/Sprites/Audio.cs
@@ -0,0 +1,165 @@
+/*
+ * Audio - Audio allows sound to be played during a animation.
+ *
+ * Author: Phillip Piper
+ * Date: 18/01/2010 5:29 PM
+ *
+ * Change log:
+ * 2010-01-18 JPP - Initial version
+ *
+ * To do:
+ *
+ * Copyright (C) 2010 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * 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
+{
+ ///
+ /// Instances of this class allow sound to be played at specified
+ /// points within a animation.
+ ///
+ ///
+ ///
+ /// This class uses the SoundPlayer class internally, and thus can
+ /// only handle system sounds and WAV sound files.
+ ///
+ /// A sound that is already playing cannot be paused.
+ ///
+ public class Audio : Animateable
+ {
+ #region Life and death
+
+ ///
+ /// Load a sound from a named resource.
+ ///
+ /// The name of the resource including the trailing ".wav"
+ /// To embed a wav file, simple add it to the project, and change "Build Action"
+ /// to "Embedded Resource".
+ ///
+ public static Audio FromResource(string resourceName) {
+ Audio sound = new Audio();
+ sound.ResourceName = resourceName;
+ return sound;
+ }
+
+ ///
+ /// Create an empty Audio object
+ ///
+ public Audio() {
+ }
+
+ ///
+ /// Creates an Audio object that will play the given "wav" file
+ ///
+ ///
+ public Audio(string fileName) {
+ this.FileName = fileName;
+ }
+
+ ///
+ /// Creates an Audio object that will play the given system sound
+ ///
+ ///
+ public Audio(SystemSound sound) {
+ this.SystemSound = sound;
+ }
+
+ #endregion
+
+ #region Implementation properties
+
+ ///
+ /// Gets or sets the name of the audio file that will be played.
+ ///
+ protected string FileName ;
+ protected SoundPlayer Player ;
+ protected string ResourceName ;
+ protected SystemSound SystemSound ;
+
+ #endregion
+
+ #region Animation methods
+
+ ///
+ /// Start the sound playing
+ ///
+ 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;
+
+ ///
+ /// Advance the audio and return if it is done.
+ ///
+ ///
+ ///
+ public override bool Tick(long elapsed) {
+ return !this.done;
+ }
+
+ ///
+ /// Stop the sound
+ ///
+ public override void Stop() {
+ if (this.SystemSound != null)
+ return;
+
+ if (this.Player != null) {
+ this.Player.Stop();
+ this.Player.Dispose();
+ this.Player = null;
+ }
+ }
+
+ #endregion
+ }
+}
\ No newline at end of file
diff --git a/Sprites/ISprite.cs b/Sprites/ISprite.cs
new file mode 100644
index 0000000..8960de8
--- /dev/null
+++ b/Sprites/ISprite.cs
@@ -0,0 +1,143 @@
+/*
+ * Sprite - A graphic item that can be animated on a animation
+ *
+ * Author: Phillip Piper
+ * Date: 2/3/2010 9:36 AM
+ *
+ * Change log:
+ * 2010-03-02 JPP - Initial version (Separated from Sprite.cs)
+ *
+ * To do:
+ *
+ * Copyright (C) 2010 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * 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
+ {
+ ///
+ /// Gets or sets where the sprite is located
+ ///
+ Point Location { get; set; }
+
+ ///
+ /// Gets or sets how transparent the sprite is.
+ /// 0.0 is completely transparent, 1.0 is completely opaque.
+ ///
+ float Opacity { get; set; }
+
+ ///
+ /// Gets or sets the scaling that is applied to the extent of the sprite.
+ /// The location of the sprite is not scaled.
+ ///
+ float Scale { get; set; }
+
+ ///
+ /// Gets or sets the size of the sprite
+ ///
+ Size Size { get; set; }
+
+ ///
+ /// Gets or sets the angle in degrees of the sprite.
+ /// 0 means no angle, 90 means right edge lifted vertical.
+ ///
+ float Spin { get; set; }
+
+ ///
+ /// Gets or sets the bounds of the sprite. This is boundary within which
+ /// the sprite will be drawn.
+ ///
+ Rectangle Bounds { get; set; }
+
+ ///
+ /// 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.
+ ///
+ Rectangle OuterBounds { get; }
+
+ ///
+ /// 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).
+ ///
+ /// This value is controlled by ReferenceBoundsLocator property.
+ Rectangle ReferenceBounds { get; set; }
+
+ ///
+ /// Gets or sets the locator that will calculate the reference rectangle
+ /// for the sprite.
+ ///
+ IRectangleLocator ReferenceBoundsLocator { get; set; }
+
+ ///
+ /// Gets or sets the point at which this sprite will always be placed.
+ ///
+ ///
+ /// 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.
+ ///
+ IPointLocator FixedLocation { get; set; }
+
+ ///
+ /// Gets or sets the bounds at which this sprite will always be placed.
+ ///
+ /// See remarks on FixedLocation
+ IRectangleLocator FixedBounds { get; set; }
+
+ ///
+ /// Draw the sprite in its current state
+ ///
+ ///
+ void Draw(Graphics g);
+
+ ///
+ /// Add an Effect to this sprite. This effect will run at the beginning of
+ /// the sprite and will have 0 duration.
+ ///
+ /// The effect to be applied to the sprite
+ void Add(IEffect effect);
+
+ ///
+ /// Add an Effect to this sprite. This effect will commences startTick's
+ /// after the sprite begins and will have 0 duration
+ ///
+ /// When will the effect begins?
+ /// What effect will be applied?
+ void Add(long startTick, IEffect effect);
+
+ ///
+ /// The main entry point for adding effects to Sprites.
+ ///
+ /// When will the effect begin?
+ /// For how long will it last?
+ /// What effect will be applied?
+ void Add(long startTick, long duration, IEffect effect);
+ }
+}
\ No newline at end of file
diff --git a/Sprites/ImageSprite.cs b/Sprites/ImageSprite.cs
new file mode 100644
index 0000000..eb1bad0
--- /dev/null
+++ b/Sprites/ImageSprite.cs
@@ -0,0 +1,164 @@
+/*
+ * ImageSprite - A sprite that draws an Image
+ *
+ * Author: Phillip Piper
+ * Date: 08/02/2010 6:18 PM
+ *
+ * Change log:
+ * 2010-02-08 JPP - Initial version
+ *
+ * To do:
+ *
+ * Copyright (C) 2010 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * 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
+{
+ ///
+ /// An ImageSprite draws an image onto the animation, to which animations can be applied
+ ///
+ /// The image can even be an animated GIF!
+ 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
+
+ ///
+ /// Gets or sets how big the image is
+ ///
+ /// The image size cannot be set, since it is natural size multiplied by
+ /// the Scale property.
+ 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
+
+ ///
+ /// The frame on an animated GIF has changed. Normally we would redraw, but
+ /// we leave that to the animation controller.
+ ///
+ ///
+ ///
+ private void OnFrameChanged(object o, EventArgs e) {
+ }
+
+ ///
+ /// Draw an image in a (possibilty) transluscent fashion
+ ///
+ ///
+ ///
+ ///
+ ///
+ 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
+ }
+}
diff --git a/Sprites/ShapeSprite.cs b/Sprites/ShapeSprite.cs
new file mode 100644
index 0000000..c2e6639
--- /dev/null
+++ b/Sprites/ShapeSprite.cs
@@ -0,0 +1,385 @@
+/*
+ * ShapeSprite - A sprite that draws a shape
+ *
+ * Author: Phillip Piper
+ * Date: 08/02/2010 6:18 PM
+ *
+ * Change log:
+ * 2010-02-08 JPP - Initial version
+ *
+ * To do:
+ * 2010-02-08 Given TextSprite more formatting options
+ * 2010-01-18 Change ShapeSprite so it can use arbitrary Pens and Brushes
+ *
+ * Copyright (C) 2009-2014 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * 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
+{
+ ///
+ /// Instances of ShapeSprite draw a geometric shape within their bounds
+ ///
+ 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 ;
+
+ ///
+ /// How rounded should the corners of a rounded rectangle be?
+ /// Has no impact on other shapes
+ ///
+ public float CornerRounding ;
+
+ #endregion
+
+ #region Implementation properties
+
+ ///
+ /// Gets whether the shape should be drawn filled in
+ ///
+ protected bool Filled {
+ get {
+ return !this.BackColor.IsEmpty;
+ }
+ }
+
+ ///
+ /// Gets whether the shape should be drawn with an outline
+ ///
+ 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
+
+ ///
+ /// Return a GraphicPath that is a round cornered rectangle
+ ///
+ /// The rectangle
+ /// The diameter of the corners
+ /// A round cornered rectagle path
+ /// If I could rely on people using C# 3.0+, this should be
+ /// an extension method of GraphicsPath.
+ 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;
+ }
+
+ ///
+ /// Gets or sets the length of the parallel size of the shape
+ ///
+ public int HorizontalSide ;
+
+ ///
+ /// Gets or sets if the slope of the parallelogram is forward
+ /// (left edge of bottom is left of the left edge of the top
+ ///
+ 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;
+ }
+ }
+}
diff --git a/Sprites/Sprite.cs b/Sprites/Sprite.cs
new file mode 100644
index 0000000..e909906
--- /dev/null
+++ b/Sprites/Sprite.cs
@@ -0,0 +1,400 @@
+/*
+ * Sprite - A graphic item that can be animated on a animation
+ *
+ * Author: Phillip Piper
+ * Date: 23/10/2009 10:29 PM
+ *
+ * Change log:
+ * 2010-03-01 JPP - Added FixedLocation and FixedBounds properties
+ * 2010-02-08 JPP - Handle multithreaded access to ImageSprites
+ * 2009-10-23 JPP - Initial version
+ *
+ * To do:
+ * 2010-02-08 Given TextSprite more formatting options
+ * 2010-01-18 Change ShapeSprite so it can use arbitrary Pens and Brushes
+ *
+ * Copyright (C) 2009-2014 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * 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
+{
+ ///
+ /// A Sprite is an animated graphic.
+ ///
+ ///
+ /// A sprite is animated by adding effects, which change its properties between frames.
+ ///
+ public class Sprite : Animateable, ISprite
+ {
+ #region Life and death
+
+ ///
+ /// Create new do nothing sprite.
+ ///
+ public Sprite() {
+ this.Init();
+ this.ReferenceBoundsLocator = new AnimationBoundsLocator();
+ this.ReferenceBoundsLocator.Sprite = this;
+ }
+
+ #endregion
+
+ #region Configuration properties
+
+ ///
+ /// Gets or sets where the sprite is located
+ ///
+ public virtual Point Location {
+ get { return location; }
+ set { location = value; }
+ }
+ private Point location;
+
+ ///
+ /// Gets or sets how transparent the sprite is.
+ /// 0.0 is completely transparent, 1.0 is completely opaque.
+ ///
+ public virtual float Opacity {
+ get { return opacity; }
+ set { opacity = value; }
+ }
+ private float opacity;
+
+ ///
+ /// Gets or sets the scaling that is applied to the extent of the sprite.
+ /// The location of the sprite is not scaled.
+ ///
+ public virtual float Scale {
+ get { return scale; }
+ set { scale = value; }
+ }
+ private float scale;
+
+ ///
+ /// Gets or sets the size of the sprite
+ ///
+ public virtual Size Size {
+ get { return size; }
+ set { size = value; }
+ }
+ private Size size;
+
+ ///
+ /// Gets or sets the angle in degrees of the sprite.
+ /// 0 means no angle, 90 means right edge lifted vertical.
+ ///
+ public virtual float Spin {
+ get { return spin; }
+ set { spin = value; }
+ }
+ private float spin;
+
+ ///
+ /// 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.
+ ///
+ public bool SpinAroundOrigin {
+ get { return spinAroundOrigin; }
+ set { spinAroundOrigin = value; }
+ }
+ private bool spinAroundOrigin;
+
+ ///
+ /// Gets or sets the point at which this sprite will always be placed.
+ ///
+ ///
+ /// 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.
+ ///
+ public IPointLocator FixedLocation {
+ get { return fixedLocation; }
+ set {
+ fixedLocation = value;
+ if (fixedLocation != null)
+ fixedLocation.Sprite = this;
+ }
+ }
+ private IPointLocator fixedLocation;
+
+ ///
+ /// Gets or sets the bounds at which this sprite will always be placed.
+ ///
+ /// See remarks on FixedLocation
+ public IRectangleLocator FixedBounds {
+ get { return fixedBounds; }
+ set {
+ fixedBounds = value;
+ if (fixedBounds != null)
+ fixedBounds.Sprite = this;
+ }
+ }
+ private IRectangleLocator fixedBounds;
+
+ #endregion
+
+ #region Reference properties
+
+ ///
+ /// Gets or sets the bounds of the sprite. This is boundary within which
+ /// the sprite will be drawn.
+ ///
+ public virtual Rectangle Bounds {
+ get {
+ return new Rectangle(this.Location, this.Size);
+ }
+ set {
+ this.Location = value.Location;
+ this.Size = value.Size;
+ }
+ }
+
+ ///
+ /// 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.
+ ///
+ public virtual Rectangle OuterBounds {
+ get { return this.Animation.Bounds; }
+ }
+
+ ///
+ /// 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).
+ ///
+ /// This value is controlled by ReferenceBoundsLocator property.
+ public virtual Rectangle ReferenceBounds {
+ get { return this.ReferenceBoundsLocator.GetRectangle(); }
+ set { this.ReferenceBoundsLocator = new FixedRectangleLocator(value); }
+ }
+
+ ///
+ /// Gets or sets the locator that will calculate the reference rectangle
+ /// for the sprite.
+ ///
+ public virtual IRectangleLocator ReferenceBoundsLocator {
+ get { return referenceBoundsLocator; }
+ set { referenceBoundsLocator = value; }
+ }
+ private IRectangleLocator referenceBoundsLocator;
+
+ #endregion
+
+ #region Animation methods
+
+ ///
+ /// Draw the sprite in its current state
+ ///
+ ///
+ public virtual void Draw(Graphics g) {
+ }
+
+ ///
+ /// Set the sprite to its initial state
+ ///
+ public virtual void Init() {
+ this.Location = Point.Empty;
+ this.Opacity = 1.0f;
+ this.Scale = 1.0f;
+ this.Spin = 0.0f;
+ }
+
+ ///
+ /// The sprite should advance its state.
+ ///
+ /// Milliseconds since Start() was called
+ /// True if Tick() should be called again
+ 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; }));
+ }
+
+ ///
+ /// Apply any FixedLocation or FixedBounds properties that have been set
+ ///
+ protected void ApplyFixedLocations() {
+ if (this.FixedBounds != null)
+ this.Bounds = this.FixedBounds.GetRectangle();
+ else
+ if (this.FixedLocation != null)
+ this.Location = this.FixedLocation.GetPoint();
+ }
+
+ ///
+ /// Reset the sprite to its neutral state
+ ///
+ public override void Reset() {
+ this.Init();
+ // Reset the effects in reverse order so their side-effects are unwound
+ List sortedBlocks = new List(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;
+ }
+ }
+
+ ///
+ /// Stop this sprite
+ ///
+ 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
+
+ ///
+ /// Add a run-once effect which starts with the sprite
+ ///
+ ///
+ public void Add(IEffect effect) {
+ this.Add(0, 0, effect);
+ }
+
+ ///
+ /// Add a run-once effect
+ ///
+ ///
+ ///
+ public void Add(long startTick, IEffect effect) {
+ this.Add(startTick, 0, effect);
+ }
+
+ ///
+ /// Add an effect to this sprite
+ ///
+ /// When should the effect begin in ms since Start()
+ /// For how many milliseconds should the effect continue.
+ /// 0 means the effect will be applied only once.
+ /// The effect to be applied
+ 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 ControlBlocks = new List();
+
+ #endregion
+
+ #region Drawing utility methods
+
+ ///
+ /// Apply any graphic state (translation, rotation, scale) to the given graphic context
+ ///
+ /// 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.
+ /// The graphic to be configured
+ 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;
+ }
+
+ ///
+ /// Remove any graphic state applied by ApplyState().
+ ///
+ /// The graphic to be configured
+ protected virtual void UnapplyState(Graphics g) {
+ g.ResetTransform();
+ }
+
+ #endregion
+
+ ///
+ /// Instances of this class hold the state of an effect as it progresses
+ ///
+ 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 ;
+ }
+ }
+}
diff --git a/Sprites/TextSprite.cs b/Sprites/TextSprite.cs
new file mode 100644
index 0000000..5df82e8
--- /dev/null
+++ b/Sprites/TextSprite.cs
@@ -0,0 +1,339 @@
+/*
+ * TextSprite - A sprite that draws text
+ *
+ * Author: Phillip Piper
+ * Date: 08/02/2010 6:18 PM
+ *
+ * Change log:
+ * 2010-03-31 JPP - Correctly calculate the height of wrapped text
+ * - Cleaned up
+ * 2010-02-29 JPP - Add more formatting options (wrap, border, background)
+ * 2010-02-08 JPP - Initial version
+ *
+ * To do:
+ *
+ * Copyright (C) 2010 Phillip Piper
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * 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
+{
+ ///
+ /// A TextSprite is animated text. Like all Sprites, animation is achieved
+ /// by adding animations to it.
+ ///
+ 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
+
+ ///
+ /// Gets or sets the text that will be rendered by the sprite
+ ///
+ public string Text {
+ get { return text; }
+ set { text = value; }
+ }
+ private string text;
+
+ ///
+ /// Gets or sets the font in which the text will be rendered.
+ /// This will be scaled before being used to draw the text.
+ ///
+ public Font Font {
+ get { return this.font; }
+ set { this.font = value; }
+ }
+ private Font font;
+
+ ///
+ /// Gets or sets the color of the text
+ ///
+ public Color ForeColor {
+ get { return this.foreColor; }
+ set { this.foreColor = value; }
+ }
+ private Color foreColor = Color.Empty;
+
+ ///
+ /// Gets or sets the background color of the text
+ /// Set this to Color.Empty to not draw a background
+ ///
+ public Color BackColor {
+ get { return this.backColor; }
+ set { this.backColor = value; }
+ }
+ private Color backColor = Color.Empty;
+
+ ///
+ /// Gets or sets the color of the border around the billboard.
+ /// Set this to Color.Empty to remove the border
+ ///
+ public Color BorderColor {
+ get { return this.borderColor; }
+ set { this.borderColor = value; }
+ }
+ private Color borderColor = Color.Empty;
+
+ ///
+ /// Gets or sets the width of the border around the text
+ ///
+ public float BorderWidth {
+ get { return this.borderWidth; }
+ set { this.borderWidth = value; }
+ }
+ private float borderWidth;
+
+ ///
+ /// How rounded should the corners of the border be? 0 means no rounding.
+ ///
+ /// If this value is too large, the edges of the border will appear odd.
+ public float CornerRounding {
+ get { return this.cornerRounding; }
+ set { this.cornerRounding = value; }
+ }
+ private float cornerRounding = 16.0f;
+
+ ///
+ /// Gets the font that will be used to draw the text or a reasonable default
+ ///
+ public Font FontOrDefault {
+ get {
+ return this.Font ?? new Font("Tahoma", 16);
+ }
+ }
+
+ ///
+ /// Does this text have a background?
+ ///
+ public bool HasBackground {
+ get {
+ return this.BackColor != Color.Empty;
+ }
+ }
+
+ ///
+ /// Does this overlay have a border?
+ ///
+ public bool HasBorder {
+ get {
+ return this.BorderColor != Color.Empty && this.BorderWidth > 0;
+ }
+ }
+
+ ///
+ /// Gets or sets the maximum width of the text. Text longer than this will wrap.
+ /// 0 means no maximum.
+ ///
+ public int MaximumTextWidth {
+ get { return this.maximumTextWidth; }
+ set { this.maximumTextWidth = value; }
+ }
+ private int maximumTextWidth = 0;
+
+ ///
+ /// Gets or sets the formatting that should be used on the text
+ ///
+ 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;
+
+ ///
+ /// Gets or sets whether the text will wrap when it exceeds its bounds
+ ///
+ public bool Wrap {
+ get { return wrap; }
+ set { wrap = value; }
+ }
+ private bool wrap;
+
+ #endregion
+
+ #region Sprite properties
+
+ ///
+ /// 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.
+ ///
+ 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
+
+ ///
+ /// Gets the font that will be used to draw the text. This takes
+ /// scaling into account.
+ ///
+ 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);
+ }
+
+ ///
+ /// Draw the text with a border
+ ///
+ /// The Graphics used for drawing
+ /// The bounds within which the text should be drawn
+ /// The text to draw
+ 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
+ }
+}
diff --git a/sparkle-keyfile.snk b/sparkle-keyfile.snk
new file mode 100644
index 0000000000000000000000000000000000000000..855b93c51fc09ae31a980ba9f1987c8427b27c8d
GIT binary patch
literal 596
zcmZQ)VqjoUVPFUfb~IvOVPIfnU}TV=yyKujm{IkQBAw&g&vlCI@4UH2bBASfu*v+s
zq7^LPcOG;5t|a>IJxfkZoR{#ljm4WkOgJ%NyI7>oJPkg-c;}ssKljvcarM++(a$)=
zbr*ZT-nu(3FaOOnQ=Y17`{!QuLaxux#st4S{_f_w{}5i>)r$vo2}tMv2SLF*lz*
zf3;O;p@dqchWVU^>MhM0|MzU=P`*BO#Wt@AJaz?J%6qlnZThuC;nho_j`$PXa<5c9
zGyb#k-(#LK_c^y7FH>Rb|Hpiu@wK<4W@%N|)!Ug{VtS6Q+3}(46(lA
zO~mR8!ls9P%3isxYxB1=r-WYn8{Yn5rj^XVCQ&k7y)ZkzVDqe8GxcB%CF7-=SKmoV
LJ%7u~#iR)UDq1H=
literal 0
HcmV?d00001