773 lines
29 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using System.Reflection;
using System.ComponentModel;
using System.Windows.Forms;
using DevComponents.DotNetBar;
using System.Drawing;
namespace DevComponents.DotNetBar.Animation
{
internal abstract class Animation : Component
{
#region Events
/// <summary>
/// Occurs after animation has completed.
/// </summary>
public event EventHandler AnimationCompleted;
/// <summary>
/// Raises AnimationCompleted event.
/// </summary>
/// <param name="e">Provides event arguments.</param>
protected virtual void OnAnimationCompleted(EventArgs e)
{
EventHandler handler = AnimationCompleted;
if (handler != null)
handler(this, e);
}
#endregion
#region Constructor
private BackgroundWorker _Worker = null;
private AnimationEasing _EasingFunction = AnimationEasing.EaseOutQuad;
private double _Duration = 300;
private EasingFunctionDelegate[] _AnimationFunctions;
private List<AnimationRequest> _AnimationList = new List<AnimationRequest>();
/// <summary>
/// Initializes a new instance of the Animation class.
/// </summary>
/// <param name="target">Target object for animation</param>
/// <param name="targetPropertyName">Target property name for animation</param>
public Animation(AnimationEasing animationEasing, int animationDuration)
:
this(new AnimationRequest[0], animationEasing, animationDuration)
{
}
/// <summary>
/// Initializes a new instance of the Animation class.
/// </summary>
/// <param name="target">Target object for animation</param>
/// <param name="targetPropertyName">Target property name for animation</param>
public Animation(AnimationRequest animationRequest, AnimationEasing animationEasing, int animationDuration)
:
this(new AnimationRequest[] { animationRequest }, animationEasing, animationDuration)
{
}
/// <summary>
/// Initializes a new instance of the Animation class.
/// </summary>
/// <param name="target">Target object for animation</param>
/// <param name="targetPropertyName">Target property name for animation</param>
public Animation(AnimationRequest[] animationRequests, AnimationEasing animationEasing, int animationDuration)
{
if (animationRequests != null && animationRequests.Length > 0)
_AnimationList.AddRange(animationRequests);
_EasingFunction = animationEasing;
_Duration = (int)animationDuration;
InitializeAnimationFunctions();
}
private void InitializeAnimationFunctions()
{
_AnimationFunctions = new EasingFunctionDelegate[28];
_AnimationFunctions[(int)AnimationEasing.EaseInBounce] = new EasingFunctionDelegate(EaseInBounce);
_AnimationFunctions[(int)AnimationEasing.EaseInCirc] = new EasingFunctionDelegate(EaseInCirc);
_AnimationFunctions[(int)AnimationEasing.EaseInCubic] = new EasingFunctionDelegate(EaseInCubic);
_AnimationFunctions[(int)AnimationEasing.EaseInElastic] = new EasingFunctionDelegate(EaseInElastic);
_AnimationFunctions[(int)AnimationEasing.EaseInExpo] = new EasingFunctionDelegate(EaseInExpo);
_AnimationFunctions[(int)AnimationEasing.EaseInOutBounce] = new EasingFunctionDelegate(EaseInOutBounce);
_AnimationFunctions[(int)AnimationEasing.EaseInOutCirc] = new EasingFunctionDelegate(EaseInOutCirc);
_AnimationFunctions[(int)AnimationEasing.EaseInOutCubic] = new EasingFunctionDelegate(EaseInOutCubic);
_AnimationFunctions[(int)AnimationEasing.EaseInOutElastic] = new EasingFunctionDelegate(EaseInOutElastic);
_AnimationFunctions[(int)AnimationEasing.EaseInOutExpo] = new EasingFunctionDelegate(EaseInOutExpo);
_AnimationFunctions[(int)AnimationEasing.EaseInOutQuad] = new EasingFunctionDelegate(EaseInOutQuad);
_AnimationFunctions[(int)AnimationEasing.EaseInOutQuart] = new EasingFunctionDelegate(EaseInOutQuart);
_AnimationFunctions[(int)AnimationEasing.EaseInOutQuint] = new EasingFunctionDelegate(EaseInOutQuint);
_AnimationFunctions[(int)AnimationEasing.EaseInOutSine] = new EasingFunctionDelegate(EaseInOutSine);
_AnimationFunctions[(int)AnimationEasing.EaseInQuad] = new EasingFunctionDelegate(EaseInQuad);
_AnimationFunctions[(int)AnimationEasing.EaseInQuart] = new EasingFunctionDelegate(EaseInQuart);
_AnimationFunctions[(int)AnimationEasing.EaseInQuint] = new EasingFunctionDelegate(EaseInQuint);
_AnimationFunctions[(int)AnimationEasing.EaseInSine] = new EasingFunctionDelegate(EaseInSine);
_AnimationFunctions[(int)AnimationEasing.EaseOutBounce] = new EasingFunctionDelegate(EaseOutBounce);
_AnimationFunctions[(int)AnimationEasing.EaseOutCirc] = new EasingFunctionDelegate(EaseOutCirc);
_AnimationFunctions[(int)AnimationEasing.EaseOutCubic] = new EasingFunctionDelegate(EaseOutCubic);
_AnimationFunctions[(int)AnimationEasing.EaseOutElastic] = new EasingFunctionDelegate(EaseOutElastic);
_AnimationFunctions[(int)AnimationEasing.EaseOutExpo] = new EasingFunctionDelegate(EaseOutExpo);
_AnimationFunctions[(int)AnimationEasing.EaseOutQuad] = new EasingFunctionDelegate(EaseOutQuad);
_AnimationFunctions[(int)AnimationEasing.EaseOutQuart] = new EasingFunctionDelegate(EaseOutQuart);
_AnimationFunctions[(int)AnimationEasing.EaseOutQuint] = new EasingFunctionDelegate(EaseOutQuint);
_AnimationFunctions[(int)AnimationEasing.EaseOutSine] = new EasingFunctionDelegate(EaseOutSine);
_AnimationFunctions[(int)AnimationEasing.Linear] = new EasingFunctionDelegate(Linear);
}
#endregion
#region Implementation
private bool _AutoDispose = false;
/// <summary>
/// Gets or sets whether animation is auto-disposed once its completed. Default value is false.
/// </summary>
public bool AutoDispose
{
get { return _AutoDispose; }
set
{
_AutoDispose = value;
}
}
public List<AnimationRequest> Animations
{
get
{
return _AnimationList;
}
}
protected override void Dispose(bool disposing)
{
//Console.WriteLine("{0} Animation DISPOSED", DateTime.Now);
Stop();
_IsDisposed = true;
base.Dispose(disposing);
}
private bool _IsDisposed = false;
public bool IsDisposed
{
get { return _IsDisposed; }
internal set
{
_IsDisposed = value;
}
}
/// <summary>
/// Stops animation if one is currently running.
/// </summary>
public void Stop()
{
BackgroundWorker worker = _Worker;
if (worker != null)
{
worker.DoWork -= new DoWorkEventHandler(WorkerDoWork);
worker.RunWorkerCompleted -= new RunWorkerCompletedEventHandler(RunWorkerCompleted);
worker.CancelAsync();
worker.Dispose();
_Worker = null;
}
}
public void Start()
{
Start(_AnimationList.ToArray());
}
protected void Start(AnimationRequest[] requests)
{
if (_Worker != null)
throw new InvalidOperationException("Animation is already running animations");
//Console.WriteLine("{0} Animation Started", DateTime.Now);
_IsCompleted = false;
_Worker = new BackgroundWorker();
_Worker.WorkerSupportsCancellation = true;
_Worker.DoWork += new DoWorkEventHandler(WorkerDoWork);
_Worker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(RunWorkerCompleted);
_Worker.RunWorkerAsync(requests);
}
private void RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
//Console.WriteLine(string.Format("{0} RunWorkerCompleted", DateTime.Now));
BackgroundWorker worker = _Worker;
_Worker = null;
if (worker != null)
{
worker.DoWork -= new DoWorkEventHandler(WorkerDoWork);
worker.RunWorkerCompleted -= new RunWorkerCompletedEventHandler(RunWorkerCompleted);
worker.Dispose();
}
_IsCompleted = true;
OnAnimationCompleted(EventArgs.Empty);
if (_AutoDispose)
this.Dispose();
}
protected virtual void SetTargetPropertyValue(object target, PropertyInfo property, object value)
{
Control c = target as Control;
if (c != null)
{
c.Invoke(new MethodInvoker(delegate
{
property.SetValue(target, value, null);
if (c.Parent != null)
c.Parent.Update();
else
c.Update();
}));
}
else if (target is BaseItem)
{
if (_AnimationUpdateControl != null)
_AnimationUpdateControl.Invoke(new MethodInvoker(delegate { property.SetValue(target, value, null); if (value is Rectangle) _AnimationUpdateControl.Invalidate(); }));
else
{
if (target is DevComponents.DotNetBar.Metro.MetroTileItem && property.Name == "CurrentFrameOffset")
((DevComponents.DotNetBar.Metro.MetroTileItem)target).CurrentFrameOffset = (int)value;
else
property.SetValue(target, value, null);
}
}
else
{
property.SetValue(target, value, null);
}
}
protected abstract object GetPropertyValueCorrectType(double value);
protected virtual void WorkerDoWork(object sender, DoWorkEventArgs e)
{
AnimationRequest[] requests = (AnimationRequest[])e.Argument;
double elapsedTime = 0;
DateTime startTime = DateTime.UtcNow;
double duration = _Duration;
bool firstPass = true;
if (_FixedStepCount <= 0)
{
while (elapsedTime <= duration)
{
try
{
foreach (AnimationRequest request in requests)
{
double toValue = request.GetToValue();
double fromValue = request.GetFromValue();
double change = toValue - fromValue;
if (firstPass)
SetTargetPropertyValue(request.Target, request.Property, request.From);
double r = _AnimationFunctions[(int)_EasingFunction](elapsedTime, fromValue, change, duration);
if (change < 0 && r < toValue || change > 0 && r > toValue) { r = toValue; e.Cancel = true; break; }
if (change < 0 && r > fromValue || change > 0 && r < fromValue) r = fromValue;
SetTargetPropertyValue(request.Target, request.Property, GetPropertyValueCorrectType(r));
elapsedTime = DateTime.UtcNow.Subtract(startTime).TotalMilliseconds;
if (e.Cancel) break;
}
if (e.Cancel) break;
ExecuteStepUpdateMethod();
if (_AnimationUpdateControl != null)
{
if (_AnimationUpdateControl.InvokeRequired)
_AnimationUpdateControl.BeginInvoke(new MethodInvoker(delegate { _AnimationUpdateControl.Update(); }));
else
_AnimationUpdateControl.Update();
}
if (e.Cancel) break;
firstPass = false;
}
catch (TargetInvocationException exc)
{
if (exc.InnerException is ObjectDisposedException) // Stop work if target has been disposed
return;
throw;
}
}
}
else
{
try
{
for (int i = 0; i < _FixedStepCount; i++)
{
foreach (AnimationRequest request in requests)
{
double toValue = request.GetToValue();
double fromValue = request.GetFromValue();
double change = toValue - fromValue;
double step = change / _FixedStepCount;
if (firstPass)
SetTargetPropertyValue(request.Target, request.Property, request.From);
double r = fromValue + step * (i + 1);
if (change < 0 && r < toValue || change > 0 && r > toValue) { r = toValue; e.Cancel = true; break; }
if (change < 0 && r > fromValue || change > 0 && r < fromValue) r = fromValue;
SetTargetPropertyValue(request.Target, request.Property, GetPropertyValueCorrectType(r));
if (e.Cancel) break;
if (_Duration > 0)
{
try
{
using (
System.Threading.ManualResetEvent wait =
new System.Threading.ManualResetEvent(false))
wait.WaitOne((int) _Duration);
//System.Threading.Thread.Sleep((int)_Duration);
}
catch
{
break;
}
}
}
if (e.Cancel) break;
ExecuteStepUpdateMethod();
if (_AnimationUpdateControl != null)
_AnimationUpdateControl.Update();
if (e.Cancel) break;
firstPass = false;
}
}
catch (TargetInvocationException exc)
{
if (exc.InnerException is ObjectDisposedException) // Stop work if target has been disposed
return;
throw;
}
}
// Make sure final to value is assigned
foreach (AnimationRequest request in requests)
{
try
{
SetTargetPropertyValue(request.Target, request.Property, request.To);
}
catch (TargetInvocationException exc)
{
if (exc.InnerException is ObjectDisposedException) // Stop work if target has been disposed
continue;
throw;
}
}
//System.Diagnostics.Debug.WriteLine(string.Format("{0} WorkerDoWork DONE", DateTime.Now));
}
private bool _IsCompleted;
/// <summary>
/// Gets whether animation run is complete.
/// </summary>
public bool IsCompleted
{
get { return _IsCompleted; }
}
/// <summary>
/// Gets the animation duration in milliseconds.
/// </summary>
public double Duration
{
get { return _Duration; }
internal set
{
_Duration = value;
}
}
/// <summary>
/// Gets the animation easing function.
/// </summary>
public AnimationEasing EasingFunction
{
get
{
return _EasingFunction;
}
}
protected EasingFunctionDelegate[] AnimationFunctions
{
get
{
return _AnimationFunctions;
}
}
protected virtual void ExecuteStepUpdateMethod()
{
if (_StepUpdateMethod != null)
_StepUpdateMethod.DynamicInvoke(null);
}
private Delegate _StepUpdateMethod = null;
/// <summary>
/// Sets the method which is called each time value on target object property is set. This method may execute the visual updates on animation client.
/// </summary>
/// <param name="method">Method to call</param>
public void SetStepUpdateMethod(Delegate method)
{
_StepUpdateMethod = method;
}
protected delegate double EasingFunctionDelegate(double t, double b, double c, double d);
private Control _AnimationUpdateControl;
public Control AnimationUpdateControl
{
get { return _AnimationUpdateControl; }
set { _AnimationUpdateControl = value; }
}
private int _FixedStepCount = 0;
/// <summary>
/// Gets or sets the number of fixed steps animation will perform from star to finish instead of using the easing function in time.
/// Stepped animation executes specified number of steps always with Duration specifying delays between each step.
/// </summary>
public int FixedStepCount
{
get { return _FixedStepCount; }
set
{
_FixedStepCount = value;
}
}
#endregion
#region Easing Functions
private double EaseInOutQuad(double t, double b, double c, double d)
{
if ((t /= d / 2) < 1) return c / 2 * t * t + b;
return -c / 2 * ((--t) * (t - 2) - 1) + b;
}
private double EaseInQuad(double t, double b, double c, double d)
{
return c * (t /= d) * t + b;
}
private double EaseOutQuad(double t, double b, double c, double d)
{
return -c * (t /= d) * (t - 2) + b;
}
private double EaseInCubic(double t, double b, double c, double d)
{
return c * (t /= d) * t * t + b;
}
private double EaseOutCubic(double t, double b, double c, double d)
{
return c * ((t = t / d - 1) * t * t + 1) + b;
}
private double EaseInOutCubic(double t, double b, double c, double d)
{
if ((t /= d / 2) < 1) return c / 2 * t * t * t + b;
return c / 2 * ((t -= 2) * t * t + 2) + b;
}
private double EaseInQuart(double t, double b, double c, double d)
{
return c * (t /= d) * t * t * t + b;
}
private double EaseOutQuart(double t, double b, double c, double d)
{
return -c * ((t = t / d - 1) * t * t * t - 1) + b;
}
private double EaseInOutQuart(double t, double b, double c, double d)
{
if ((t /= d / 2) < 1) return c / 2 * t * t * t * t + b;
return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
}
private double EaseInQuint(double t, double b, double c, double d)
{
return c * (t /= d) * t * t * t * t + b;
}
private double EaseOutQuint(double t, double b, double c, double d)
{
return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
}
private double EaseInOutQuint(double t, double b, double c, double d)
{
if ((t /= d / 2) < 1) return c / 2 * t * t * t * t * t + b;
return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
}
private double EaseInSine(double t, double b, double c, double d)
{
return -c * Math.Cos(t / d * (Math.PI / 2)) + c + b;
}
private double EaseOutSine(double t, double b, double c, double d)
{
return c * Math.Sin(t / d * (Math.PI / 2)) + b;
}
private double EaseInOutSine(double t, double b, double c, double d)
{
return -c / 2 * (Math.Cos(Math.PI * t / d) - 1) + b;
}
private double EaseInExpo(double t, double b, double c, double d)
{
return (t == 0) ? b : c * Math.Pow(2, 10 * (t / d - 1)) + b;
}
private double EaseOutExpo(double t, double b, double c, double d)
{
return (t == d) ? b + c : c * (-Math.Pow(2, -10 * t / d) + 1) + b;
}
private double EaseInOutExpo(double t, double b, double c, double d)
{
if (t == 0) return b;
if (t == d) return b + c;
if ((t /= d / 2) < 1) return c / 2 * Math.Pow(2, 10 * (t - 1)) + b;
return c / 2 * (-Math.Pow(2, -10 * --t) + 2) + b;
}
private double EaseInCirc(double t, double b, double c, double d)
{
return -c * (Math.Sqrt(1 - (t /= d) * t) - 1) + b;
}
private double EaseOutCirc(double t, double b, double c, double d)
{
return c * Math.Sqrt(1 - (t = t / d - 1) * t) + b;
}
private double EaseInOutCirc(double t, double b, double c, double d)
{
if ((t /= d / 2) < 1) return -c / 2 * (Math.Sqrt(1 - t * t) - 1) + b;
return c / 2 * (Math.Sqrt(1 - (t -= 2) * t) + 1) + b;
}
private double EaseInElastic(double t, double b, double c, double d)
{
double s = 1.70158;
double p = 0;
double a = c;
if (t == 0)
return b;
if ((t /= d) == 1)
return b + c;
if (p == 0)
p = d * .3;
if (a < Math.Abs(c))
{
a = c;
s = p / 4;
}
else
s = p / (2 * Math.PI) * Math.Asin(c / a);
return -(a * Math.Pow(2, 10 * (t -= 1)) * Math.Sin((t * d - s) * (2 * Math.PI) / p)) + b;
}
private double EaseOutElastic(double t, double b, double c, double d)
{
double s = 1.70158;
double p = 0;
double a = c;
if (t == 0)
return b;
if ((t /= d) == 1)
return b + c;
if (p == 0) p = d * .3;
if (a < Math.Abs(c))
{
a = c;
s = p / 4;
}
else
s = p / (2 * Math.PI) * Math.Asin(c / a);
return a * Math.Pow(2, -10 * t) * Math.Sin((t * d - s) * (2 * Math.PI) / p) + c + b;
}
private double EaseInOutElastic(double t, double b, double c, double d)
{
double s = 1.70158;
double p = 0;
double a = c;
if (t == 0)
return b;
if ((t /= d / 2) == 2)
return b + c;
if (p == 0)
p = d * (.3 * 1.5);
if (a < Math.Abs(c))
{
a = c;
s = p / 4;
}
else
s = p / (2 * Math.PI) * Math.Asin(c / a);
if (t < 1)
return -.5 * (a * Math.Pow(2, 10 * (t -= 1)) * Math.Sin((t * d - s) * (2 * Math.PI) / p)) + b;
return a * Math.Pow(2, -10 * (t -= 1)) * Math.Sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;
}
private double EaseInBounce(double t, double b, double c, double d)
{
return c - EaseOutBounce(d - t, 0, c, d) + b;
}
private double EaseOutBounce(double t, double b, double c, double d)
{
if ((t /= d) < (1 / 2.75))
{
return c * (7.5625 * t * t) + b;
}
else if (t < (2 / 2.75))
{
return c * (7.5625 * (t -= (1.5 / 2.75)) * t + .75) + b;
}
else if (t < (2.5 / 2.75))
{
return c * (7.5625 * (t -= (2.25 / 2.75)) * t + .9375) + b;
}
else
{
return c * (7.5625 * (t -= (2.625 / 2.75)) * t + .984375) + b;
}
}
private double EaseInOutBounce(double t, double b, double c, double d)
{
if (t < d / 2) return EaseInBounce(t * 2, 0, c, d) * .5 + b;
return EaseOutBounce(t * 2 - d, 0, c, d) * .5 + c * .5 + b;
}
private double Linear(double t, double b, double c, double d)
{
return (t / d) * c + b;
}
#endregion
}
internal class AnimationRequest
{
private PropertyInfo _TargetProperty = null;
/// <summary>
/// Initializes a new instance of the AnimationRequest class.
/// </summary>
/// <param name="target">Target object for animation.</param>
/// <param name="targetPropertyName">Target property name for animation.</param>
/// <param name="from">From value.</param>
/// <param name="to">To value.</param>
public AnimationRequest(object target, string targetPropertyName, object to)
{
_TargetProperty = target.GetType().GetProperty(targetPropertyName);
_Target = target;
From = _TargetProperty.GetValue(target, null);
To = to;
}
/// <summary>
/// Initializes a new instance of the AnimationRequest class.
/// </summary>
/// <param name="target">Target object for animation.</param>
/// <param name="targetPropertyName">Target property name for animation.</param>
/// <param name="from">From value.</param>
/// <param name="to">To value.</param>
public AnimationRequest(object target, string targetPropertyName, object from, object to)
{
_TargetProperty = target.GetType().GetProperty(targetPropertyName);
_Target = target;
From = from;
To = to;
}
private object _Target;
/// <summary>
/// Target object for animation.
/// </summary>
public object Target
{
get { return _Target; }
set { _Target = value; }
}
private object _From;
/// <summary>
/// Animation from value.
/// </summary>
public object From
{
get { return _From; }
set
{
_From = value;
_FromValue = GetDoubleValue(value);
}
}
private object _To;
/// <summary>
/// Animation to value.
/// </summary>
public object To
{
get { return _To; }
set
{
_To = value;
_ToValue = GetDoubleValue(value);
}
}
private static double GetDoubleValue(object value)
{
if (value is int)
return (double)(int)value;
else if (value is double)
return (double)value;
else if (value is long)
return (double)(long)value;
else if (value is float)
return (double)(float)value;
return double.NaN;
}
internal PropertyInfo Property
{
get
{
return _TargetProperty;
}
}
private double _ToValue = double.NaN;
internal double GetToValue()
{
return _ToValue;
}
private double _FromValue = double.NaN;
internal double GetFromValue()
{
return _FromValue;
}
}
/// <summary>
/// Specifies the animation easing function
/// </summary>
public enum AnimationEasing : int
{
EaseInOutQuad = 0,
EaseInQuad = 1,
EaseOutQuad = 2,
EaseInCubic = 3,
EaseOutCubic = 4,
EaseInOutCubic = 5,
EaseInQuart = 6,
EaseOutQuart = 7,
EaseInOutQuart = 8,
EaseInQuint = 9,
EaseOutQuint = 10,
EaseInOutQuint = 11,
EaseInSine = 12,
EaseOutSine = 13,
EaseInOutSine = 14,
EaseInExpo = 15,
EaseOutExpo = 16,
EaseInOutExpo = 17,
EaseInCirc = 18,
EaseOutCirc = 19,
EaseInOutCirc = 20,
EaseInElastic = 21,
EaseOutElastic = 22,
EaseInOutElastic = 23,
EaseInBounce = 24,
EaseOutBounce = 25,
EaseInOutBounce = 26,
Linear = 27
}
}