773 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			773 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Reflection;
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using System.ComponentModel;
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using System.Windows.Forms;
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using DevComponents.DotNetBar;
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using System.Drawing;
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namespace DevComponents.DotNetBar.Animation
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{
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    internal abstract class Animation : Component
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    {
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        #region Events
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        /// <summary>
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        /// Occurs after animation has completed.
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        /// </summary>
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        public event EventHandler AnimationCompleted;
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        /// <summary>
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        /// Raises AnimationCompleted event.
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        /// </summary>
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        /// <param name="e">Provides event arguments.</param>
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        protected virtual void OnAnimationCompleted(EventArgs e)
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        {
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            EventHandler handler = AnimationCompleted;
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            if (handler != null)
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                handler(this, e);
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        }
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        #endregion
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        #region Constructor
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        private BackgroundWorker _Worker = null;
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        private AnimationEasing _EasingFunction = AnimationEasing.EaseOutQuad;
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        private double _Duration = 300;
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        private EasingFunctionDelegate[] _AnimationFunctions;
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        private List<AnimationRequest> _AnimationList = new List<AnimationRequest>();
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        /// <summary>
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        /// Initializes a new instance of the Animation class.
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        /// </summary>
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        /// <param name="target">Target object for animation</param>
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        /// <param name="targetPropertyName">Target property name for animation</param>
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        public Animation(AnimationEasing animationEasing, int animationDuration)
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            :
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            this(new AnimationRequest[0], animationEasing, animationDuration)
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        {
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        }
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        /// <summary>
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        /// Initializes a new instance of the Animation class.
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        /// </summary>
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        /// <param name="target">Target object for animation</param>
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        /// <param name="targetPropertyName">Target property name for animation</param>
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        public Animation(AnimationRequest animationRequest, AnimationEasing animationEasing, int animationDuration)
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            :
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            this(new AnimationRequest[] { animationRequest }, animationEasing, animationDuration)
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        {
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        }
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        /// <summary>
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        /// Initializes a new instance of the Animation class.
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        /// </summary>
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        /// <param name="target">Target object for animation</param>
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        /// <param name="targetPropertyName">Target property name for animation</param>
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        public Animation(AnimationRequest[] animationRequests, AnimationEasing animationEasing, int animationDuration)
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        {
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            if (animationRequests != null && animationRequests.Length > 0)
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                _AnimationList.AddRange(animationRequests);
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            _EasingFunction = animationEasing;
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            _Duration = (int)animationDuration;
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            InitializeAnimationFunctions();
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        }
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        private void InitializeAnimationFunctions()
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        {
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            _AnimationFunctions = new EasingFunctionDelegate[28];
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            _AnimationFunctions[(int)AnimationEasing.EaseInBounce] = new EasingFunctionDelegate(EaseInBounce);
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            _AnimationFunctions[(int)AnimationEasing.EaseInCirc] = new EasingFunctionDelegate(EaseInCirc);
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            _AnimationFunctions[(int)AnimationEasing.EaseInCubic] = new EasingFunctionDelegate(EaseInCubic);
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            _AnimationFunctions[(int)AnimationEasing.EaseInElastic] = new EasingFunctionDelegate(EaseInElastic);
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            _AnimationFunctions[(int)AnimationEasing.EaseInExpo] = new EasingFunctionDelegate(EaseInExpo);
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            _AnimationFunctions[(int)AnimationEasing.EaseInOutBounce] = new EasingFunctionDelegate(EaseInOutBounce);
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            _AnimationFunctions[(int)AnimationEasing.EaseInOutCirc] = new EasingFunctionDelegate(EaseInOutCirc);
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            _AnimationFunctions[(int)AnimationEasing.EaseInOutCubic] = new EasingFunctionDelegate(EaseInOutCubic);
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            _AnimationFunctions[(int)AnimationEasing.EaseInOutElastic] = new EasingFunctionDelegate(EaseInOutElastic);
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            _AnimationFunctions[(int)AnimationEasing.EaseInOutExpo] = new EasingFunctionDelegate(EaseInOutExpo);
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            _AnimationFunctions[(int)AnimationEasing.EaseInOutQuad] = new EasingFunctionDelegate(EaseInOutQuad);
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            _AnimationFunctions[(int)AnimationEasing.EaseInOutQuart] = new EasingFunctionDelegate(EaseInOutQuart);
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            _AnimationFunctions[(int)AnimationEasing.EaseInOutQuint] = new EasingFunctionDelegate(EaseInOutQuint);
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            _AnimationFunctions[(int)AnimationEasing.EaseInOutSine] = new EasingFunctionDelegate(EaseInOutSine);
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            _AnimationFunctions[(int)AnimationEasing.EaseInQuad] = new EasingFunctionDelegate(EaseInQuad);
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            _AnimationFunctions[(int)AnimationEasing.EaseInQuart] = new EasingFunctionDelegate(EaseInQuart);
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            _AnimationFunctions[(int)AnimationEasing.EaseInQuint] = new EasingFunctionDelegate(EaseInQuint);
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            _AnimationFunctions[(int)AnimationEasing.EaseInSine] = new EasingFunctionDelegate(EaseInSine);
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            _AnimationFunctions[(int)AnimationEasing.EaseOutBounce] = new EasingFunctionDelegate(EaseOutBounce);
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            _AnimationFunctions[(int)AnimationEasing.EaseOutCirc] = new EasingFunctionDelegate(EaseOutCirc);
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            _AnimationFunctions[(int)AnimationEasing.EaseOutCubic] = new EasingFunctionDelegate(EaseOutCubic);
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            _AnimationFunctions[(int)AnimationEasing.EaseOutElastic] = new EasingFunctionDelegate(EaseOutElastic);
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            _AnimationFunctions[(int)AnimationEasing.EaseOutExpo] = new EasingFunctionDelegate(EaseOutExpo);
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            _AnimationFunctions[(int)AnimationEasing.EaseOutQuad] = new EasingFunctionDelegate(EaseOutQuad);
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            _AnimationFunctions[(int)AnimationEasing.EaseOutQuart] = new EasingFunctionDelegate(EaseOutQuart);
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            _AnimationFunctions[(int)AnimationEasing.EaseOutQuint] = new EasingFunctionDelegate(EaseOutQuint);
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            _AnimationFunctions[(int)AnimationEasing.EaseOutSine] = new EasingFunctionDelegate(EaseOutSine);
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            _AnimationFunctions[(int)AnimationEasing.Linear] = new EasingFunctionDelegate(Linear);
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        }
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        #endregion
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        #region Implementation
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        private bool _AutoDispose = false;
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        /// <summary>
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        /// Gets or sets whether animation is auto-disposed once its completed. Default value is false.
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        /// </summary>
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        public bool AutoDispose
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        {
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            get { return _AutoDispose; }
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            set
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            {
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                _AutoDispose = value;
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            }
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        }
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        public List<AnimationRequest> Animations
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        {
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            get
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            {
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                return _AnimationList;
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            }
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        }
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        protected override void Dispose(bool disposing)
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        {
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            //Console.WriteLine("{0} Animation DISPOSED", DateTime.Now);
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            Stop();
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            _IsDisposed = true;
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            base.Dispose(disposing);
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        }
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        private bool _IsDisposed = false;
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        public bool IsDisposed
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        {
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            get { return _IsDisposed; }
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            internal set
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            {
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                _IsDisposed = value;
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            }
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        }
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        /// <summary>
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        /// Stops animation if one is currently running.
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        /// </summary>
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        public void Stop()
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        {
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            BackgroundWorker worker = _Worker;
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            if (worker != null)
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            {
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                worker.DoWork -= new DoWorkEventHandler(WorkerDoWork);
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                worker.RunWorkerCompleted -= new RunWorkerCompletedEventHandler(RunWorkerCompleted);
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                worker.CancelAsync();
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                worker.Dispose();
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                _Worker = null;
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            }
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        }
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        public void Start()
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        {
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            Start(_AnimationList.ToArray());
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        }
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        protected void Start(AnimationRequest[] requests)
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        {
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            if (_Worker != null)
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                throw new InvalidOperationException("Animation is already running animations");
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            //Console.WriteLine("{0} Animation Started", DateTime.Now);
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            _IsCompleted = false;
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            _Worker = new BackgroundWorker();
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            _Worker.WorkerSupportsCancellation = true;
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            _Worker.DoWork += new DoWorkEventHandler(WorkerDoWork);
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            _Worker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(RunWorkerCompleted);
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            _Worker.RunWorkerAsync(requests);
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        }
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        private void RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
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        {
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            //Console.WriteLine(string.Format("{0}  RunWorkerCompleted", DateTime.Now));
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            BackgroundWorker worker = _Worker;
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            _Worker = null;
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            if (worker != null)
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            {
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                worker.DoWork -= new DoWorkEventHandler(WorkerDoWork);
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                worker.RunWorkerCompleted -= new RunWorkerCompletedEventHandler(RunWorkerCompleted);
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                worker.Dispose();
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            }
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            _IsCompleted = true;
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            OnAnimationCompleted(EventArgs.Empty);
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            if (_AutoDispose)
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                this.Dispose();
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        }
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        protected virtual void SetTargetPropertyValue(object target, PropertyInfo property, object value)
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        {
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            Control c = target as Control;
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            if (c != null)
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            {
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                c.Invoke(new MethodInvoker(delegate
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                {
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                    property.SetValue(target, value, null);
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                    if (c.Parent != null)
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                        c.Parent.Update();
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                    else
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                        c.Update();
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                }));
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            }
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            else if (target is BaseItem)
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            {
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                if (_AnimationUpdateControl != null)
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                    _AnimationUpdateControl.Invoke(new MethodInvoker(delegate { property.SetValue(target, value, null); if (value is Rectangle) _AnimationUpdateControl.Invalidate(); }));
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                else
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                {
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                    if (target is DevComponents.DotNetBar.Metro.MetroTileItem && property.Name == "CurrentFrameOffset")
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                        ((DevComponents.DotNetBar.Metro.MetroTileItem)target).CurrentFrameOffset = (int)value;
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                    else
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                        property.SetValue(target, value, null);
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                }
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            }
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            else
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            {
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                property.SetValue(target, value, null);
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            }
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        }
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        protected abstract object GetPropertyValueCorrectType(double value);
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        protected virtual void WorkerDoWork(object sender, DoWorkEventArgs e)
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        {
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            AnimationRequest[] requests = (AnimationRequest[])e.Argument;
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            double elapsedTime = 0;
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            DateTime startTime = DateTime.UtcNow;
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            double duration = _Duration;
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            bool firstPass = true;
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            if (_FixedStepCount <= 0)
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            {
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                while (elapsedTime <= duration)
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                {
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                    try
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                    {
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                        foreach (AnimationRequest request in requests)
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                        {
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                            double toValue = request.GetToValue();
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                            double fromValue = request.GetFromValue();
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                            double change = toValue - fromValue;
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                            if (firstPass)
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                                SetTargetPropertyValue(request.Target, request.Property, request.From);
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                            double r = _AnimationFunctions[(int)_EasingFunction](elapsedTime, fromValue, change, duration);
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                            if (change < 0 && r < toValue || change > 0 && r > toValue) { r = toValue; e.Cancel = true; break; }
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                            if (change < 0 && r > fromValue || change > 0 && r < fromValue) r = fromValue;
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                            SetTargetPropertyValue(request.Target, request.Property, GetPropertyValueCorrectType(r));
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                            elapsedTime = DateTime.UtcNow.Subtract(startTime).TotalMilliseconds;
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                            if (e.Cancel) break;
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                        }
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                        if (e.Cancel) break;
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                        ExecuteStepUpdateMethod();
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                        if (_AnimationUpdateControl != null)
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                        {
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                            if (_AnimationUpdateControl.InvokeRequired)
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                                _AnimationUpdateControl.BeginInvoke(new MethodInvoker(delegate { _AnimationUpdateControl.Update(); }));
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                            else
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                                _AnimationUpdateControl.Update();
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                        }
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                        if (e.Cancel) break;
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                        firstPass = false;
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                    }
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                    catch (TargetInvocationException exc)
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                    {
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                        if (exc.InnerException is ObjectDisposedException) // Stop work if target has been disposed
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                            return;
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                        throw;
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                    }
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                }
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            }
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            else
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            {
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                try
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                {
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                    for (int i = 0; i < _FixedStepCount; i++)
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                    {
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                        foreach (AnimationRequest request in requests)
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                        {
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                            double toValue = request.GetToValue();
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                            double fromValue = request.GetFromValue();
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                            double change = toValue - fromValue;
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                            double step = change / _FixedStepCount;
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                            if (firstPass)
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                                SetTargetPropertyValue(request.Target, request.Property, request.From);
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                            double r = fromValue + step * (i + 1);
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                            if (change < 0 && r < toValue || change > 0 && r > toValue) { r = toValue; e.Cancel = true; break; }
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                            if (change < 0 && r > fromValue || change > 0 && r < fromValue) r = fromValue;
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                            SetTargetPropertyValue(request.Target, request.Property, GetPropertyValueCorrectType(r));
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                            if (e.Cancel) break;
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                            if (_Duration > 0)
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                            {
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                                try
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                                {
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                                    using (
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                                        System.Threading.ManualResetEvent wait =
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                                            new System.Threading.ManualResetEvent(false))
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                                        wait.WaitOne((int) _Duration);
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                                    //System.Threading.Thread.Sleep((int)_Duration);
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                                }
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                                catch
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                                {
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                                    break;
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                                }
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                            }
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                        }
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                        if (e.Cancel) break;
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                        ExecuteStepUpdateMethod();
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                        if (_AnimationUpdateControl != null)
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                            _AnimationUpdateControl.Update();
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                        if (e.Cancel) break;
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                        firstPass = false;
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                    }
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                }
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                catch (TargetInvocationException exc)
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                {
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                    if (exc.InnerException is ObjectDisposedException) // Stop work if target has been disposed
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                        return;
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                    throw;
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                }
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            }
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            // Make sure final to value is assigned
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            foreach (AnimationRequest request in requests)
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            {
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                try
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                {
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                    SetTargetPropertyValue(request.Target, request.Property, request.To);
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                }
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                catch (TargetInvocationException exc)
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                {
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                    if (exc.InnerException is ObjectDisposedException) // Stop work if target has been disposed
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                        continue;
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                    throw;
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                }
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            }
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            //System.Diagnostics.Debug.WriteLine(string.Format("{0}  WorkerDoWork DONE", DateTime.Now));
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        }
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        private bool _IsCompleted;
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        /// <summary>
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        /// Gets whether animation run is complete.
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        /// </summary>
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        public bool IsCompleted
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        {
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            get { return _IsCompleted; }
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        }
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        /// <summary>
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        /// Gets the animation duration in milliseconds.
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        /// </summary>
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        public double Duration
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        {
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            get { return _Duration; }
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            internal set
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            {
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                _Duration = value;
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            }
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        }
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        /// <summary>
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        /// Gets the animation easing function.
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        /// </summary>
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        public AnimationEasing EasingFunction
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        {
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            get
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            {
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                return _EasingFunction;
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            }
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        }
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        protected EasingFunctionDelegate[] AnimationFunctions
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        {
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            get
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            {
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                return _AnimationFunctions;
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            }
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        }
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        protected virtual void ExecuteStepUpdateMethod()
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        {
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            if (_StepUpdateMethod != null)
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                _StepUpdateMethod.DynamicInvoke(null);
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        }
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        private Delegate _StepUpdateMethod = null;
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        /// <summary>
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        /// 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.
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        /// </summary>
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        /// <param name="method">Method to call</param>
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        public void SetStepUpdateMethod(Delegate method)
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        {
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            _StepUpdateMethod = method;
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        }
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        protected delegate double EasingFunctionDelegate(double t, double b, double c, double d);
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        private Control _AnimationUpdateControl;
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        public Control AnimationUpdateControl
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        {
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            get { return _AnimationUpdateControl; }
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            set { _AnimationUpdateControl = value; }
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        }
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        private int _FixedStepCount = 0;
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        /// <summary>
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        /// Gets or sets the number of fixed steps animation will perform from star to finish instead of using the easing function in time.
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        /// Stepped animation executes specified number of steps always with Duration specifying delays between each step.
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        /// </summary>
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        public int FixedStepCount
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        {
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            get { return _FixedStepCount; }
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            set
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            {
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                _FixedStepCount = value;
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            }
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        }
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        #endregion
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        #region Easing Functions
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        private double EaseInOutQuad(double t, double b, double c, double d)
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        {
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            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
 | 
						|
    }
 | 
						|
}
 |