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https://github.com/greenshot/greenshot
synced 2025-08-14 02:37:03 -07:00
Merge remote-tracking branch 'remotes/origin/master' into release/1.2.9
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commit
0323705513
276 changed files with 5382 additions and 3666 deletions
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@ -41,21 +41,21 @@ namespace Greenshot {
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/// The about form
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/// </summary>
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public partial class AboutForm : AnimatingBaseForm {
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private static ILog LOG = LogManager.GetLogger(typeof(AboutForm));
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private Bitmap gBitmap;
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private ColorAnimator backgroundAnimation;
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private List<RectangleAnimator> pixels = new List<RectangleAnimator>();
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private List<Color> colorFlow = new List<Color>();
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private List<Color> pixelColors = new List<Color>();
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private Random rand = new Random();
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private readonly Color backColor = Color.FromArgb(61, 61, 61);
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private readonly Color pixelColor = Color.FromArgb(138, 255, 0);
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private static readonly ILog LOG = LogManager.GetLogger(typeof(AboutForm));
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private Bitmap _bitmap;
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private readonly ColorAnimator _backgroundAnimation;
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private readonly IList<RectangleAnimator> _pixels = new List<RectangleAnimator>();
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private readonly IList<Color> _colorFlow = new List<Color>();
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private readonly IList<Color> _pixelColors = new List<Color>();
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private readonly Random _rand = new Random();
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private readonly Color _backColor = Color.FromArgb(61, 61, 61);
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private readonly Color _pixelColor = Color.FromArgb(138, 255, 0);
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// Variables used for the color-cycle
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private int waitFrames = 0;
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private int colorIndex = 0;
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private int scrollCount = 0;
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private bool hasAnimationsLeft;
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private int _waitFrames;
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private int _colorIndex;
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private int _scrollCount;
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private bool _hasAnimationsLeft;
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// Variables are used to define the location of the dots
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private const int w = 13;
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@ -70,7 +70,7 @@ namespace Greenshot {
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/// <summary>
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/// The location of every dot in the "G"
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/// </summary>
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private List<Point> gSpots = new List<Point>() {
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private readonly List<Point> gSpots = new List<Point>() {
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// Top row
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new Point(p2, p1), // 0
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new Point(p3, p1), // 1
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@ -116,15 +116,15 @@ namespace Greenshot {
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// 18 19 20 21 22 23
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// The order in which we draw the dots & flow the collors.
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List<int> flowOrder = new List<int>() { 4, 3, 2, 1, 0, 5, 6, 7, 8, 9, 10, 14, 15, 18, 19, 20, 21, 22, 23, 16, 17, 13, 12, 11 };
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readonly List<int> flowOrder = new List<int>() { 4, 3, 2, 1, 0, 5, 6, 7, 8, 9, 10, 14, 15, 18, 19, 20, 21, 22, 23, 16, 17, 13, 12, 11 };
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/// <summary>
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/// Cleanup all the allocated resources
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/// </summary>
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private void Cleanup(object sender, EventArgs e) {
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if (gBitmap != null) {
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gBitmap.Dispose();
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gBitmap = null;
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if (_bitmap != null) {
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_bitmap.Dispose();
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_bitmap = null;
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}
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}
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@ -144,22 +144,22 @@ namespace Greenshot {
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InitializeComponent();
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// Only use double-buffering when we are NOT in a Terminal Server session
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DoubleBuffered = !isTerminalServerSession;
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DoubleBuffered = !IsTerminalServerSession;
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// Use the self drawn image, first we create the background to be the backcolor (as we animate from this)
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gBitmap = ImageHelper.CreateEmpty(90, 90, PixelFormat.Format24bppRgb, BackColor, 96, 96);
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pictureBox1.Image = gBitmap;
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_bitmap = ImageHelper.CreateEmpty(90, 90, PixelFormat.Format24bppRgb, BackColor, 96, 96);
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pictureBox1.Image = _bitmap;
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Version v = Assembly.GetExecutingAssembly().GetName().Version;
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// Format is like this: AssemblyVersion("Major.Minor.Build.Revision")]
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lblTitle.Text = "Greenshot " + v.Major + "." + v.Minor + "." + v.Build + " Build " + v.Revision + (IniConfig.IsPortable ? " Portable" : "") + (" (" + OSInfo.Bits + " bit)");
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lblTitle.Text = "Greenshot " + v.Major + "." + v.Minor + "." + v.Build + " Build " + v.Revision + (IniConfig.IsPortable ? " Portable" : "") + (" (" + OSInfo.Bits) + " bit)";
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//Random rand = new Random();
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// Number of frames the pixel animation takes
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int frames = FramesForMillis(2000);
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// The number of frames the color-cycle waits before it starts
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waitFrames = FramesForMillis(6000);
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_waitFrames = FramesForMillis(6000);
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// Every pixel is created after pixelWaitFrames frames, which is increased in the loop.
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int pixelWaitFrames = FramesForMillis(2000);
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@ -174,7 +174,7 @@ namespace Greenshot {
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int offset = (w - 2) / 2;
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// If the optimize for Terminal Server is set we make the animation without much ado
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if (isTerminalServerSession) {
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if (IsTerminalServerSession) {
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// No animation
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pixelAnimation = new RectangleAnimator(new Rectangle(gSpot.X, gSpot.Y, w - 2, w - 2), new Rectangle(gSpot.X, gSpot.Y, w - 2, w - 2), 1, EasingType.Cubic, EasingMode.EaseIn);
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} else {
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@ -187,23 +187,23 @@ namespace Greenshot {
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// Increase the wait frames
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pixelWaitFrames += FramesForMillis(100);
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// Add to the list of to be animated pixels
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pixels.Add(pixelAnimation);
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_pixels.Add(pixelAnimation);
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// Add a color to the list for this pixel.
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pixelColors.Add(pixelColor);
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_pixelColors.Add(_pixelColor);
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}
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// Make sure the frame "loop" knows we have to animate
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hasAnimationsLeft = true;
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_hasAnimationsLeft = true;
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// Pixel Color cycle colors, here we use a pre-animated loop which stores the values.
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ColorAnimator pixelColorAnimator = new ColorAnimator(pixelColor, Color.FromArgb(255, 255, 255), 6, EasingType.Quadratic, EasingMode.EaseIn);
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pixelColorAnimator.QueueDestinationLeg(pixelColor, 6, EasingType.Quadratic, EasingMode.EaseOut);
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ColorAnimator pixelColorAnimator = new ColorAnimator(_pixelColor, Color.FromArgb(255, 255, 255), 6, EasingType.Quadratic, EasingMode.EaseIn);
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pixelColorAnimator.QueueDestinationLeg(_pixelColor, 6, EasingType.Quadratic, EasingMode.EaseOut);
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do {
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colorFlow.Add(pixelColorAnimator.Current);
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_colorFlow.Add(pixelColorAnimator.Current);
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pixelColorAnimator.Next();
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} while (pixelColorAnimator.hasNext);
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} while (pixelColorAnimator.HasNext);
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// color animation for the background
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backgroundAnimation = new ColorAnimator(BackColor, backColor, FramesForMillis(5000), EasingType.Linear, EasingMode.EaseIn);
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_backgroundAnimation = new ColorAnimator(BackColor, _backColor, FramesForMillis(5000), EasingType.Linear, EasingMode.EaseIn);
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}
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/// <summary>
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@ -227,63 +227,63 @@ namespace Greenshot {
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/// Called from the AnimatingForm, for every frame
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/// </summary>
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protected override void Animate() {
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if (gBitmap == null) {
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if (_bitmap == null) {
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return;
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}
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if (!isTerminalServerSession) {
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if (!IsTerminalServerSession) {
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// Color cycle
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if (waitFrames != 0) {
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waitFrames--;
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if (_waitFrames != 0) {
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_waitFrames--;
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// Check if there is something else to do, if not we return so we don't occupy the CPU
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if (!hasAnimationsLeft) {
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if (!_hasAnimationsLeft) {
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return;
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}
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} else if (scrollCount < (pixelColors.Count + colorFlow.Count)) {
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} else if (_scrollCount < _pixelColors.Count + _colorFlow.Count) {
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// Scroll colors, the scrollCount is the amount of pixels + the amount of colors to cycle.
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for (int index = pixelColors.Count - 1; index > 0; index--) {
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pixelColors[index] = pixelColors[index - 1];
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for (int index = _pixelColors.Count - 1; index > 0; index--) {
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_pixelColors[index] = _pixelColors[index - 1];
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}
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// Keep adding from the colors to cycle until there is nothing left
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if (colorIndex < colorFlow.Count) {
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pixelColors[0] = colorFlow[colorIndex++];
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if (_colorIndex < _colorFlow.Count) {
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_pixelColors[0] = _colorFlow[_colorIndex++];
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}
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scrollCount++;
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_scrollCount++;
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} else {
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// Reset values, wait X time for the next one
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waitFrames = FramesForMillis(3000 + rand.Next(35000));
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colorIndex = 0;
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scrollCount = 0;
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_waitFrames = FramesForMillis(3000 + _rand.Next(35000));
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_colorIndex = 0;
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_scrollCount = 0;
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// Check if there is something else to do, if not we return so we don't occupy the CPU
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if (!hasAnimationsLeft) {
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if (!_hasAnimationsLeft) {
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return;
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}
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}
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} else if (!hasAnimationsLeft) {
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} else if (!_hasAnimationsLeft) {
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return;
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}
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// Draw the "G"
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using (Graphics graphics = Graphics.FromImage(gBitmap)) {
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using (Graphics graphics = Graphics.FromImage(_bitmap)) {
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graphics.SmoothingMode = SmoothingMode.HighQuality;
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graphics.InterpolationMode = InterpolationMode.HighQualityBilinear;
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graphics.CompositingQuality = CompositingQuality.HighQuality;
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graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
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graphics.Clear(backgroundAnimation.Next());
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graphics.Clear(_backgroundAnimation.Next());
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graphics.TranslateTransform(2, -2);
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graphics.RotateTransform(20);
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using (SolidBrush brush = new SolidBrush(pixelColor)) {
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using (SolidBrush brush = new SolidBrush(_pixelColor)) {
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int index = 0;
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// We asume there is nothing to animate in the next Animate loop
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hasAnimationsLeft = false;
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_hasAnimationsLeft = false;
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// Pixels of the G
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foreach (RectangleAnimator pixel in pixels) {
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brush.Color = pixelColors[index++];
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foreach (RectangleAnimator pixel in _pixels) {
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brush.Color = _pixelColors[index++];
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graphics.FillEllipse(brush, pixel.Current);
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// If a pixel still has frames left, the hasAnimationsLeft will be true
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hasAnimationsLeft = hasAnimationsLeft | pixel.hasNext;
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_hasAnimationsLeft = _hasAnimationsLeft | pixel.HasNext;
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pixel.Next();
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}
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}
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