mirror of
https://github.com/greenshot/greenshot
synced 2025-08-14 02:37:03 -07:00
Updated the about form to have an animation, which is not yet finished.
git-svn-id: http://svn.code.sf.net/p/greenshot/code/trunk@2368 7dccd23d-a4a3-4e1f-8c07-b4c1b4018ab4
This commit is contained in:
parent
57e4a8dd73
commit
9803c91122
4 changed files with 263 additions and 97 deletions
524
GreenshotPlugin/Core/AnimationHelpers.cs
Normal file
524
GreenshotPlugin/Core/AnimationHelpers.cs
Normal file
|
@ -0,0 +1,524 @@
|
|||
/*
|
||||
* Greenshot - a free and open source screenshot tool
|
||||
* Copyright (C) 2007-2012 Thomas Braun, Jens Klingen, Robin Krom
|
||||
*
|
||||
* For more information see: http://getgreenshot.org/
|
||||
* The Greenshot project is hosted on Sourceforge: http://sourceforge.net/projects/greenshot/
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 1 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using System.Drawing.Drawing2D;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace GreenshotPlugin.Core {
|
||||
|
||||
/// <summary>
|
||||
/// Helper interface for passing base type
|
||||
/// </summary>
|
||||
public interface IAnimator {
|
||||
/// <summary>
|
||||
/// Is there a next frame?
|
||||
/// </summary>
|
||||
bool hasNext {
|
||||
get;
|
||||
}
|
||||
/// <summary>
|
||||
/// The amount of frames
|
||||
/// </summary>
|
||||
int Frames {
|
||||
get;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Current frame number
|
||||
/// </summary>
|
||||
int CurrentFrameNr {
|
||||
get;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Base class for the animation logic, this only implements Properties and a constructor
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type for the animation, like Point/Rectangle/Size</typeparam>
|
||||
public abstract class AnimatorBase<T> : IAnimator {
|
||||
protected T first;
|
||||
protected T last;
|
||||
protected T current;
|
||||
protected Queue<T> queue = new Queue<T>();
|
||||
protected int frames;
|
||||
protected int currentFrameNr = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// <param name="first"></param>
|
||||
/// <param name="last"></param>
|
||||
/// <param name="frames"></param>
|
||||
/// <param name="easingType"></param>
|
||||
/// <param name="easingMode"></param>
|
||||
public AnimatorBase(T first, T last, int frames, EasingType easingType, EasingMode easingMode) {
|
||||
this.first = first;
|
||||
this.last = last;
|
||||
this.frames = frames;
|
||||
this.current = first;
|
||||
this.EasingType = easingType;
|
||||
this.EasingMode = easingMode;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The amount of frames
|
||||
/// </summary>
|
||||
public int Frames {
|
||||
get { return frames; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Current frame number
|
||||
/// </summary>
|
||||
public int CurrentFrameNr {
|
||||
get { return currentFrameNr; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// First animation value
|
||||
/// </summary>
|
||||
public T First {
|
||||
get { return first; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Last animation value, of this "leg"
|
||||
/// </summary>
|
||||
public T Last {
|
||||
get { return last; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Final animation value, this is including the legs
|
||||
/// </summary>
|
||||
public T Final {
|
||||
get {
|
||||
if (queue.Count == 0) {
|
||||
return last;
|
||||
}
|
||||
return queue.ToArray()[queue.Count - 1];
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This restarts the current animation and changes the last frame
|
||||
/// </summary>
|
||||
/// <param name="newDestination"></param>
|
||||
public void ChangeDestination(T newDestination) {
|
||||
ChangeDestination(newDestination, frames);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This restarts the current animation and changes the last frame
|
||||
/// </summary>
|
||||
/// <param name="newDestination"></param>
|
||||
/// <param name="frames"></param>
|
||||
public void ChangeDestination(T newDestination, int frames) {
|
||||
queue.Clear();
|
||||
this.first = current;
|
||||
this.currentFrameNr = 0;
|
||||
this.frames = frames;
|
||||
this.last = newDestination;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queue the destination, it will be used after the current animation is finished
|
||||
/// </summary>
|
||||
/// <param name="queuedDestination"></param>
|
||||
public void QueueDestinationLeg(T queuedDestination) {
|
||||
queue.Enqueue(queuedDestination);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The EasingType to use for the animation
|
||||
/// </summary>
|
||||
public EasingType EasingType {
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The EasingMode to use for the animation
|
||||
/// </summary>
|
||||
public EasingMode EasingMode {
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the easing value, which is from 0-1 and depends on the frame
|
||||
/// </summary>
|
||||
protected double EasingValue {
|
||||
get {
|
||||
switch (EasingMode) {
|
||||
case EasingMode.EaseOut:
|
||||
return Easing.EaseOut((double)currentFrameNr / (double)frames, EasingType);
|
||||
case EasingMode.EaseInOut:
|
||||
return Easing.EaseInOut((double)currentFrameNr / (double)frames, EasingType);
|
||||
case EasingMode.EaseIn:
|
||||
default:
|
||||
return Easing.EaseIn((double)currentFrameNr / (double)frames, EasingType);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current (previous) frame object
|
||||
/// </summary>
|
||||
public virtual T Current {
|
||||
get {
|
||||
return current;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns if there are any frame left, and if this is the case than the frame is increaded.
|
||||
/// </summary>
|
||||
public virtual bool NextFrame {
|
||||
get {
|
||||
if (currentFrameNr < frames) {
|
||||
currentFrameNr++;
|
||||
return true;
|
||||
}
|
||||
if (queue.Count > 0) {
|
||||
this.first = current;
|
||||
this.last = queue.Dequeue();
|
||||
this.currentFrameNr = 0;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Are there more frames to animate?
|
||||
/// </summary>
|
||||
public virtual bool hasNext {
|
||||
get {
|
||||
if (currentFrameNr < frames) {
|
||||
return true;
|
||||
}
|
||||
return queue.Count > 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the next animation frame value object
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public abstract T Next();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation of the RectangleAnimator
|
||||
/// </summary>
|
||||
public class RectangleAnimator : AnimatorBase<Rectangle> {
|
||||
private static readonly log4net.ILog LOG = log4net.LogManager.GetLogger(typeof(RectangleAnimator));
|
||||
|
||||
public RectangleAnimator(Rectangle first, Rectangle last, int frames)
|
||||
: base(first, last, frames, EasingType.Linear, EasingMode.EaseIn) {
|
||||
}
|
||||
public RectangleAnimator(Rectangle first, Rectangle last, int frames, EasingType easingType)
|
||||
: base(first, last, frames, easingType, EasingMode.EaseIn) {
|
||||
}
|
||||
|
||||
public RectangleAnimator(Rectangle first, Rectangle last, int frames, EasingType easingType, EasingMode easingMode)
|
||||
: base(first, last, frames, easingType, easingMode) {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the next frame object
|
||||
/// </summary>
|
||||
/// <returns>Rectangle</returns>
|
||||
public override Rectangle Next() {
|
||||
if (NextFrame) {
|
||||
double easingValue = EasingValue;
|
||||
double dx = last.X - first.X;
|
||||
double dy = last.Y - first.Y;
|
||||
|
||||
int x = first.X + (int)(easingValue * dx);
|
||||
int y = first.Y + (int)(easingValue * dy);
|
||||
double dw = last.Width - first.Width;
|
||||
double dh = last.Height - first.Height;
|
||||
int width = first.Width + (int)(easingValue * dw);
|
||||
int height = first.Height + (int)(easingValue * dh);
|
||||
current = new Rectangle(x, y, width, height);
|
||||
}
|
||||
return current;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation of the PointAnimator
|
||||
/// </summary>
|
||||
public class PointAnimator : AnimatorBase<Point> {
|
||||
private static readonly log4net.ILog LOG = log4net.LogManager.GetLogger(typeof(PointAnimator));
|
||||
public PointAnimator(Point first, Point last, int frames)
|
||||
: base(first, last, frames, EasingType.Linear, EasingMode.EaseIn) {
|
||||
}
|
||||
public PointAnimator(Point first, Point last, int frames, EasingType easingType)
|
||||
: base(first, last, frames, easingType, EasingMode.EaseIn) {
|
||||
}
|
||||
public PointAnimator(Point first, Point last, int frames, EasingType easingType, EasingMode easingMode)
|
||||
: base(first, last, frames, easingType, easingMode) {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the next frame value
|
||||
/// </summary>
|
||||
/// <returns>Point</returns>
|
||||
public override Point Next() {
|
||||
if (NextFrame) {
|
||||
double easingValue = EasingValue;
|
||||
double dx = last.X - first.X;
|
||||
double dy = last.Y - first.Y;
|
||||
|
||||
int x = first.X + (int)(easingValue * dx);
|
||||
int y = first.Y + (int)(easingValue * dy);
|
||||
current = new Point(x, y);
|
||||
}
|
||||
return current;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation of the SizeAnimator
|
||||
/// </summary>
|
||||
public class SizeAnimator : AnimatorBase<Size> {
|
||||
private static readonly log4net.ILog LOG = log4net.LogManager.GetLogger(typeof(SizeAnimator));
|
||||
public SizeAnimator(Size first, Size last, int frames)
|
||||
: base(first, last, frames, EasingType.Linear, EasingMode.EaseIn) {
|
||||
}
|
||||
public SizeAnimator(Size first, Size last, int frames, EasingType easingType)
|
||||
: base(first, last, frames, easingType, EasingMode.EaseIn) {
|
||||
}
|
||||
public SizeAnimator(Size first, Size last, int frames, EasingType easingType, EasingMode easingMode)
|
||||
: base(first, last, frames, easingType, easingMode) {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the next frame values
|
||||
/// </summary>
|
||||
/// <returns>Size</returns>
|
||||
public override Size Next() {
|
||||
if (NextFrame) {
|
||||
double easingValue = EasingValue;
|
||||
double dw = last.Width - first.Width;
|
||||
double dh = last.Height - first.Height;
|
||||
int width = first.Width + (int)(easingValue * dw);
|
||||
int height = first.Height + (int)(easingValue * dh);
|
||||
current = new Size(width, height);
|
||||
}
|
||||
return current;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation of the ColorAnimator
|
||||
/// </summary>
|
||||
public class ColorAnimator : AnimatorBase<Color> {
|
||||
private static readonly log4net.ILog LOG = log4net.LogManager.GetLogger(typeof(ColorAnimator));
|
||||
public ColorAnimator(Color first, Color last, int frames)
|
||||
: base(first, last, frames, EasingType.Linear, EasingMode.EaseIn) {
|
||||
}
|
||||
public ColorAnimator(Color first, Color last, int frames, EasingType easingType)
|
||||
: base(first, last, frames, easingType, EasingMode.EaseIn) {
|
||||
}
|
||||
public ColorAnimator(Color first, Color last, int frames, EasingType easingType, EasingMode easingMode)
|
||||
: base(first, last, frames, easingType, easingMode) {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the next frame values
|
||||
/// </summary>
|
||||
/// <returns>Color</returns>
|
||||
public override Color Next() {
|
||||
if (NextFrame) {
|
||||
double easingValue = EasingValue;
|
||||
double da = last.A - first.A;
|
||||
double dr = last.R - first.R;
|
||||
double dg = last.G - first.G;
|
||||
double db = last.B - first.B;
|
||||
int a = first.A + (int)(easingValue * da);
|
||||
int r = first.R + (int)(easingValue * dr);
|
||||
int g = first.G + (int)(easingValue * dg);
|
||||
int b = first.B + (int)(easingValue * db);
|
||||
current = Color.FromArgb(a,r,g,b);
|
||||
}
|
||||
return current;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation of the IntAnimator
|
||||
/// </summary>
|
||||
public class IntAnimator : AnimatorBase<int> {
|
||||
private static readonly log4net.ILog LOG = log4net.LogManager.GetLogger(typeof(IntAnimator));
|
||||
public IntAnimator(int first, int last, int frames)
|
||||
: base(first, last, frames, EasingType.Linear, EasingMode.EaseIn) {
|
||||
}
|
||||
public IntAnimator(int first, int last, int frames, EasingType easingType)
|
||||
: base(first, last, frames, easingType, EasingMode.EaseIn) {
|
||||
}
|
||||
public IntAnimator(int first, int last, int frames, EasingType easingType, EasingMode easingMode)
|
||||
: base(first, last, frames, easingType, easingMode) {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the next frame values
|
||||
/// </summary>
|
||||
/// <returns>int</returns>
|
||||
public override int Next() {
|
||||
if (NextFrame) {
|
||||
double easingValue = EasingValue;
|
||||
double delta = last - first;
|
||||
current = first + (int)(easingValue * delta);
|
||||
}
|
||||
return current;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Easing logic, to make the animations more "fluent"
|
||||
/// </summary>
|
||||
public static class Easing {
|
||||
// Adapted from http://www.robertpenner.com/easing/penner_chapter7_tweening.pdf
|
||||
|
||||
public static double Ease(double linearStep, double acceleration, EasingType type) {
|
||||
double easedStep = acceleration > 0 ? EaseIn(linearStep, type) : acceleration < 0 ? EaseOut(linearStep, type) : (double)linearStep;
|
||||
// Lerp:
|
||||
return ((easedStep - linearStep) * Math.Abs(acceleration) + linearStep);
|
||||
}
|
||||
|
||||
public static double EaseIn(double linearStep, EasingType type) {
|
||||
switch (type) {
|
||||
case EasingType.Step:
|
||||
return linearStep < 0.5 ? 0 : 1;
|
||||
case EasingType.Linear:
|
||||
return linearStep;
|
||||
case EasingType.Sine:
|
||||
return Sine.EaseIn(linearStep);
|
||||
case EasingType.Quadratic:
|
||||
return Power.EaseIn(linearStep, 2);
|
||||
case EasingType.Cubic:
|
||||
return Power.EaseIn(linearStep, 3);
|
||||
case EasingType.Quartic:
|
||||
return Power.EaseIn(linearStep, 4);
|
||||
case EasingType.Quintic:
|
||||
return Power.EaseIn(linearStep, 5);
|
||||
}
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public static double EaseOut(double linearStep, EasingType type) {
|
||||
switch (type) {
|
||||
case EasingType.Step:
|
||||
return linearStep < 0.5 ? 0 : 1;
|
||||
case EasingType.Linear:
|
||||
return linearStep;
|
||||
case EasingType.Sine:
|
||||
return Sine.EaseOut(linearStep);
|
||||
case EasingType.Quadratic:
|
||||
return Power.EaseOut(linearStep, 2);
|
||||
case EasingType.Cubic:
|
||||
return Power.EaseOut(linearStep, 3);
|
||||
case EasingType.Quartic:
|
||||
return Power.EaseOut(linearStep, 4);
|
||||
case EasingType.Quintic:
|
||||
return Power.EaseOut(linearStep, 5);
|
||||
}
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public static double EaseInOut(double linearStep, EasingType easeInType, EasingType easeOutType) {
|
||||
return linearStep < 0.5 ? EaseInOut(linearStep, easeInType) : EaseInOut(linearStep, easeOutType);
|
||||
}
|
||||
|
||||
public static double EaseInOut(double linearStep, EasingType type) {
|
||||
switch (type) {
|
||||
case EasingType.Step:
|
||||
return linearStep < 0.5 ? 0 : 1;
|
||||
case EasingType.Linear:
|
||||
return linearStep;
|
||||
case EasingType.Sine:
|
||||
return Sine.EaseInOut(linearStep);
|
||||
case EasingType.Quadratic:
|
||||
return Power.EaseInOut(linearStep, 2);
|
||||
case EasingType.Cubic:
|
||||
return Power.EaseInOut(linearStep, 3);
|
||||
case EasingType.Quartic:
|
||||
return Power.EaseInOut(linearStep, 4);
|
||||
case EasingType.Quintic:
|
||||
return Power.EaseInOut(linearStep, 5);
|
||||
}
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
static class Sine {
|
||||
public static double EaseIn(double s) {
|
||||
return Math.Sin(s * (Math.PI / 2) - (Math.PI / 2)) + 1;
|
||||
}
|
||||
public static double EaseOut(double s) {
|
||||
return Math.Sin(s * (Math.PI / 2));
|
||||
}
|
||||
public static double EaseInOut(double s) {
|
||||
return Math.Sin(s * Math.PI - (Math.PI / 2) + 1) / 2;
|
||||
}
|
||||
}
|
||||
|
||||
static class Power {
|
||||
public static double EaseIn(double s, int power) {
|
||||
return Math.Pow(s, power);
|
||||
}
|
||||
public static double EaseOut(double s, int power) {
|
||||
var sign = power % 2 == 0 ? -1 : 1;
|
||||
return sign * (Math.Pow(s - 1, power) + sign);
|
||||
}
|
||||
public static double EaseInOut(double s, int power) {
|
||||
s *= 2;
|
||||
if (s < 1)
|
||||
return EaseIn(s, power) / 2;
|
||||
var sign = power % 2 == 0 ? -1 : 1;
|
||||
return (sign / 2.0 * (Math.Pow(s - 2, power) + sign * 2));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This defines the way the animation works
|
||||
/// </summary>
|
||||
public enum EasingType {
|
||||
Step,
|
||||
Linear,
|
||||
Sine,
|
||||
Quadratic,
|
||||
Cubic,
|
||||
Quartic,
|
||||
Quintic
|
||||
}
|
||||
|
||||
public enum EasingMode {
|
||||
EaseIn,
|
||||
EaseOut,
|
||||
EaseInOut
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue