greenshot/GreenshotPlugin/Core/AnimationHelpers.cs

524 lines
15 KiB
C#

/*
* 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
}
}