Beispiel #1
0
        /// <summary>Performs a buffered animation operation. The animation consists of a cross-fade between the contents of two buffers over a specified period of time.</summary>
        /// <typeparam name="TState">The type of the state that is used to determine the image to paint.</typeparam>
        /// <typeparam name="TParam">The type of the parameter that is passed into this method.</typeparam>
        /// <param name="graphics">The target DC on which the buffer is animated.</param>
        /// <param name="ctrl">The window in which the animations play.</param>
        /// <param name="bounds">Specifies the area of the target DC in which to draw.</param>
        /// <param name="paintAction">A method delegate that performs the painting of the control at a given state.</param>
        /// <param name="currentState">The current state to use to start drawing the animation.</param>
        /// <param name="newState">The final state to use to finish drawing the animation.</param>
        /// <param name="getDuration">A method delegate that gets the duration of the animation, in milliseconds.</param>
        /// <param name="data">User-defined data to pass to the <paramref name="paintAction"/> callback.</param>
        public static void PaintAnimation <TState, TParam>(Graphics graphics, IWin32Window ctrl, Rectangle bounds,
                                                           PaintAction <TState, TParam> paintAction, TState currentState, TState newState, GetDuration <TState> getDuration, TParam data)
        {
            try
            {
                if (System.Environment.OSVersion.Version.Major >= 6)
                {
                    // If this handle is running with a different state, stop the animations
                    if (paintAnimationInstances.TryGetValue(ctrl.Handle, out Tuple <object, object> val))
                    {
                        if (!Equals(val.Item1, currentState) || !Equals(val.Item2, newState))
                        {
                            BufferedPaintStopAllAnimations(new HandleRef(ctrl, ctrl.Handle));
                            System.Diagnostics.Debug.WriteLine("BufferedPaintStop.");
                            paintAnimationInstances[ctrl.Handle] = new Tuple <object, object>(currentState, newState);
                        }
                    }
                    else
                    {
                        paintAnimationInstances.Add(ctrl.Handle, new Tuple <object, object>(currentState, newState));
                    }

                    using (var hdc = new SafeDCHandle(graphics))
                    {
                        if (hdc.IsInvalid)
                        {
                            return;
                        }
                        // see if this paint was generated by a soft-fade animation
                        if (BufferedPaintRenderAnimation(new HandleRef(ctrl, ctrl.Handle), hdc))
                        {
                            paintAnimationInstances.Remove(ctrl.Handle);
                            return;
                        }

                        var animParams = new BP_ANIMATIONPARAMS(BP_ANIMATIONSTYLE.BPAS_LINEAR, getDuration?.Invoke(currentState, newState) ?? 0);
                        using (var h = new BufferedAnimationPainter(ctrl, hdc, bounds, animParams, BP_PAINTPARAMS.NoClip))
                        {
                            if (!h.IsInvalid)
                            {
                                if (h.SourceGraphics != null)
                                {
                                    paintAction(h.SourceGraphics, bounds, currentState, data);
                                }
                                if (h.DestinationGraphics != null)
                                {
                                    paintAction(h.DestinationGraphics, bounds, newState, data);
                                }
                            }
                            else
                            {
                                // hdc.Dispose();
                                paintAction(graphics, bounds, newState, data);
                            }
                        }
                    }
                }
                else
                {
                    paintAction(graphics, bounds, newState, data);
                }
            }
            catch { }
            System.Diagnostics.Debug.WriteLine($"BufferedPaint state items = {paintAnimationInstances.Count}.");
        }
Beispiel #2
0
 /// <summary>Performs a buffered animation operation. The animation consists of a cross-fade between the contents of two buffers over a specified period of time.</summary>
 /// <typeparam name="TState">The type of the state that is used to determine the image to paint.</typeparam>
 /// <param name="graphics">The target DC on which the buffer is animated.</param>
 /// <param name="ctrl">The window in which the animations play.</param>
 /// <param name="bounds">Specifies the area of the target DC in which to draw.</param>
 /// <param name="paintAction">A method delegate that performs the painting of the control at a given state.</param>
 /// <param name="currentState">The current state to use to start drawing the animation.</param>
 /// <param name="newState">The final state to use to finish drawing the animation.</param>
 /// <param name="getDuration">A method delegate that gets the duration of the animation, in milliseconds.</param>
 public static void PaintAnimation <TState>(Graphics graphics, IWin32Window ctrl, Rectangle bounds, PaintAction <TState, int> paintAction,
                                            TState currentState, TState newState, GetDuration <TState> getDuration)
 => PaintAnimation(graphics, ctrl, bounds, paintAction, currentState, newState, getDuration, 0);