Beispiel #1
0
        private bool IsTrackVisible(ITrack track)
        {
            TimelineLayout layout = TimelineControl.GetLayout();
            RectangleF     trackBounds;

            if (layout.TryGetBounds(new TimelinePath(track), out trackBounds))
            {
                RectangleF clientRectF = m_timelineControl.VisibleClientRectangle;
                if (clientRectF.Top <= trackBounds.Bottom &&
                    clientRectF.Bottom >= trackBounds.Top)
                {
                    return(true);
                }
            }
            return(false);
        }
        private void owner_DrawingD2d(object sender, EventArgs e)
        {
            // Test if anything is visible.
            m_visibleManipulator =
                D2dTimelineControl.CalculateRange(Owner.EditableSelection, out m_worldMin, out m_worldMax);
            if (!m_visibleManipulator)
            {
                return;
            }

            D2dGraphics g           = Owner.D2dGraphics;
            Matrix      worldToView = Owner.Transform;

            // Make the TimelineRenderer draw the ghosts, if necessary. Must happen before
            //  the manipulator is drawn so that snap-to info is created.
            if (IsScaling)
            {
                TimelineLayout layout = Owner.GetLayout();

                GhostInfo[] ghosts = m_resizer.CreateGhostInfo(
                    layout,
                    Owner.GetDragOffset().X,
                    worldToView);

                Owner.Renderer.DrawGhosts(
                    ghosts,
                    DraggedSide,
                    worldToView,
                    Owner.ClientRectangle);
            }

            // Tighten clipping region. Has to occur after DrawGhosts because the TimelineRenderer
            //  assumes that it has to shrink the current Graphics.Clip region by the header width.
            try
            {
                g.PushAxisAlignedClip(Owner.VisibleClientRectangle);

                // Draw the manipulator, giving client code a customization point.
                DrawManipulator(g, out m_leftHandle, out m_rightHandle);
            }
            finally
            {
                g.PopAxisAlignedClip();
            }
        }
Beispiel #3
0
        // get track that contains y value (in client window coordinates, aka, screen space)
        private TimelinePath GetTargetTrack(
            float y,
            TimelineLayout layout,
            IList <ITrack> tracks)
        {
            TimelinePath testPath = new TimelinePath((ITimelineObject)null);

            foreach (ITrack track in tracks)
            {
                testPath.Last = track;
                RectangleF targetBounds = layout[testPath];
                if (targetBounds.Top <= y && targetBounds.Bottom >= y)
                {
                    return(testPath);
                }
            }

            return(null);
        }
Beispiel #4
0
            protected override RectangleF GetCurrentPageBounds()
            {
                TimelineLayout layout        = m_timelineControl.GetLayout();
                RectangleF     visibleBounds = GdiUtil.InverseTransform(m_timelineControl.Transform, m_timelineControl.ClientRectangle);
                RectangleF     result        = new RectangleF();
                bool           firstTime     = true;

                foreach (KeyValuePair <TimelinePath, RectangleF> pair in layout)
                {
                    if (pair.Value.IntersectsWith(visibleBounds))
                    {
                        if (firstTime)
                        {
                            firstTime = false;
                            result    = pair.Value;
                        }
                        else
                        {
                            result = RectangleF.Union(result, pair.Value);
                        }
                    }
                }
                return(result);
            }
Beispiel #5
0
        private void DrawGroupsAndTracks(TimelinePath path, ITimeline timeline, bool expandedTimeline,
            ISelectionContext selection, Context c, TimelineLayout layout, RectangleF clipBounds)
        {
            RectangleF canvasBounds = clipBounds; //clipBounds minus the left-side header
            canvasBounds.X = HeaderWidth;
            canvasBounds.Width -= HeaderWidth;

            RectangleF bounds;
            foreach (IGroup group in timeline.Groups)
            {
                TimelinePath groupPath = path + group;
                if (!layout.TryGetBounds(groupPath, out bounds))
                    continue;
                if (bounds.IntersectsWith(clipBounds))
                {
                    DrawMode drawMode = DrawMode.Normal;
                    if (selection.SelectionContains(groupPath))
                        drawMode |= DrawMode.Selected;
                    if (expandedTimeline)
                        Draw(group, bounds, drawMode, c);

                    IList<ITrack> tracks = group.Tracks;
                    bool collapsed = !expandedTimeline || (!group.Expanded && tracks.Count > 1);
                    foreach (ITrack track in tracks)
                    {
                        TimelinePath trackPath = path + track;
                        bounds = layout.GetBounds(trackPath);
                        if (bounds.IntersectsWith(clipBounds))
                        {
                            drawMode = DrawMode.Normal;
                            if (selection.SelectionContains(trackPath))
                                drawMode |= DrawMode.Selected;
                            if (collapsed)
                                drawMode = DrawMode.Collapsed;
                            Draw(track, bounds, drawMode, c);

                            foreach (IInterval interval in track.Intervals)
                            {
                                TimelinePath intervalPath = path + interval;
                                bounds = layout.GetBounds(intervalPath);
                                if (bounds.IntersectsWith(canvasBounds))
                                {
                                    drawMode = DrawMode.Normal;
                                    if (selection.SelectionContains(intervalPath))
                                        drawMode |= DrawMode.Selected;
                                    if (collapsed)
                                        drawMode = DrawMode.Collapsed;
                                    Draw(interval, bounds, drawMode, c);
                                }
                            }

                            foreach (IKey key in track.Keys)
                            {
                                TimelinePath keyPath = path + key;
                                bounds = layout.GetBounds(keyPath);
                                if (bounds.IntersectsWith(canvasBounds))
                                {
                                    drawMode = DrawMode.Normal;
                                    if (selection.SelectionContains(keyPath))
                                        drawMode |= DrawMode.Selected;
                                    if (collapsed)
                                        drawMode = DrawMode.Collapsed;
                                    Draw(key, bounds, drawMode, c);
                                }
                            }
                        }
                    }
                }
            }
        }
Beispiel #6
0
 private void DrawMarkers(TimelinePath path, ITimeline timeline, ISelectionContext selection,
     Context c, TimelineLayout layout, RectangleF clipBounds)
 {
     RectangleF bounds;
     foreach (IMarker marker in timeline.Markers)
     {
         TimelinePath markerPath = path + marker;
         if (!layout.TryGetBounds(markerPath, out bounds))
             continue;
         if (bounds.IntersectsWith(clipBounds))
         {
             DrawMode drawMode = DrawMode.Normal;
             if (selection.SelectionContains(markerPath))
                 drawMode |= DrawMode.Selected;
             Draw(marker, bounds, drawMode, c);
         }
     }
 }
Beispiel #7
0
        private void DrawSubTimeline(
            TimelinePath path,
            ITimeline timeline,
            bool subTimeline,
            bool expandedTimeline,
            ISelectionContext selection,
            TimelinePath activeGroup,
            TimelinePath activeTrack,
            TimelineLayout layout,
            Context c)
        {
            //if (c.TestRecursion(timeline))
            //    return;

            if (!subTimeline)
                m_offsetX = c.Transform.OffsetX;

            RectangleF clipBounds = m_graphics.ClipBounds;

            DrawGroupsAndTracks(path, timeline, expandedTimeline, selection, c, layout, clipBounds);

            // draw markers over keys, intervals, tracks, and group
            if (subTimeline)
            {
                // Give the Markers in the main timeline precedence; draw on top of everything.
                clipBounds.X = HeaderWidth;
                clipBounds.Width -= HeaderWidth;
                DrawMarkers(path, timeline, selection, c, layout, clipBounds);
            }

            // Draw the group and track handles only if the owning timeline is expanded.
            if (expandedTimeline)
            {
                if (m_printing)
                    c.Graphics.TranslateTransform(m_marginBounds.Left, 0);
                RectangleF bounds;
                foreach (IGroup group in timeline.Groups)
                {
                    IList<ITrack> tracks = group.Tracks;
                    TimelinePath groupPath = path + group;
                    bounds = layout.GetBounds(groupPath);
                    bounds = GetGroupHandleRect(bounds, !group.Expanded);
                    RectangleF groupLabelBounds = new RectangleF(bounds.X, bounds.Y, HeaderWidth, bounds.Height);

                    // Draw group's move handle.
                    DrawMoveHandle(bounds, selection.SelectionContains(groupPath), groupPath == activeGroup);

                    // Draw expander?
                    if (tracks.Count > 1)
                    {
                        RectangleF expanderRect = GetExpanderRect(bounds);
                        m_graphics.DrawExpander(
                            expanderRect.X,
                            expanderRect.Y,
                            expanderRect.Width,
                            m_expanderBrush,
                            group.Expanded);

                        groupLabelBounds.X += TrackIndent;
                        groupLabelBounds.Width -= TrackIndent;
                    }

                    // Draw tracks' move handles?
                    if (group.Expanded || tracks.Count == 1)
                    {
                        foreach (ITrack track in tracks)
                        {
                            TimelinePath trackPath = path + track;
                            bounds = layout.GetBounds(trackPath);
                            bounds = GetTrackHandleRect(bounds);
                            DrawMoveHandle(bounds, selection.SelectionContains(trackPath), trackPath == activeTrack);
                            if (bounds.Width > 0f)
                                m_graphics.DrawText(track.Name, m_trackTextFormat, bounds, m_nameBrush);
                        }
                    }

                    // Draw group name.
                    if (groupLabelBounds.Width > 0)
                        m_graphics.DrawText(group.Name, c.TextFormat, groupLabelBounds, m_nameBrush);
                }
                if (m_printing)
                    c.Graphics.TranslateTransform(-m_marginBounds.Left, 0);
            }

            return;
        }
Beispiel #8
0
        private void DrawSubTimeline(
            TimelinePath path,
            ISelectionContext selection,
            TimelinePath activeGroup,
            TimelinePath activeTrack,
            TimelineLayout layout,
            Context c)
        {
            // Include the reference's offset into the Transform and InverseTransform properties.
            Matrix localToWorld = D2dTimelineControl.CalculateLocalToWorld(path);
            c.PushTransform(localToWorld, MatrixOrder.Prepend);

            // draw the row that has this timeline reference's name
            ITimelineReference reference = (ITimelineReference)path.Last;
            RectangleF clipBounds = m_graphics.ClipBounds;
            RectangleF bounds = layout.GetBounds(path);
            IHierarchicalTimeline timeline = reference.Target;
            if (bounds.IntersectsWith(clipBounds))
            {
                DrawMode drawMode = DrawMode.Normal;
                if (selection.SelectionContains(path))
                    drawMode |= DrawMode.Selected;
                DrawTimelineReference(reference, bounds, drawMode, c);
            }

            // draw the timeline document as if it were the main document
            if (timeline != null)
                DrawSubTimeline(path, timeline, true, reference.Options.Expanded, selection, activeGroup, activeTrack, layout, c);

            c.PopTransform();
        }
Beispiel #9
0
        // documentTop is in timeline coordinates
        private void LayoutSubTimeline(
            TimelinePath path,
            ITimeline timeline, ref float documentTop, bool expandedTimeline, Context c,
            TimelineLayout result)
        {
            //if (c.TestRecursion(timeline))
            //    return;

            RectangleF bounds;
            SizeF pixelSize = c.PixelSize;
            float margin = pixelSize.Height * m_margin;

            float groupTop = documentTop;
            float documentBottom = groupTop;

            foreach (IGroup group in timeline.Groups)
            {
                bool expanded = expandedTimeline && group.Expanded;

                float groupBottom = groupTop;
                float trackTop = groupTop;
                foreach (ITrack track in group.Tracks)
                {
                    float eventTop = trackTop + margin;
                    float trackBottom = eventTop;

                    foreach (IInterval interval in track.Intervals)
                    {
                        bounds = GetBounds(interval, eventTop, c);
                        trackBottom = Math.Max(trackBottom, bounds.Bottom);
                        bounds = GdiUtil.Transform(c.Transform, bounds);
                        // add it, even if 'expandedTimeline' is false, to get the shadow effect
                        result.Add(path + interval, bounds);
                    }

                    foreach (IKey key in track.Keys)
                    {
                        bounds = GetBounds(key, eventTop, c);
                        trackBottom = Math.Max(trackBottom, bounds.Bottom);
                        bounds = GdiUtil.Transform(c.Transform, bounds);
                        // add it, even if 'expandedTimeline' is false, to get the shadow effect
                        result.Add(path + key, bounds);
                    }

                    trackBottom += margin;
                    trackBottom = Math.Max(trackBottom, trackTop + MinimumTrackSize); // need height for track, even if it's empty

                    bounds = new RectangleF(c.Bounds.X, trackTop, c.Bounds.Width, trackBottom - trackTop);
                    bounds = GdiUtil.Transform(c.Transform, bounds);
                    bounds.X = c.ClientRectangle.X;
                    // add it, even if 'expandedTimeline' is false, to get the shadow effect
                    result.Add(path + track, bounds);

                    if (expanded)
                        trackTop = trackBottom;

                    groupBottom = Math.Max(groupBottom, trackBottom);
                }

                // need height for group, even if it's empty
                groupBottom = Math.Max(groupBottom, groupTop + Math.Max(margin*2, MinimumTrackSize));

                float groupHeight = groupBottom - groupTop;
                bounds = new RectangleF(0, groupTop, c.Bounds.Width, groupHeight);
                bounds = GdiUtil.Transform(c.Transform, bounds);
                bounds.X = c.ClientRectangle.X;
                // add it, even if 'expandedTimeline' is false, to get the shadow effect
                result.Add(path + group, bounds);
                if (expandedTimeline)
                    groupTop = groupBottom;
                documentBottom = Math.Max(documentBottom, groupBottom);
            }

            if (expandedTimeline)
            {
                // Draw Markers, but limit them to be within the owning timeline.
                RectangleF originalBounds = c.Bounds;
                c.Bounds.Height = documentBottom - c.Bounds.Y;
                foreach (IMarker marker in timeline.Markers)
                {
                    bounds = GetBounds(marker, c);
                    bounds = GdiUtil.Transform(c.Transform, bounds);
                    result.Add(path + marker, bounds);
                }
                c.Bounds = originalBounds;
            }

            documentTop = documentBottom;
        }
Beispiel #10
0
        /// <summary>
        /// Prioritizes the hits, using layout and picking rectangle information. This is called after
        /// PrioritizeHits().</summary>
        /// <param name="hits">The timeline objects to sort, that intersect the given rectangle</param>
        /// <param name="layout">The layout</param>
        /// <param name="pickRect">The picking rectangle</param>
        protected virtual void PrioritizeHits(List<HitRecord> hits, TimelineLayout layout, RectangleF pickRect)
        {
            if (hits.Count <= 1)
                return;

            float pickCenterX = pickRect.X + pickRect.Width*0.5f;
            float pickCenterY = pickRect.Y + pickRect.Height*0.5f;

            hits.Sort((a, b) =>
            {
                if (a.Type < b.Type)
                    return -1;
                if (a.Type > b.Type)
                    return 1;
                
                // The HeaderResize type doesn't have a HitPath.
                if (a.HitPath == null || b.HitPath == null)
                    return 0;
                
                // They're the same type, so now sort by distance from center of picking rectangle.
                RectangleF aRect = layout.GetBounds(a.HitPath);
                RectangleF bRect = layout.GetBounds(b.HitPath);
                float aDist = Math.Min(
                    Math.Abs(aRect.X + aRect.Width*0.5f - pickCenterX),
                    Math.Abs(aRect.Y + aRect.Height*0.5f - pickCenterY));
                float bDist = Math.Min(
                    Math.Abs(bRect.X + bRect.Width * 0.5f - pickCenterX),
                    Math.Abs(bRect.Y + bRect.Height * 0.5f - pickCenterY));
                if (aDist < bDist)
                    return -1;
                if (aDist > bDist)
                    return 1;
                return 0;
            });
        }
        // gets objects of appropriate type that are underneath the moving selected objects
        private TimelinePath[] GetMoveTargets(TimelineLayout layout)
        {
            // get groups and visible tracks
            List<IGroup> groups = new List<IGroup>();
            List<ITrack> visibleTracks = new List<ITrack>();
            foreach (IGroup group in m_owner.TimelineDocument.Timeline.Groups)
            {
                groups.Add(group);

                IList<ITrack> tracks = group.Tracks;
                bool expanded = group.Expanded;
                bool collapsible = tracks.Count > 1;
                bool collapsed = collapsible && !expanded;
                if (!collapsed)
                    foreach (ITrack track in tracks)
                        visibleTracks.Add(track);
            }

            TimelinePath[] targets = new TimelinePath[m_owner.Selection.SelectionCount];
            RectangleF bounds;
            TimelinePath testPath = new TimelinePath((ITimelineObject)null);

            int i = -1;
            foreach(TimelinePath path in m_owner.Selection.Selection)
            {
                i++;

                IGroup group = path.Last as IGroup;
                if (group != null)
                {
                    foreach (IGroup targetGroup in groups)
                    {
                        Point p = DragPoint;
                        testPath.Last = targetGroup;
                        RectangleF targetBounds = layout[testPath];
                        if (targetBounds.Top <= p.Y && targetBounds.Bottom >= p.Y)
                        {
                            targets[i] = new TimelinePath(testPath);
                            break;
                        }
                    }
                    continue;
                }

                ITrack track = path.Last as ITrack;
                if (track != null)
                {
                    foreach (ITrack targetTrack in visibleTracks)
                    {
                        Point p = m_owner.DragPoint;
                        testPath.Last = targetTrack;
                        RectangleF targetBounds = layout[testPath];
                        if (targetBounds.Top <= p.Y && targetBounds.Bottom >= p.Y)
                        {
                            targets[i] = new TimelinePath(testPath);
                            break;
                        }
                    }
                    if (targets[i] == null)
                    {
                        foreach (IGroup targetGroup in groups)
                        {
                            Point p = DragPoint;
                            testPath.Last = targetGroup;
                            RectangleF targetBounds = layout[testPath];
                            if (targetBounds.Top <= p.Y && targetBounds.Bottom >= p.Y)
                            {
                                targets[i] = new TimelinePath(testPath);
                                break;
                            }
                        }
                    }
                    continue;
                }

                IInterval interval = path.Last as IInterval;
                if (interval != null)
                {
                    track = interval.Track;
                    if (track != null)
                    {
                        testPath.Last = track;
                        bounds = layout[testPath];
                        float y = bounds.Top + bounds.Height * 0.5f + DragDelta.Y;
                        targets[i] = GetTargetTrack(y, layout, visibleTracks);
                        continue;
                    }
                    else
                    {
                        float y = m_owner.RectangleToClient(new Rectangle(Cursor.Position, new Size())).Y;
                        targets[i] = GetTargetTrack(y, layout, visibleTracks);
                    }
                }

                IKey key = path.Last as IKey;
                if (key != null)
                {
                    track = key.Track;
                    if (track != null)
                    {
                        testPath.Last = track;
                        bounds = layout[testPath];
                        float y = bounds.Top + bounds.Height * 0.5f + DragDelta.Y;
                        targets[i] = GetTargetTrack(y, layout, visibleTracks);
                        continue;
                    }
                    else
                    {
                        //float y = m_owner.ClientToCanvas(m_owner.DragPoint).Y;
                        float y = m_owner.RectangleToClient(new Rectangle(Cursor.Position, new Size())).Y;
                        targets[i] = GetTargetTrack(y, layout, visibleTracks);
                    }
                }

                // ignore Markers, as they don't hit targets
            }

            return targets;
        }
        // get track that contains y value (in client window coordinates, aka, screen space)
        private TimelinePath GetTargetTrack(
            float y,
            TimelineLayout layout,
            IList<ITrack> tracks)
        {
            TimelinePath testPath = new TimelinePath((ITimelineObject)null);
            foreach (ITrack track in tracks)
            {
                testPath.Last = track;
                RectangleF targetBounds = layout[testPath];
                if (targetBounds.Top <= y && targetBounds.Bottom >= y)
                    return testPath;
            }

            return null;
        }
        // gets move information, for drawing ghosts and for performing actual move operation
        private GhostInfo[] GetMoveGhostInfo(Matrix worldToView, TimelineLayout layout)
        {
            // get start and y offsets in timeline space
            PointF dragOffset = GetDragOffset();

            // Get snapping points along the timeline (in world coordinates).
            List<float> movingPoints = new List<float>(2);
            TimelinePath snapperPath;
            if (m_mouseMoveHitRecord != null)
                snapperPath = m_mouseMoveHitRecord.HitPath;//use the last clicked event (interval, key or marker)
            else
                snapperPath = m_owner.Selection.LastSelected as TimelinePath;//moving a group or track, for example
            IEvent snapperEvent = snapperPath != null ? snapperPath.Last as IEvent : null;

            if (snapperEvent != null)
            {
                Matrix localToWorld = D2dTimelineControl.CalculateLocalToWorld(snapperPath);
                float worldStart = GdiUtil.Transform(localToWorld, snapperEvent.Start + dragOffset.X);
                movingPoints.Add(worldStart);
                if (snapperEvent.Length > 0.0f)
                    movingPoints.Add(GdiUtil.Transform(localToWorld, snapperEvent.Start + dragOffset.X + snapperEvent.Length));
            }

            // Get the offset from one of the world snap points to the closest non-selected object.
            float snapOffset;
            try
            {
                s_snapOptions.FilterContext = snapperEvent;
                s_snapOptions.Filter = new D2dTimelineControl.SnapFilter(MoveSnapFilter);
                snapOffset = m_owner.GetSnapOffset(movingPoints, s_snapOptions);
            }
            finally
            {
                s_snapOptions.FilterContext = null;
                s_snapOptions.Filter = null;
            }

            // adjust dragOffset to "snap-to" nearest event
            dragOffset.X += snapOffset;

            // get offsets in client space
            float xOffset = dragOffset.X * worldToView.Elements[0];
            float yOffset = dragOffset.Y * worldToView.Elements[3];

            TimelinePath[] targets = GetMoveTargets(layout);

            // Pretend that drag-drop objects are in the TimelineLayout object
            if (m_owner.DragDropObjects != null)
            {
                foreach (ITimelineObject dragDrop in m_owner.DragDropObjects)
                    layout[dragDrop] = GetDragDropBounds(dragDrop);
            }

            GhostInfo[] ghosts = new GhostInfo[targets.Length];
            int i = -1;
            foreach(TimelinePath path in m_owner.Selection.Selection)
            {
                i++;

                ITimelineObject timelineObject = path.Last;
                RectangleF bounds = layout[path];

                TimelinePath targetPath = targets[i];
                ITimelineObject target = targetPath != null ? targetPath.Last : null;

                float start = 0;
                float length = 0;
                bool valid = true;

                IInterval interval = timelineObject as IInterval;
                IKey key = timelineObject as IKey;
                IMarker marker = timelineObject as IMarker;
                ITrack track = timelineObject as ITrack;
                IGroup group = timelineObject as IGroup;
                ITimelineReference reference = timelineObject as ITimelineReference;

                if (interval != null)
                {
                    ITrack targetTrack = target as ITrack;
                    start = interval.Start + dragOffset.X;
                    length = interval.Length;
                    valid = targetTrack != null;
                    valid &= m_owner.Constraints.IsStartValid(interval, ref start);
                    valid &= m_owner.Constraints.IsLengthValid(interval, ref length);

                    if (valid)
                    {
                        ITrack intervalTrack = interval.Track;
                        if (intervalTrack != null)
                            yOffset = layout[target].Y - layout[interval.Track].Y;
                        else
                            yOffset = layout[target].Y - bounds.Y;

                        TimelinePath testPath = new TimelinePath(targetPath);
                        foreach (IInterval other in targetTrack.Intervals)
                        {
                            // skip selected intervals, since they are moving too
                            testPath.Last = other;
                            if (m_owner.Selection.SelectionContains(testPath))
                                continue;

                            if (!m_owner.Constraints.IsIntervalValid(interval, ref start, ref length, other))
                            {
                                valid = false;
                                break;
                            }
                        }
                    }
                }
                else if (reference != null)
                {
                    // don't allow for vertical repositioning yet
                    start = reference.Start + dragOffset.X;
                    valid = true;
                }
                else if (key != null)
                {
                    start = key.Start + dragOffset.X;
                    ITrack targetTrack = target as ITrack;
                    valid = targetTrack != null;
                    valid &= m_owner.Constraints.IsStartValid(key, ref start);

                    if (valid)
                    {
                        ITrack keyTrack = key.Track;
                        if (keyTrack != null)
                            yOffset = layout[targetTrack].Y - layout[key.Track].Y;
                        else
                            yOffset = layout[targetTrack].Y - bounds.Y;
                    }
                }
                else if (marker != null)
                {
                    start = marker.Start + dragOffset.X;
                    yOffset = 0;
                    valid = m_owner.Constraints.IsStartValid(marker, ref start);
                }
                else if (track != null)
                {
                    xOffset = 0;
                    if (target == null)
                    {
                        target =
                            (DragDelta.Y < 0) ? GetLastTrack() : GetFirstTrack();
                    }
                }
                else if (group != null)
                {
                    xOffset = 0;
                    if (target == null)
                    {
                        IList<IGroup> groups = m_owner.TimelineDocument.Timeline.Groups;
                        target = (DragDelta.Y < 0) ? groups[0] : groups[groups.Count - 1];
                    }
                }

                bounds.Offset(xOffset, yOffset);

                ghosts[i] = new GhostInfo(timelineObject, target, start, length, bounds, valid);
            }
            return ghosts;
        }
Beispiel #14
0
        // gets objects of appropriate type that are underneath the moving selected objects
        private TimelinePath[] GetMoveTargets(TimelineLayout layout)
        {
            // get groups and visible tracks
            List <IGroup> groups        = new List <IGroup>();
            List <ITrack> visibleTracks = new List <ITrack>();

            foreach (IGroup group in m_owner.TimelineDocument.Timeline.Groups)
            {
                groups.Add(group);

                IList <ITrack> tracks      = group.Tracks;
                bool           expanded    = group.Expanded;
                bool           collapsible = tracks.Count > 1;
                bool           collapsed   = collapsible && !expanded;
                if (!collapsed)
                {
                    foreach (ITrack track in tracks)
                    {
                        visibleTracks.Add(track);
                    }
                }
            }

            TimelinePath[] targets = new TimelinePath[m_owner.Selection.SelectionCount];
            RectangleF     bounds;
            TimelinePath   testPath = new TimelinePath((ITimelineObject)null);

            int i = -1;

            foreach (TimelinePath path in m_owner.Selection.Selection)
            {
                i++;

                IGroup group = path.Last as IGroup;
                if (group != null)
                {
                    foreach (IGroup targetGroup in groups)
                    {
                        Point p = DragPoint;
                        testPath.Last = targetGroup;
                        RectangleF targetBounds = layout[testPath];
                        if (targetBounds.Top <= p.Y && targetBounds.Bottom >= p.Y)
                        {
                            targets[i] = new TimelinePath(testPath);
                            break;
                        }
                    }
                    continue;
                }

                ITrack track = path.Last as ITrack;
                if (track != null)
                {
                    foreach (ITrack targetTrack in visibleTracks)
                    {
                        Point p = m_owner.DragPoint;
                        testPath.Last = targetTrack;
                        RectangleF targetBounds = layout[testPath];
                        if (targetBounds.Top <= p.Y && targetBounds.Bottom >= p.Y)
                        {
                            targets[i] = new TimelinePath(testPath);
                            break;
                        }
                    }
                    if (targets[i] == null)
                    {
                        foreach (IGroup targetGroup in groups)
                        {
                            Point p = DragPoint;
                            testPath.Last = targetGroup;
                            RectangleF targetBounds = layout[testPath];
                            if (targetBounds.Top <= p.Y && targetBounds.Bottom >= p.Y)
                            {
                                targets[i] = new TimelinePath(testPath);
                                break;
                            }
                        }
                    }
                    continue;
                }

                IInterval interval = path.Last as IInterval;
                if (interval != null)
                {
                    track = interval.Track;
                    if (track != null)
                    {
                        testPath.Last = track;
                        bounds        = layout[testPath];
                        float y = bounds.Top + bounds.Height * 0.5f + DragDelta.Y;
                        targets[i] = GetTargetTrack(y, layout, visibleTracks);
                        continue;
                    }
                    else
                    {
                        float y = m_owner.RectangleToClient(new Rectangle(Cursor.Position, new Size())).Y;
                        targets[i] = GetTargetTrack(y, layout, visibleTracks);
                    }
                }

                IKey key = path.Last as IKey;
                if (key != null)
                {
                    track = key.Track;
                    if (track != null)
                    {
                        testPath.Last = track;
                        bounds        = layout[testPath];
                        float y = bounds.Top + bounds.Height * 0.5f + DragDelta.Y;
                        targets[i] = GetTargetTrack(y, layout, visibleTracks);
                        continue;
                    }
                    else
                    {
                        //float y = m_owner.ClientToCanvas(m_owner.DragPoint).Y;
                        float y = m_owner.RectangleToClient(new Rectangle(Cursor.Position, new Size())).Y;
                        targets[i] = GetTargetTrack(y, layout, visibleTracks);
                    }
                }

                // ignore Markers, as they don't hit targets
            }

            return(targets);
        }
Beispiel #15
0
        // gets move information, for drawing ghosts and for performing actual move operation
        private GhostInfo[] GetMoveGhostInfo(Matrix worldToView, TimelineLayout layout)
        {
            // get start and y offsets in timeline space
            PointF dragOffset = GetDragOffset();

            // Get snapping points along the timeline (in world coordinates).
            List <float> movingPoints = new List <float>(2);
            TimelinePath snapperPath;

            if (m_mouseMoveHitRecord != null)
            {
                snapperPath = m_mouseMoveHitRecord.HitPath;//use the last clicked event (interval, key or marker)
            }
            else
            {
                snapperPath = m_owner.Selection.LastSelected as TimelinePath;//moving a group or track, for example
            }
            IEvent snapperEvent = snapperPath != null ? snapperPath.Last as IEvent : null;

            if (snapperEvent != null)
            {
                Matrix localToWorld = D2dTimelineControl.CalculateLocalToWorld(snapperPath);
                float  worldStart   = GdiUtil.Transform(localToWorld, snapperEvent.Start + dragOffset.X);
                movingPoints.Add(worldStart);
                if (snapperEvent.Length > 0.0f)
                {
                    movingPoints.Add(GdiUtil.Transform(localToWorld, snapperEvent.Start + dragOffset.X + snapperEvent.Length));
                }
            }

            // Get the offset from one of the world snap points to the closest non-selected object.
            float snapOffset;

            try
            {
                s_snapOptions.FilterContext = snapperEvent;
                s_snapOptions.Filter        = new D2dTimelineControl.SnapFilter(MoveSnapFilter);
                snapOffset = m_owner.GetSnapOffset(movingPoints, s_snapOptions);
            }
            finally
            {
                s_snapOptions.FilterContext = null;
                s_snapOptions.Filter        = null;
            }

            // adjust dragOffset to "snap-to" nearest event
            dragOffset.X += snapOffset;

            // get offsets in client space
            float xOffset = dragOffset.X * worldToView.Elements[0];
            float yOffset = dragOffset.Y * worldToView.Elements[3];

            TimelinePath[] targets = GetMoveTargets(layout);

            // Pretend that drag-drop objects are in the TimelineLayout object
            if (m_owner.DragDropObjects != null)
            {
                foreach (ITimelineObject dragDrop in m_owner.DragDropObjects)
                {
                    layout[dragDrop] = GetDragDropBounds(dragDrop);
                }
            }

            GhostInfo[] ghosts = new GhostInfo[targets.Length];
            int         i      = -1;

            foreach (TimelinePath path in m_owner.Selection.Selection)
            {
                i++;

                ITimelineObject timelineObject = path.Last;
                RectangleF      bounds         = layout[path];

                TimelinePath    targetPath = targets[i];
                ITimelineObject target     = targetPath != null ? targetPath.Last : null;

                float start  = 0;
                float length = 0;
                bool  valid  = true;

                IInterval          interval  = timelineObject as IInterval;
                IKey               key       = timelineObject as IKey;
                IMarker            marker    = timelineObject as IMarker;
                ITrack             track     = timelineObject as ITrack;
                IGroup             group     = timelineObject as IGroup;
                ITimelineReference reference = timelineObject as ITimelineReference;

                if (interval != null)
                {
                    ITrack targetTrack = target as ITrack;
                    start  = interval.Start + dragOffset.X;
                    length = interval.Length;
                    valid  = targetTrack != null;
                    valid &= m_owner.Constraints.IsStartValid(interval, ref start);
                    valid &= m_owner.Constraints.IsLengthValid(interval, ref length);

                    if (valid)
                    {
                        ITrack intervalTrack = interval.Track;
                        if (intervalTrack != null)
                        {
                            yOffset = layout[target].Y - layout[interval.Track].Y;
                        }
                        else
                        {
                            yOffset = layout[target].Y - bounds.Y;
                        }

                        TimelinePath testPath = new TimelinePath(targetPath);
                        foreach (IInterval other in targetTrack.Intervals)
                        {
                            // skip selected intervals, since they are moving too
                            testPath.Last = other;
                            if (m_owner.Selection.SelectionContains(testPath))
                            {
                                continue;
                            }

                            if (!m_owner.Constraints.IsIntervalValid(interval, ref start, ref length, other))
                            {
                                valid = false;
                                break;
                            }
                        }
                    }
                }
                else if (reference != null)
                {
                    // don't allow for vertical repositioning yet
                    start = reference.Start + dragOffset.X;
                    valid = true;
                }
                else if (key != null)
                {
                    start = key.Start + dragOffset.X;
                    ITrack targetTrack = target as ITrack;
                    valid  = targetTrack != null;
                    valid &= m_owner.Constraints.IsStartValid(key, ref start);

                    if (valid)
                    {
                        ITrack keyTrack = key.Track;
                        if (keyTrack != null)
                        {
                            yOffset = layout[targetTrack].Y - layout[key.Track].Y;
                        }
                        else
                        {
                            yOffset = layout[targetTrack].Y - bounds.Y;
                        }
                    }
                }
                else if (marker != null)
                {
                    start   = marker.Start + dragOffset.X;
                    yOffset = 0;
                    valid   = m_owner.Constraints.IsStartValid(marker, ref start);
                }
                else if (track != null)
                {
                    xOffset = 0;
                    if (target == null)
                    {
                        target =
                            (DragDelta.Y < 0) ? GetLastTrack() : GetFirstTrack();
                    }
                }
                else if (group != null)
                {
                    xOffset = 0;
                    if (target == null)
                    {
                        IList <IGroup> groups = m_owner.TimelineDocument.Timeline.Groups;
                        target = (DragDelta.Y < 0) ? groups[0] : groups[groups.Count - 1];
                    }
                }

                bounds.Offset(xOffset, yOffset);

                ghosts[i] = new GhostInfo(timelineObject, target, start, length, bounds, valid);
            }
            return(ghosts);
        }
Beispiel #16
0
        private void PickSubTimeline(
            TimelinePath path,
            RectangleF pickRect,
            Context c,
            TimelineLayout layout,
            List<HitRecord> result)
        {
            RectangleF clipBounds = c.Graphics.ClipBounds;
            ITimelineReference reference = (ITimelineReference)path.Last;
            RectangleF bounds;
            if (!layout.TryGetBounds(path, out bounds))
                return;

            IHierarchicalTimeline timeline = reference.Target;
            if (timeline != null && reference.Options.Expanded)
                PickSubTimeline(path, timeline, pickRect, c, layout, result);

            if (timeline != null && bounds.IntersectsWith(clipBounds))
            {
                IList<IGroup> groups = timeline.Groups;
                bool collapsible = groups.Count > 0;
                bool expanded = reference.Options.Expanded;
                bool collapsed = collapsible && !expanded;

                RectangleF handleRect = GetGroupHandleRect(bounds, collapsed);
                RectangleF expanderRect = GetExpanderRect(handleRect);

                if (collapsible && expanderRect.IntersectsWith(pickRect))
                {
                    result.Add(new HitRecord(HitType.GroupExpand, path));
                }
                else if (bounds.IntersectsWith(pickRect))
                {
                    result.Add(new HitRecord(HitType.Key, path));
                }
            }
            else if (bounds.IntersectsWith(pickRect))
            {
                result.Add(new HitRecord(HitType.Key, path));
            }
        }
Beispiel #17
0
        private void PickSubTimeline(
            TimelinePath root,
            ITimeline timeline,
            RectangleF pickRect,
            Context c,
            TimelineLayout layout,
            List<HitRecord> result)
        {
            if (timeline == null)
                return;

            RectangleF clipBounds = c.Graphics.ClipBounds;
            RectangleF clientRectangle = c.ClientRectangle;
            RectangleF bounds;
            HitType hitType;

            foreach (IMarker marker in timeline.Markers)
            {
                if (!layout.TryGetBounds(root + marker, out bounds))
                    continue;
                if (bounds.IntersectsWith(clipBounds) && pickRect.Right >= HeaderWidth)
                {
                    hitType = Pick(marker, bounds, pickRect, c);
                    if (hitType != HitType.None)
                        result.Add(new HitRecord(hitType, root + marker));
                }
            }

            // If the pick is on the timescale, then let's stop here.
            if (pickRect.Left > HeaderWidth &&
                pickRect.Right < clientRectangle.Width &&
                pickRect.Bottom > 0 &&
                pickRect.Bottom < TimeScaleHeight)
            {
                if ((result.Count == 0) && (pickRect.Height <= 2 * PickTolerance) && (pickRect.Width <= 2 * PickTolerance))
                    result.Add(new HitRecord(HitType.TimeScale, null));
                return;
            }

            IList<IGroup> groups = timeline.Groups;
            for (int i = groups.Count - 1; i >= 0; i--)
            {
                IGroup group = groups[i];
                if (!layout.ContainsPath(root + group))
                    continue;
                IList<ITrack> tracks = group.Tracks;
                bool expanded = group.Expanded;
                bool collapsible = tracks.Count > 1;
                bool collapsed = collapsible && !expanded;
                if (!collapsed)
                {
                    for (int j = tracks.Count - 1; j >= 0; j--)
                    {
                        ITrack track = tracks[j];
                        IList<IKey> keys = track.Keys;
                        for (int k = keys.Count - 1; k >= 0; k--)
                        {
                            IKey key = keys[k];
                            if (!layout.TryGetBounds(root + key, out bounds))
                                continue;
                            if (bounds.IntersectsWith(clipBounds) && pickRect.Right >= HeaderWidth)
                            {
                                hitType = Pick(key, bounds, pickRect, c);
                                if (hitType != HitType.None)
                                    result.Add(new HitRecord(hitType, root + key));
                            }
                        }

                        IList<IInterval> intervals = track.Intervals;
                        for (int k = intervals.Count - 1; k >= 0; k--)
                        {
                            IInterval interval = intervals[k];
                            if (!layout.TryGetBounds(root + interval, out bounds))
                                continue;
                            if (bounds.IntersectsWith(clipBounds) && pickRect.Right >= HeaderWidth)
                            {
                                hitType = Pick(interval, bounds, pickRect, c);
                                if (hitType != HitType.None)
                                    result.Add(new HitRecord(hitType, root + interval));
                            }
                        }

                        if (!layout.TryGetBounds(root + track, out bounds))
                            continue;
                        if (bounds.IntersectsWith(clipBounds))
                        {
                            RectangleF handleRect = GetTrackHandleRect(bounds);
                            if (handleRect.IntersectsWith(pickRect))
                            {
                                result.Add(new HitRecord(HitType.TrackMove, root + track));
                            }
                            else if (bounds.IntersectsWith(pickRect))
                            {
                                result.Add(new HitRecord(HitType.Track, root + track));
                            }
                        }
                    }
                }

                if (!layout.TryGetBounds(root + group, out bounds))
                    continue;
                if (bounds.IntersectsWith(clipBounds))
                {
                    RectangleF handleRect = GetGroupHandleRect(bounds, collapsed);
                    RectangleF expanderRect = GetExpanderRect(handleRect);

                    if (collapsible && expanderRect.IntersectsWith(pickRect))
                    {
                        result.Add(new HitRecord(HitType.GroupExpand, root + group));
                    }
                    else if (handleRect.IntersectsWith(pickRect))
                    {
                        result.Add(new HitRecord(HitType.GroupMove, root + group));
                    }
                    else if (bounds.IntersectsWith(pickRect))
                    {
                        result.Add(new HitRecord(HitType.Group, root + group));
                    }
                }
            }

            if (pickRect.Left < HeaderWidth && HeaderWidth < pickRect.Right)
            {
                result.Add(new HitRecord(HitType.HeaderResize, null));
            }
        }
Beispiel #18
0
        /// <summary>
        /// Calculates and returns the rectangles of the objects in Windows client coordinates.
        /// Depending on collapse/expanded states, not every ITimelineObject may be in the dictionary.
        /// Consider calling GetCachedLayout() for picking purposes.</summary>
        /// <param name="timeline">The timeline to be laid out</param>
        /// <param name="c">The editing context</param>
        /// <returns>A dictionary mapping every timeline object in the timeline to its bounding box</returns>
        protected TimelineLayout Layout(ITimeline timeline, Context c)
        {
            TimelineLayout result = new TimelineLayout();
            SizeF pixelSize = c.PixelSize;
            float documentTop = pixelSize.Height * m_timeScaleHeight;

            LayoutSubTimeline(null, timeline, ref documentTop, true, c, result);

            foreach (TimelinePath path in D2dTimelineControl.GetHierarchy(timeline))
                LayoutSubTimeline(path, ref documentTop, c, result);

            m_cachedLayout.First = timeline;
            m_cachedLayout.Second = result;

            return result;
        }
Beispiel #19
0
        // documentTop is in timeline coordinates
        private void LayoutSubTimeline(
            TimelinePath path, ref float documentTop, Context c,
            TimelineLayout result)
        {
            SizeF pixelSize = c.PixelSize;
            float margin = pixelSize.Height * m_margin;

            // Limit Markers, etc., to being drawn within the owning timeline.
            RectangleF originalBounds = c.Bounds;
            c.Bounds.Y = documentTop;

            // Add a large bounding box for the whole TimelineReference row.
            float docRowHeight = Math.Max(margin * 2, MinimumTrackSize);
            RectangleF refBounds = new RectangleF(c.Bounds.X, documentTop, c.Bounds.Width, docRowHeight);
            documentTop += docRowHeight;

            // The whole timeline, with all groups and tracks laid out, and offset by the reference.Start.
            ITimelineReference reference = (ITimelineReference)path.Last;
            TimelineReferenceOptions options = reference.Options;
            IHierarchicalTimeline resolved = reference.Target;
            if (resolved != null)
            {
                Matrix localToWorld = D2dTimelineControl.CalculateLocalToWorld(path);
                c.PushTransform(localToWorld, MatrixOrder.Prepend);

                LayoutSubTimeline(path, resolved, ref documentTop, options.Expanded, c, result);

                c.PopTransform();
            }

            // Now that we know the height of the tallest group, we can update the collapsed rectangle.
            if (!options.Expanded)
            {
                docRowHeight = Math.Max(docRowHeight, documentTop - refBounds.Y);
                refBounds.Height = docRowHeight;
            }
            refBounds = GdiUtil.Transform(c.Transform, refBounds);
            result.Add(path, refBounds);

            // Restore the bounds so that the horizontal scale (tick marks & numbers) is correct.
            c.Bounds = originalBounds;
        }
            /// <summary>
            /// Creates and caches resize information, for drawing ghosts and for performing
            /// actual resize operations</summary>
            /// <param name="layout">TimelineLayout</param>
            /// <param name="worldDrag">Drag offset</param>
            /// <param name="worldToView">World to view transformation matrix</param>
            /// <returns>Array of GhostInfo</returns>
            internal GhostInfo[] CreateGhostInfo(TimelineLayout layout, float worldDrag, Matrix worldToView)
            {
                // Get snap-from point in world coordinates.
                float[] movingPoints = new[] { worldDrag + m_originalBoundary };
                float   snapOffset   = m_owner.GetSnapOffset(movingPoints, null);

                // adjust dragOffset to snap-to nearest event
                worldDrag         += snapOffset;
                DragOffsetWithSnap = worldDrag;

                GhostInfo[] ghosts = new GhostInfo[m_selection.Count];
                IEnumerator <TimelinePath> events = m_selection.GetEnumerator();

                m_worldGhostMin = float.MaxValue;
                m_worldGhostMax = float.MinValue;

                for (int i = 0; i < ghosts.Length; i++)
                {
                    events.MoveNext();
                    IEvent     curr       = (IEvent)events.Current.Last;
                    RectangleF bounds     = layout[events.Current];
                    float      viewStart  = bounds.Left;
                    float      viewEnd    = viewStart + bounds.Width;
                    float      worldStart = curr.Start;
                    float      worldEnd   = worldStart + curr.Length;

                    Resize(
                        worldDrag,
                        worldToView,
                        ref viewStart, ref viewEnd,
                        ref worldStart, ref worldEnd);

                    float worldLength = worldEnd - worldStart;
                    bounds = new RectangleF(viewStart, bounds.Y, viewEnd - viewStart, bounds.Height);
                    if (m_worldGhostMin > worldStart)
                    {
                        m_worldGhostMin = worldStart;
                    }
                    if (m_worldGhostMax < worldEnd)
                    {
                        m_worldGhostMax = worldEnd;
                    }

                    bool valid = true;

                    IInterval interval = curr as IInterval;
                    if (interval != null)
                    {
                        TimelinePath testPath = new TimelinePath(events.Current);
                        foreach (IInterval other in interval.Track.Intervals)
                        {
                            // Skip this interval if it's part of the selection because we have to assume
                            //  that the track began in a valid state and that all of the selected objects
                            //  will still be valid relative to each other. We only need to check that the
                            //  scaled objects are valid relative to the stationary objects.
                            testPath.Last = other;
                            if (Mode == ScaleMode.TimePeriod &&
                                m_selection.Contains(testPath))
                            {
                                continue;
                            }
                            else if (other == interval)
                            {
                                continue;
                            }

                            if (!m_owner.Constraints.IsIntervalValid(interval, ref worldStart, ref worldLength, other))
                            {
                                valid = false;
                                break;
                            }
                        }
                    }

                    ghosts[i] = new GhostInfo(curr, null, worldStart, worldLength, bounds, valid);
                }

                m_ghosts = ghosts;
                return(ghosts);
            }