Пример #1
0
        private string GetCountDownTime(int frame)
        {
            // Adjusts countdown value depending on if countdown to end of effect or user defined.
            int countDownNumber;

            switch (CountDownType)
            {
            case CountDownType.CountDown:
                countDownNumber =
                    (int)Math.Ceiling((Convert.ToInt16(CountDownTime) * 1000 - (double)(frame * FrameTime)) / 1000);
                if (CountDownFade == CountDownFade.In)
                {
                    countDownNumber -= 1;
                }
                break;

            case CountDownType.CountUp:
                countDownNumber =
                    (int)Math.Floor((Convert.ToInt16(CountDownTime) * 1000 + (double)(frame * FrameTime)) / 1000);
                if (CountDownFade == CountDownFade.In)
                {
                    countDownNumber += 1;
                }
                break;

            default:
                countDownNumber = (int)Math.Ceiling(GetRemainingTime(frame) / 1000);
                break;
            }
            if (_previousCountDownNumber != countDownNumber)
            {
                _previousCountDownNumber = countDownNumber;
                _countDownNumberIteration++;
                if (Direction == CountDownDirection.Random)
                {
                    _direction = (CountDownDirection)Rand(0, 6);
                }
                _sizeAdjust = 0;
            }

            if (countDownNumber > 60 && TimeFormat == TimeFormat.Minutes)
            {
                return(ConvertMinutesToString(countDownNumber));
            }
            return(countDownNumber.ToString());
        }
Пример #2
0
        protected override void SetupRender()
        {
            _countDownNumberIteration = -1;
            _direction  = Direction;
            _sizeAdjust = 0;
            if (TargetPositioning == TargetPositioningType.Locations)
            {
                // Adjust the font size for Location support, default will ensure when swicthing between string and location that the Font will be the same visual size.
                // Font is further adjusted using the scale text slider.
                double newFontSize = ((StringCount - ((StringCount - Font.Size) / 100) * 100)) * ((double)BufferHt / StringCount);
                _font        = new Font(Font.FontFamily.Name, (int)newFontSize, Font.Style);
                _newFontSize = _font.Size;
                return;
            }
            double scaleFactor = ScalingTools.GetScaleFactor();

            _font        = new Font(Font.FontFamily, Font.Size / (float)scaleFactor, Font.Style);
            _newFontSize = _font.Size;
        }