/// <summary>Default constructor.</summary> /// <param name="template"><see cref="System.Drawing.Bitmap"/>, that will be used as a template.</param> /// <param name="marginMask"><see cref="System.Drawing.Bitmap"/>, that reprensets a map with two colors (transparent and opaque) and used to determine margin (<see cref="System.Windows.Forms.Padding"/>).</param> /// <param name="gradientWidth">Minumum width or height of gradient.</param> public Template(Bitmap template, Bitmap marginMask = null, int gradientWidth = 20) { // Basicly, we're cutting each fragment from provided template, then triming each // side in order to get rid of empty space. After that, we're drawing onto new // bitmap those fragments and creating everything we need to launch the test. // Provided bitmap must have specific size, so we could divide it onto three parts // horizontally and vertically. A little later, we're checking results... var width = template.Width / 3; var height = template.Height / 3; // ...and throwing exception, if something wrong if ((width % 1) != 0 || (height % 1) != 0) { throw new Exception($"Width or height of provided bitmap wrong. Width / 3: {width}; Height / 3: {height}"); } // Here we might ignore it, but when updating layered windows, there might be problems. if (template.PixelFormat != PixelFormat.Format32bppArgb) { throw new Exception("Pixel format of provided bitmap not equals PixelFormat.Format32bppArgb"); } // Creating fragments of corners for horizontal sides var hTopLeft = new Fragment(template, new Rectangle(0, 0, width, height), true); var hTopRight = new Fragment(template, new Rectangle(width * 2, 0, width, height), true); var hBottomLeft = new Fragment(template, new Rectangle(0, height * 2, width, height), true); var hBottomRight = new Fragment(template, new Rectangle(width * 2, height * 2, width, height), true); // Creating fragments of corners for vertical sides var vTopLeft = new Fragment(template, new Rectangle(0, 0, width, height), true); var vTopRight = new Fragment(template, new Rectangle(width * 2, 0, width, height), true); var vBottomLeft = new Fragment(template, new Rectangle(0, height * 2, width, height), true); var vBottomRight = new Fragment(template, new Rectangle(width * 2, height * 2, width, height), true); // Creating fragments of sides var left = new Fragment(template, new Rectangle(0, height, width, height), true); var right = new Fragment(template, new Rectangle(width * 2, height, width, height), true); var top = new Fragment(template, new Rectangle(width, 0, width, height), true); var bottom = new Fragment(template, new Rectangle(width, height * 2, width, height), true); // You can't move several layered windows simultaniusly, even DeferWindowPos fails. // But we could create specific mask, that will cover any delays in movement // Generating and applying mask to each corner hTopLeft.ApplyMask(MaskType.HTopLeft, gradientWidth); hTopRight.ApplyMask(MaskType.HTopRight, gradientWidth); hBottomLeft.ApplyMask(MaskType.HBottomLeft, gradientWidth); hBottomRight.ApplyMask(MaskType.HBottomRight, gradientWidth); // ... vTopLeft.ApplyMask(MaskType.VTopLeft, gradientWidth); vTopRight.ApplyMask(MaskType.VTopRight, gradientWidth); vBottomLeft.ApplyMask(MaskType.VBottomLeft, gradientWidth); vBottomRight.ApplyMask(MaskType.VBottomRight, gradientWidth); // Calculating maximum size of each side. This will be used during scaling sides and // creating inner rectangle. Last thing will be used in order to create Metrics. var leftSide = Max(vTopLeft.Width, left.Width, vBottomLeft.Width); var topSide = Max(vTopLeft.Height, top.Height, vTopRight.Height); var rightSide = Max(vTopRight.Width, right.Width, vBottomRight.Width); var bottomSide = Max(vBottomLeft.Height, bottom.Height, vBottomRight.Height); // Since we're having two types of corners, we need a place for all of them. // So, we could scale sides and store 4 corners inside of square. left.Scale(0, topSide + bottomSide); right.Scale(0, topSide + bottomSide); top.Scale(leftSide + bottomSide, 0); bottom.Scale(leftSide + bottomSide, 0); // Creating bitmap, that will contain all eight corners and four sides Bitmap = new Bitmap((leftSide + rightSide) * 2, (topSide + bottomSide) * 2, PixelFormat.Format32bppArgb); // Calculating inner rectangle, that will be used as a parameter for Metrics InnerRectangle = new Rectangle { X = leftSide, Y = topSide, Width = leftSide + rightSide, Height = topSide + bottomSide }; // Metrics contain information about each fragment on bitmap, and we're // creating metrics in order to draw each fragment onto bitmap, simple. Metrics = new Metrics(Bitmap.Size, InnerRectangle); // ... using (var g = Graphics.FromImage(Bitmap)) { // Sides g.DrawImage(top.Bitmap, Metrics.Top, new Rectangle(Point.Empty, top.Size), GraphicsUnit.Pixel); g.DrawImage(bottom.Bitmap, Metrics.Bottom, new Rectangle(Point.Empty, bottom.Size), GraphicsUnit.Pixel); g.DrawImage(left.Bitmap, Metrics.Left, new Rectangle(Point.Empty, left.Size), GraphicsUnit.Pixel); g.DrawImage(right.Bitmap, Metrics.Right, new Rectangle(Point.Empty, right.Size), GraphicsUnit.Pixel); // Corners for vertical sides g.DrawImage(vTopLeft.Bitmap, Metrics.Vertical.TopLeft, new Rectangle(Point.Empty, vTopLeft.Size), GraphicsUnit.Pixel); g.DrawImage(vTopRight.Bitmap, Metrics.Vertical.TopRight, new Rectangle(Point.Empty, vTopRight.Size), GraphicsUnit.Pixel); g.DrawImage(vBottomLeft.Bitmap, Metrics.Vertical.BottomLeft, new Rectangle(Point.Empty, vBottomLeft.Size), GraphicsUnit.Pixel); g.DrawImage(vBottomRight.Bitmap, Metrics.Vertical.BottomRight, new Rectangle(Point.Empty, vBottomRight.Size), GraphicsUnit.Pixel); // Corners for horizontal sides g.DrawImage(hTopLeft.Bitmap, Metrics.Horizontal.TopLeft, new Rectangle(Point.Empty, vTopLeft.Size), GraphicsUnit.Pixel); g.DrawImage(hTopRight.Bitmap, Metrics.Horizontal.TopRight, new Rectangle(Point.Empty, vTopRight.Size), GraphicsUnit.Pixel); g.DrawImage(hBottomLeft.Bitmap, Metrics.Horizontal.BottomLeft, new Rectangle(Point.Empty, vBottomLeft.Size), GraphicsUnit.Pixel); g.DrawImage(hBottomRight.Bitmap, Metrics.Horizontal.BottomRight, new Rectangle(Point.Empty, vBottomRight.Size), GraphicsUnit.Pixel); } // After we're done with creating result-bitmap, we can dispose from each fragment hTopLeft.Dispose(); hTopRight.Dispose(); hBottomLeft.Dispose(); hBottomRight.Dispose(); // ... vTopLeft.Dispose(); vTopRight.Dispose(); vBottomLeft.Dispose(); vBottomRight.Dispose(); // ... left.Dispose(); right.Dispose(); top.Dispose(); bottom.Dispose(); // Developer could specify margin manually, but it will take time to get it right. // So, instead of manual setup, we're using bitmap, that contains two types of pixels: // one pixels are fully transparent (Color.A == 0), the other one opaque (Color.A = 255). // Using the same class to cut and trim fragments, we can calculate what we need. if (marginMask != null) { // Creating fragments from sides (top, bottom, left, right) var topBitmap = new Fragment(marginMask, new Rectangle(width, 0, width, height), true); var bottomBitmap = new Fragment(marginMask, new Rectangle(width, height * 2, width, height), true); var leftBitmap = new Fragment(marginMask, new Rectangle(0, height, width, height), true); var rightBitmap = new Fragment(marginMask, new Rectangle(width * 2, height, width, height), true); // ... Margin = new Padding(-leftBitmap.Width, -topBitmap.Height, -(rightBitmap.Width + 1), -(bottomBitmap.Height + 1)); // ... topBitmap.Dispose(); bottomBitmap.Dispose(); leftBitmap.Dispose(); rightBitmap.Dispose(); } else { // In this case, bitmap wasn't specified, so, margin will be empty. In this case, // developer can open testing form and tweak margin on each side manually. Margin = Padding.Empty; } // Final steps, creating theme and form. From now, developer can test generated // bitmap and see, what's wrong and what's not. Theme = new Theme(Bitmap, Metrics, Margin); Form = new TestingForm(this); }
/// <summary>Default constructor.</summary> /// <param name="template"><see cref="System.Drawing.Bitmap"/>, that will be used as a template.</param> /// <param name="marginMask"><see cref="System.Drawing.Bitmap"/>, that reprensets a map with two colors (transparent and opaque) and used to determine margin (<see cref="System.Windows.Forms.Padding"/>).</param> /// <param name="gradientWidth">Minumum width or height of gradient.</param> public Template(Bitmap template, Bitmap marginMask = null, int gradientWidth = 20) { // Basicly, we're cutting each fragment from provided template, then triming each // side in order to get rid of empty space. After that, we're drawing onto new // bitmap those fragments and creating everything we need to launch the test. // Provided bitmap must have specific size, so we could divide it onto three parts // horizontally and vertically. A little later, we're checking results... var width = template.Width / 3; var height = template.Height / 3; // ...and throwing exception, if something wrong if ((width%1) != 0 || (height%1) != 0) { throw new Exception($"Width or height of provided bitmap wrong. Width / 3: {width}; Height / 3: {height}"); } // Here we might ignore it, but when updating layered windows, there might be problems. if (template.PixelFormat != PixelFormat.Format32bppArgb) { throw new Exception("Pixel format of provided bitmap not equals PixelFormat.Format32bppArgb"); } // Creating fragments of corners for horizontal sides var hTopLeft = new Fragment(template, new Rectangle(0, 0, width, height), true); var hTopRight = new Fragment(template, new Rectangle(width * 2, 0, width, height), true); var hBottomLeft = new Fragment(template, new Rectangle(0, height * 2, width, height), true); var hBottomRight = new Fragment(template, new Rectangle(width * 2, height * 2, width, height), true); // Creating fragments of corners for vertical sides var vTopLeft = new Fragment(template, new Rectangle(0, 0, width, height), true); var vTopRight = new Fragment(template, new Rectangle(width * 2, 0, width, height), true); var vBottomLeft = new Fragment(template, new Rectangle(0, height * 2, width, height), true); var vBottomRight = new Fragment(template, new Rectangle(width * 2, height * 2, width, height), true); // Creating fragments of sides var left = new Fragment(template, new Rectangle(0, height, width, height), true); var right = new Fragment(template, new Rectangle(width * 2, height, width, height), true); var top = new Fragment(template, new Rectangle(width, 0, width, height), true); var bottom = new Fragment(template, new Rectangle(width, height * 2, width, height), true); // You can't move several layered windows simultaniusly, even DeferWindowPos fails. // But we could create specific mask, that will cover any delays in movement // Generating and applying mask to each corner hTopLeft.ApplyMask(MaskType.HTopLeft, gradientWidth); hTopRight.ApplyMask(MaskType.HTopRight, gradientWidth); hBottomLeft.ApplyMask(MaskType.HBottomLeft, gradientWidth); hBottomRight.ApplyMask(MaskType.HBottomRight, gradientWidth); // ... vTopLeft.ApplyMask(MaskType.VTopLeft, gradientWidth); vTopRight.ApplyMask(MaskType.VTopRight, gradientWidth); vBottomLeft.ApplyMask(MaskType.VBottomLeft, gradientWidth); vBottomRight.ApplyMask(MaskType.VBottomRight, gradientWidth); // Calculating maximum size of each side. This will be used during scaling sides and // creating inner rectangle. Last thing will be used in order to create Metrics. var leftSide = Max(vTopLeft.Width, left.Width, vBottomLeft.Width); var topSide = Max(vTopLeft.Height, top.Height, vTopRight.Height); var rightSide = Max(vTopRight.Width, right.Width, vBottomRight.Width); var bottomSide = Max(vBottomLeft.Height, bottom.Height, vBottomRight.Height); // Since we're having two types of corners, we need a place for all of them. // So, we could scale sides and store 4 corners inside of square. left.Scale(0, topSide + bottomSide); right.Scale(0, topSide + bottomSide); top.Scale(leftSide + bottomSide, 0); bottom.Scale(leftSide + bottomSide, 0); // Creating bitmap, that will contain all eight corners and four sides Bitmap = new Bitmap((leftSide + rightSide) * 2, (topSide + bottomSide) * 2, PixelFormat.Format32bppArgb); // Calculating inner rectangle, that will be used as a parameter for Metrics InnerRectangle = new Rectangle { X = leftSide, Y = topSide, Width = leftSide + rightSide, Height = topSide + bottomSide }; // Metrics contain information about each fragment on bitmap, and we're // creating metrics in order to draw each fragment onto bitmap, simple. Metrics = new Metrics(Bitmap.Size, InnerRectangle); // ... using (var g = Graphics.FromImage(Bitmap)) { // Sides g.DrawImage(top.Bitmap, Metrics.Top, new Rectangle(Point.Empty, top.Size), GraphicsUnit.Pixel); g.DrawImage(bottom.Bitmap, Metrics.Bottom, new Rectangle(Point.Empty, bottom.Size), GraphicsUnit.Pixel); g.DrawImage(left.Bitmap, Metrics.Left, new Rectangle(Point.Empty, left.Size), GraphicsUnit.Pixel); g.DrawImage(right.Bitmap, Metrics.Right, new Rectangle(Point.Empty, right.Size), GraphicsUnit.Pixel); // Corners for vertical sides g.DrawImage(vTopLeft.Bitmap, Metrics.Vertical.TopLeft, new Rectangle(Point.Empty, vTopLeft.Size), GraphicsUnit.Pixel); g.DrawImage(vTopRight.Bitmap, Metrics.Vertical.TopRight, new Rectangle(Point.Empty, vTopRight.Size), GraphicsUnit.Pixel); g.DrawImage(vBottomLeft.Bitmap, Metrics.Vertical.BottomLeft, new Rectangle(Point.Empty, vBottomLeft.Size), GraphicsUnit.Pixel); g.DrawImage(vBottomRight.Bitmap, Metrics.Vertical.BottomRight, new Rectangle(Point.Empty, vBottomRight.Size), GraphicsUnit.Pixel); // Corners for horizontal sides g.DrawImage(hTopLeft.Bitmap, Metrics.Horizontal.TopLeft, new Rectangle(Point.Empty, vTopLeft.Size), GraphicsUnit.Pixel); g.DrawImage(hTopRight.Bitmap, Metrics.Horizontal.TopRight, new Rectangle(Point.Empty, vTopRight.Size), GraphicsUnit.Pixel); g.DrawImage(hBottomLeft.Bitmap, Metrics.Horizontal.BottomLeft, new Rectangle(Point.Empty, vBottomLeft.Size), GraphicsUnit.Pixel); g.DrawImage(hBottomRight.Bitmap, Metrics.Horizontal.BottomRight, new Rectangle(Point.Empty, vBottomRight.Size), GraphicsUnit.Pixel); } // After we're done with creating result-bitmap, we can dispose from each fragment hTopLeft.Dispose(); hTopRight.Dispose(); hBottomLeft.Dispose(); hBottomRight.Dispose(); // ... vTopLeft.Dispose(); vTopRight.Dispose(); vBottomLeft.Dispose(); vBottomRight.Dispose(); // ... left.Dispose(); right.Dispose(); top.Dispose(); bottom.Dispose(); // Developer could specify margin manually, but it will take time to get it right. // So, instead of manual setup, we're using bitmap, that contains two types of pixels: // one pixels are fully transparent (Color.A == 0), the other one opaque (Color.A = 255). // Using the same class to cut and trim fragments, we can calculate what we need. if (marginMask != null) { // Creating fragments from sides (top, bottom, left, right) var topBitmap = new Fragment(marginMask, new Rectangle(width, 0, width, height), true); var bottomBitmap = new Fragment(marginMask, new Rectangle(width, height*2, width, height), true); var leftBitmap = new Fragment(marginMask, new Rectangle(0, height, width, height), true); var rightBitmap = new Fragment(marginMask, new Rectangle(width*2, height, width, height), true); // ... Margin = new Padding(-leftBitmap.Width, -topBitmap.Height, -(rightBitmap.Width + 1), -(bottomBitmap.Height + 1)); // ... topBitmap.Dispose(); bottomBitmap.Dispose(); leftBitmap.Dispose(); rightBitmap.Dispose(); } else { // In this case, bitmap wasn't specified, so, margin will be empty. In this case, // developer can open testing form and tweak margin on each side manually. Margin = Padding.Empty; } // Final steps, creating theme and form. From now, developer can test generated // bitmap and see, what's wrong and what's not. Theme = new Theme(Bitmap, Metrics, Margin); Form = new TestingForm(this); }