Click here to Skip to main content
15,893,663 members
Articles / Programming Languages / C#

Locus Effects

Rate me:
Please Sign up or sign in to vote.
4.94/5 (117 votes)
15 Feb 2006CPOL12 min read 296.1K   3.7K   188  
.NET/C# visual effects framework for changing the user's locus of attention to an area on the screen.
#region � Copyright 2005, BigMan's Stuff - Yuval Naveh, Locus Effects
// Locus Effects
// 
// � Copyright 2005, BigMan's Stuff - Yuval Naveh
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without modification, 
// are permitted provided that the following conditions are met:
//
//  * Redistributions of source code must retain the above copyright notice, 
//    this list of conditions and the following disclaimer. 
//  * Redistributions in binary form must reproduce the above copyright notice,
//    this list of conditions and the following disclaimer in the documentation
//    and/or other materials provided with the distribution. 
//  * Neither the name of BigMan's Stuff, Locus Effects, nor the names of its contributors 
//    may be used to endorse or promote products derived from this software
//    without specific prior written permission. 
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, 
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#endregion

using System;
using System.Drawing ;
using System.Windows.Forms ;
using System.Runtime.CompilerServices ;
using System.Threading ;
using BigMansStuff.Common ;

namespace BigMansStuff.LocusEffects
{   
	/// <summary>
	/// BaseLocusEffect - 
	///		Base class for all locus effect classes
	///		
	///	Contains common interface &amp; core functionality needed for a locus effect class
	/// </summary>
	public abstract class BaseLocusEffect: IDisposable
	{
		#region Constructors

		/// <summary>
		/// Default constructor
		/// </summary>
		public BaseLocusEffect()
		{
		}

		#endregion

		#region Public Properties

        /// <summary>
        /// Name of effect - must be unique
        /// </summary>
		public string Name
		{
			get
			{
				return m_name ;
			}
			set
			{
				m_name = value ;
			}
		}

        /// <summary>
        /// Opacity to start with when effect starts
        /// </summary>
		public int InitialOpacity
		{
			get
			{
				return m_initialOpacity ;
			}
		}

        /// <summary>
        /// Type of anchoring
        /// </summary>
		public AnchoringMode AnchoringMode
		{
			get
			{
				return m_anchoringMode ;
			}
			set
			{
				m_anchoringMode = value ;
			}
		}

        /// <summary>
        /// Anchoring offset - in pixels
        /// </summary>
		public Point AnchoringOffset
		{
			get
			{
				return m_anchoringOffset ;
			}
			set
			{
				m_anchoringOffset = value ;
			}
		}

        /// <summary>
        /// Readonly flag for querying the effect's animation state
        /// </summary>
		public bool IsAnimating
		{
			get
			{
				lock ( this )
				{
					return 
						( m_runTimeData != null ) && 
						( m_runTimeData.IsAnimating ) ;
				}
			}
		}


        /// <summary>
        /// Rendering bitmap used by effect in runtimeData
        /// </summary>
		public Bitmap EffectBitmap
		{
			get
			{
				return m_runTimeData.EffectBitmap ;
			}
		}

		/// <summary>
		/// Flag for allowing body fade out - fade out on body animation
		/// </summary>
		public bool BodyFadeOut
		{
			get
			{
				return m_bodyFadeOut ;
			}
			set
			{
				if ( m_bodyFadeOut == value )
					return ;
				m_bodyFadeOut = value ;
			}
		}
  
        /// <summary>
        /// Run time data used by the effect when animating
        /// </summary>
		public EffectRuntimeData RunTimeData
		{
			get
			{
				return m_runTimeData ;
			}
		}

		/// <summary>
		/// Flag for controlling shadow visibility
		/// </summary>
		public bool ShowShadow
		{
			get
			{
				return m_showShadow ;
			}
			set
			{
				if ( m_showShadow == value )
					return;
				m_showShadow = value ;
			}
		}


		/// <summary>
		/// Opacity (Transparency) of shadow
		/// </summary>
		public int ShadowOpacity
		{
			get
			{
				return m_shadowOpacity ;
			}
			set
			{
				if ( m_shadowOpacity == value )
					return;
				m_shadowOpacity = value ;
			}
		}

		/// <summary>
		/// Offset of shadow from main figure
		/// </summary>
		public Point ShadowOffset
		{
			get
			{
				return m_shadowOffset ;
			}
			set
			{
				if ( m_shadowOffset == value )
					return;
				m_shadowOffset = value ;
			}
		}

		/// <summary>
		/// Color of shadow
		/// </summary>
		public Color ShadowColor
		{
			get
			{
				return m_shadowColor ;
			}
			set
			{
				if ( m_shadowColor == value )
					return ;
				m_shadowColor = value ;
			}
		}
  
        /// <summary>
        /// Type of movement to perform
        /// </summary>
        public MovementMode MovementMode
        {
            get
            {
                return m_movementMode ;
            }
            set
            {
                if ( m_movementMode == value )
                    return ;
                m_movementMode = value ;
            }
        }


        /// <summary>
        /// Direction of movement vector - in degrees
        /// </summary>
        public float MovementVectorAngle
        {
            get
            {
                return m_movementVectorAngle ;
            }
            set
            {
                if ( m_movementVectorAngle == value )
                    return ;
                m_movementVectorAngle = value ;
            }
        }

        /// <summary>
        /// Amount of times the effect moves - Each cycle is back and forth
        /// </summary>
        public float MovementCycles
        {
            get
            {
                return m_movementCycles ;
            }
            set
            {
                if ( m_movementCycles == value )
                    return ;
                m_movementCycles = value ;
            }
        }

        /// <summary>
        /// Amplitude of movement - how far the effect moves in one cycle
        /// </summary>
        public float MovementAmplitude
        {
            get
            {
                return m_movementAmplitude ;
            }
            set
            {
                if ( m_movementAmplitude == value )
                    return ;
                m_movementAmplitude = value ;
            }
        }

		#endregion

		#region Public Methods
		
		/// <summary>
		/// Starting showing the effect
		/// </summary>
		/// <param name="activatorForm"></param>
		/// <param name="locusScreenBounds"></param>
		public virtual void ShowEffect( Form activatorForm, Rectangle locusScreenBounds )
		{
			lock ( this )
			{
				m_runTimeData = new EffectRuntimeData() ;
				this.SetInitialRunTimeData() ;

				m_runTimeData.ActivatorForm = activatorForm ;
				m_runTimeData.LocusScreenBounds = locusScreenBounds ;
	
				// Create and start animation thread
				m_runTimeData.AnimationThread = new System.Threading.Thread( new System.Threading.ThreadStart( DoAnimation ) ) ;
				m_runTimeData.AnimationThread.IsBackground = true ;
				m_runTimeData.AnimationThread.Priority = ThreadPriority.AboveNormal ;
				m_runTimeData.AnimationThread.Name = "ShowEffect_Thread" ;
				m_runTimeData.AnimationThread.Start() ;
			}
		}

		/// <summary>
		/// Stop showing the effect and hide it
		/// </summary>
		public virtual void StopEffect()
		{
			// Nothing to stop since nothing is running
			if ( m_runTimeData == null )
				return ;

			EffectRuntimeData runTimeData = m_runTimeData ;

			lock ( this )
			{
				#region Diagnostics
                CommonData.WriteDiagnosticsLine( "StopEffect - StopRequested" ) ;
				#endregion

				runTimeData.StopRequested = true ;

				if ( m_owner.EffectWindow != null )
				{
					m_owner.EffectWindow.Hide() ;
				}
			}

			if ( runTimeData.AnimationThread != null )
			{
				// Let thread die gracefully
				runTimeData.AnimationThread.Join( MaxAnimationThreadJoin ) ;

				lock ( this )
				{
					// If thread is still alive, kill it
					if ( runTimeData != null && 
						 runTimeData.AnimationThread != null &&
						 runTimeData.AnimationThread.IsAlive )
					{
						#region Diagnostics
                        CommonData.WriteDiagnosticsLine( "StopEffect - Abort animation thread" ) ;
						#endregion

						runTimeData.AnimationThread.Abort() ;
						runTimeData = null ;
					}	
				}
			}
		}


		#endregion

		#region Public events

		public event System.EventHandler EffectFinished ;

		#endregion

		#region IDisposable Members

        /// <summary>
        /// Performs application-defined tasks associated with freeing, releasing, or
        /// resetting unmanaged resources.
        /// </summary>
		public virtual void Dispose()
		{		
		}

		#endregion

		#region Internal-Protected Properties

        /// <summary>
        /// Gets the locus screen bounds.
        /// </summary>
        /// <value>The locus screen bounds.</value>
		internal protected Rectangle LocusScreenBounds
		{
			get
			{
				return m_runTimeData.LocusScreenBounds ;
			}
		}

        /// <summary>
        /// Gets or sets the owner.
        /// </summary>
        /// <value>The owner.</value>
		internal LocusEffectsProvider Owner
		{
			get
			{
				return m_owner ;
			}
			set
			{
				m_owner = value ;
			}
		}

		#endregion

		#region Protected Methods

        /// <summary>
        /// Animates the effect.
        /// </summary>
		protected abstract void AnimateEffect() ;

        /// <summary>
        /// Sets the initial run time data.
        /// </summary>
		protected virtual void SetInitialRunTimeData()
		{
		}

        /// <summary>
        /// Cleans up the effect.
        /// </summary>
        private void CleanUpEffect()
        {
            // Clean up
            lock ( this )
            {
                m_runTimeData.IsAnimating = false ;
                if ( m_runTimeData.EffectBitmap != null )
                {
                    m_runTimeData.EffectBitmap.Dispose() ;
                    m_runTimeData.EffectBitmap = null ;
                }
                this.UnsubscribeActivatorFormEvents();
     
                if ( m_owner.EffectWindow != null )
                {
                    #region Diagnostics
                    CommonData.WriteDiagnosticsLine( "End of animation - Hide effect form" ) ;
                    #endregion
     
                    m_owner.EffectWindow.SetEffect( null ) ;
     
                    m_owner.EffectWindow.Hide() ;
                }
     
                m_runTimeData.AnimationThread = null ;
            }
        }
        /// <summary>
        /// Subscribes to the activator form events.
        /// </summary>
        private void SubscribeActivatorFormEvents()
        {
            m_runTimeData.ActivatorForm.LocationChanged += new EventHandler( activatorForm_LocationChanged ) ;
            m_runTimeData.ActivatorForm.Closed += new EventHandler( activatorForm_Closed ) ;
            m_runTimeData.ActivatorForm.VisibleChanged += new EventHandler( activatorForm_VisibleChanged ) ;
            m_runTimeData.ActivatorForm.Deactivate += new EventHandler( ActivatorForm_Deactivate ) ;
        }

        /// <summary>
        /// Unsubscribes from the activator form events.
        /// </summary>
        private void UnsubscribeActivatorFormEvents()
        {
            m_runTimeData.ActivatorForm.LocationChanged -= new EventHandler( activatorForm_LocationChanged ) ;
            m_runTimeData.ActivatorForm.Closed -= new EventHandler( activatorForm_Closed ) ;
            m_runTimeData.ActivatorForm.VisibleChanged -= new EventHandler( activatorForm_VisibleChanged ) ;
            m_runTimeData.ActivatorForm.Deactivate -= new EventHandler( ActivatorForm_Deactivate ) ;
        }

        /// <summary>
		/// Thread method -
		///		Performs the animation sequence
		/// </summary>
		protected virtual void DoAnimation()
		{
			try
			{
				m_owner.EffectWindow.SetEffect( this ) ;

				m_runTimeData.LastActivatorFormBounds = m_runTimeData.ActivatorForm.Bounds ;
                m_runTimeData.StepMaxDuration = 1000.0f / m_owner.FramesPerSecond ;

                this.SubscribeActivatorFormEvents();

				m_runTimeData.IsAnimating = true ;
				try
				{
					// Do the actual animation of the effect
					this.AnimateEffect() ;
				}
				finally
				{
                    this.CleanUpEffect() ;
				}

				// Fire event - EffectFinished
				if ( EffectFinished != null )
				{
					EffectFinished( this, System.EventArgs.Empty ) ;
				}

				m_runTimeData = null ;
			}
			catch ( ThreadAbortException )
			{
			}
		}

		#endregion

		#region Protected Members

		protected string m_name ;
		protected int m_initialOpacity = 70 ; // %
		protected AnchoringMode m_anchoringMode = AnchoringMode.AutoCorner ;
		protected Point m_anchoringOffset = Point.Empty ;
		protected const int SleepInterval = 1 ; // msec
		protected bool m_bodyFadeOut = false ;
		protected bool m_showShadow = true ;
		protected int m_shadowOpacity = 20 ; // %
		protected Point m_shadowOffset = new Point( 5, 2 ) ;
		protected Color m_shadowColor = Color.Black ;
		protected LocusEffectsProvider m_owner = null ; 
        protected float m_movementVectorAngle = 45 ;
        protected MovementMode m_movementMode = MovementMode.None ;
        protected float m_movementCycles = 3 ;
        protected float m_movementAmplitude = 30 ;

		// Runtime data
		protected EffectRuntimeData m_runTimeData = null ;

		#endregion

		#region Private Event Handlers

		/// <summary>
		/// LocationChanged event handler for activator form -
		///		Makes sure the effect form tracks the location of the activator form
		/// </summary>
		/// <param name="sender"></param>
		/// <param name="e"></param>
		private void activatorForm_LocationChanged(object sender, EventArgs e)
		{
			if ( m_runTimeData == null ||
				!m_runTimeData.IsAnimating ||
				m_owner.EffectWindow == null  )
			{
				return ;
			}

			// Calculate delta location
			Point deltaLocation = 
				new Point( m_runTimeData.ActivatorForm.Left - m_runTimeData.LastActivatorFormBounds.Left,
				m_runTimeData.ActivatorForm.Top - m_runTimeData.LastActivatorFormBounds.Top ) ;
			// Update last activator form bounds
			m_runTimeData.LastActivatorFormBounds = m_runTimeData.ActivatorForm.Bounds ;

			// Recalc (offset) locus screen bounds
			m_runTimeData.LocusScreenBounds.Offset( deltaLocation ) ;
		}

		private void activatorForm_Closed(object sender, EventArgs e)
		{
			this.StopEffect() ;
		}

		private void activatorForm_VisibleChanged(object sender, EventArgs e)
		{
			if ( !m_runTimeData.ActivatorForm.Visible )
			{
				this.StopEffect() ;
			}
		}

        private void ActivatorForm_Deactivate(object sender, EventArgs e)
        {
            this.StopEffect() ;
        }


		#endregion

		#region Constants
		private const int MaxAnimationThreadJoin = 2000 ; // msec
        #endregion
    }
}

By viewing downloads associated with this article you agree to the Terms of Service and the article's licence.

If a file you wish to view isn't highlighted, and is a text file (not binary), please let us know and we'll add colourisation support for it.

License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


Written By
Architect
United States United States
I've been punching code since the age of 9 when I got my first computer - A Sinclair Spectrum with 48Kb of RAM!
That was a great time, when peek and pokes were the way to do stuff.

I wrote in X86 Assembly, Logo Wink | ;) , Basic, C, C++, Pascal, Delphi, Java and in the last 16 years C#, but NodeJS and Python too.

Comments and Discussions