1
0
mirror of synced 2024-12-11 23:36:01 +01:00
Switch-Toolbox/Switch_Toolbox_Library/Forms/Animation/Rewrite/MiniAnimationPlayer.cs

256 lines
6.7 KiB
C#
Raw Normal View History

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Data;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using Toolbox.Library.Animations;
namespace Toolbox.Library.Forms
{
public partial class MiniAnimationPlayer : UserControl
{
public EventHandler OnAnimationFrameAdvance;
public AnimPlayerState AnimationPlayerState = AnimPlayerState.Stop;
public bool IsPlaying
{
get
{
return AnimationPlayerState == AnimPlayerState.Playing;
}
}
public bool IsLooping
{
get { return loopChkBox.Checked; }
set { loopChkBox.Checked = value; }
}
public float Frame
{
set
{
UpdateFrame(value);
}
}
public float FrameCount
{
get
{
float frameCount = 1;
for (int i = 0; i < currentAnimations.Count; i++)
frameCount = Math.Max(frameCount, currentAnimations[i].FrameCount);
return frameCount;
}
}
public void Reset()
{
currentAnimations.Clear();
}
private List<STAnimation> currentAnimations = new List<STAnimation>();
public void AddAnimation(STAnimation animation, bool reset = true)
{
if (animation == null)
return;
if (reset)
Reset();
currentAnimations.Add(animation);
animation.Reset();
totalFrame.Maximum = (decimal)FrameCount;
totalFrame.Value = (decimal)FrameCount;
currentFrameUpDown.Maximum = (decimal)FrameCount;
currentFrameUpDown.Value = 0;
animationTrackBar.Maximum = (int)FrameCount;
SetAnimationsToFrame(0);
}
public MiniAnimationPlayer()
{
InitializeComponent();
stPanel3.BackColor = FormThemes.BaseTheme.FormBackColor;
stPanel4.BackColor = FormThemes.BaseTheme.FormBackColor;
SetupTimer();
}
private Timer animationTimer;
private void SetupTimer()
{
animationTimer = new Timer
{
Interval = 100 / 60
};
animationTimer.Tick += new EventHandler(animationTimer_Tick);
}
private void animationTimer_Tick(object sender, EventArgs e)
{
UpdateAnimationFrame();
}
private void Play()
{
AnimationPlayerState = AnimPlayerState.Playing;
UpdateAnimationUI();
animationTimer.Start();
}
private void Pause()
{
AnimationPlayerState = AnimPlayerState.Stop;
UpdateAnimationUI();
animationTimer.Stop();
}
private void Stop()
{
currentFrameUpDown.Value = 0;
AnimationPlayerState = AnimPlayerState.Stop;
UpdateAnimationUI();
animationTimer.Stop();
}
private void UpdateAnimationUI()
{
btnPlay.BackgroundImage = IsPlaying ? Properties.Resources.stop
: Properties.Resources.arrowR;
}
private void UpdateAnimationFrame()
{
if (IsPlaying)
{
if (currentFrameUpDown.InvokeRequired)
{
currentFrameUpDown.BeginInvoke((Action)(() =>
{
AdvanceNextFrame();
}));
}
else
{
AdvanceNextFrame();
}
}
}
private void AdvanceNextFrame()
{
if (animationTrackBar.Value == FrameCount - 1)
{
if (IsLooping)
currentFrameUpDown.Value = 0;
else
Stop();
}
else
{
if (currentFrameUpDown.Value < totalFrame.Value)
currentFrameUpDown.Value++;
}
currentFrameUpDown.Refresh();
totalFrame.Refresh();
}
public void UpdateFrame(float frame)
{
if (frame < (float)currentFrameUpDown.Maximum && frame > (float)currentFrameUpDown.Minimum)
currentFrameUpDown.Value = (decimal)frame;
currentFrameUpDown.Refresh();
}
private void currentFrameUpDown_ValueChanged(object sender, EventArgs e) {
if (currentFrameUpDown.Value > totalFrame.Value)
currentFrameUpDown.Value = totalFrame.Value;
animationTrackBar.Value = (int)currentFrameUpDown.Value;
OnFrameAdvanced();
}
private void totalFrame_ValueChanged(object sender, EventArgs e)
{
if (currentAnimations.Count == 0) return;
if (totalFrame.Value < 1)
{
totalFrame.Value = 1;
}
else
{
animationTrackBar.Value = 0;
}
}
private void OnFrameAdvanced()
{
SetAnimationsToFrame(animationTrackBar.Value);
}
private void SetAnimationsToFrame(float frameNum)
{
if (currentAnimations.Count == 0)
return;
foreach (var anim in currentAnimations)
{
if (frameNum > anim.FrameCount)
continue;
float animFrameNum = frameNum;
anim.SetFrame(animFrameNum);
anim.NextFrame();
OnAnimationFrameAdvance?.Invoke(anim, new EventArgs());
//Add frames to the playing animation
anim.Frame += frameNum;
//Reset it when it reaches the total frame count
if (anim.Frame >= anim.FrameCount && anim.Loop)
{
anim.Frame = 0;
}
}
}
private void animationTrackBar_Scroll(object sender, ScrollEventArgs e) {
if (currentAnimations.Count == 0 || totalFrame.Value <= 0)
return;
currentFrameUpDown.Value = (decimal)animationTrackBar.Value;
}
private void btnPlay_Click(object sender, EventArgs e)
{
if (currentAnimations.Count == 0 || FrameCount <= 0)
return;
if (AnimationPlayerState == AnimPlayerState.Playing)
Pause();
else
Play();
}
}
}