//
// System.Drawing.ImageAnimator.cs
//
// Authors:
// Dennis Hayes (dennish@Raytek.com)
// Sanjay Gupta (gsanjay@novell.com)
// Sebastien Pouliot <sebastien@ximian.com>
//
// (C) 2002 Ximian, Inc
// Copyright (C) 2004,2006-2007 Novell, Inc (http://www.novell.com)
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using System.Collections;
using System.Drawing.Imaging;
using System.Threading;
namespace System.Drawing{
class AnimateEventArgs : EventArgs {
private int frameCount;
private int activeFrame;
private Thread thread;
public AnimateEventArgs (Image image)
{
frameCount = image.GetFrameCount (FrameDimension.Time);
}
public Thread RunThread {
get { return thread; }
set { thread = value; }
}
public int GetNextFrame ()
{
if (activeFrame < frameCount - 1)
activeFrame++;
else
activeFrame = 0;
return activeFrame;
}
}
public sealed class ImageAnimator {
static Hashtable ht = Hashtable.Synchronized (new Hashtable ());
private ImageAnimator ()
{
}
public static void Animate (Image image, EventHandler onFrameChangedHandler)
{
// must be non-null and contain animation time frames
if (!CanAnimate (image))
return;
// is animation already in progress ?
if (ht.ContainsKey (image))
return;
PropertyItem item = image.GetPropertyItem (0x5100); // FrameDelay in libgdiplus
byte[] value = item.Value;
int[] delay = new int [(value.Length >> 2)];
for (int i=0, n=0; i < value.Length; i += 4, n++) {
int d = BitConverter.ToInt32 (value, i) * 10;
// follow worse case (Opera) see http://news.deviantart.com/article/27613/
delay [n] = d < 100 ? 100 : d;
}
AnimateEventArgs aea = new AnimateEventArgs (image);
WorkerThread wt = new WorkerThread (onFrameChangedHandler, aea, delay);
Thread thread = new Thread (new ThreadStart (wt.LoopHandler));
thread.IsBackground = true;
aea.RunThread = thread;
ht.Add (image, aea);
thread.Start ();
}
public static bool CanAnimate (Image image)
{
if (image == null)
return false;
int n = image.FrameDimensionsList.Length;
if (n < 1)
return false;
for (int i = 0; i < n; i++) {
if (image.FrameDimensionsList [i].Equals (FrameDimension.Time.Guid)) {
return (image.GetFrameCount (FrameDimension.Time) > 1);
}
}
return false;
}
public static void StopAnimate (Image image, EventHandler onFrameChangedHandler)
{
if (image == null)
return;
if (ht.ContainsKey (image)) {
AnimateEventArgs evtArgs = (AnimateEventArgs) ht [image];
evtArgs.RunThread.Abort ();
ht.Remove (image);
}
}
public static void UpdateFrames ()
{
foreach (Image image in ht.Keys)
UpdateImageFrame (image);
}
public static void UpdateFrames (Image image)
{
if (image == null)
return;
if (ht.ContainsKey (image))
UpdateImageFrame (image);
}
// this method avoid checks that aren't requied for UpdateFrames()
private static void UpdateImageFrame (Image image)
{
AnimateEventArgs aea = (AnimateEventArgs) ht [image];
image.SelectActiveFrame (FrameDimension.Time, aea.GetNextFrame ());
}
}
class WorkerThread {
private EventHandler frameChangeHandler;
private AnimateEventArgs animateEventArgs;
private int[] delay;
public WorkerThread (EventHandler frmChgHandler, AnimateEventArgs aniEvtArgs, int[] delay)
{
frameChangeHandler = frmChgHandler;
animateEventArgs = aniEvtArgs;
this.delay = delay;
}
public void LoopHandler ()
{
try {
int n = 0;
while (true) {
Thread.Sleep (delay [n++]);
frameChangeHandler (null, animateEventArgs);
if (n == delay.Length)
n = 0;
}
}
catch (ThreadAbortException) {
Thread.ResetAbort (); // we're going to finish anyway
}
}
}
}
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