1
0
mirror of synced 2024-11-14 23:13:50 +00:00
x2cl/Source/X2CLMenuBarAnimators.pas

379 lines
10 KiB
ObjectPascal
Raw Normal View History

{
:: Implements the animators for the MenuBar. Though they are tightly
:: interlinked (for now), this keeps the main unit clean.
::
:: Part of the X2Software Component Library
:: http://www.x2software.net/
::
:: Last changed: $Date$
:: Revision: $Rev$
:: Author: $Author$
}
unit X2CLMenuBarAnimators;
interface
uses
Classes,
Graphics,
Windows,
X2CLMenuBar;
type
{
:$ Implements a sliding animation
}
TX2MenuBarSlideAnimator = class(TX2CustomMenuBarAnimator)
private
FSlideHeight: Integer;
protected
function GetHeight: Integer; override;
public
procedure Update; override;
procedure Draw(ACanvas: TCanvas; const ABounds: TRect); override;
end;
{
:$ Implements a dissolve animation
}
TX2MenuBarDissolveAnimator = class(TX2CustomMenuBarAnimator)
private
FItemsState: Graphics.TBitmap;
FMask: Graphics.TBitmap;
FPixels: TList;
protected
procedure SetExpanding(const Value: Boolean); override;
property ItemsState: Graphics.TBitmap read FItemsState;
property Mask: Graphics.TBitmap read FMask;
public
constructor Create(AItemsBuffer: TX2CustomMenuBarAnimatorBuffer); override;
destructor Destroy; override;
procedure Update; override;
procedure Draw(ACanvas: TCanvas; const ABounds: TRect); override;
end;
{
:$ Implements a fade animation
}
TX2MenuBarFadeAnimator = class(TX2CustomMenuBarAnimator)
private
FAlpha: Byte;
public
procedure Update; override;
procedure Draw(ACanvas: TCanvas; const ABounds: TRect); override;
end;
{
:$ Implements a sliding fade animation
}
TX2MenuBarSlideFadeAnimator = class(TX2MenuBarFadeAnimator)
private
FSlideHeight: Integer;
protected
function GetHeight: Integer; override;
public
procedure Update; override;
end;
implementation
uses
SysUtils,
X2CLGraphics;
{ TX2MenuBarSlideAnimator }
function TX2MenuBarSlideAnimator.GetHeight: Integer;
begin
Result := FSlideHeight;
end;
procedure TX2MenuBarSlideAnimator.Update;
var
elapsed: Cardinal;
begin
elapsed := TimeElapsed;
FSlideHeight := Trunc((elapsed / AnimationTime) * ItemsBuffer.Height);
if not Expanding then
FSlideHeight := ItemsBuffer.Height - FSlideHeight;
if FSlideHeight > ItemsBuffer.Height then
FSlideHeight := ItemsBuffer.Height
else if FSlideHeight < 0 then
FSlideHeight := 0;
if elapsed >= AnimationTime then
Terminate;
end;
procedure TX2MenuBarSlideAnimator.Draw(ACanvas: TCanvas; const ABounds: TRect);
var
sourceRect: TRect;
destRect: TRect;
begin
sourceRect := Rect(0, 0, ItemsBuffer.Width, FSlideHeight);
destRect := ABounds;
destRect.Bottom := destRect.Top + FSlideHeight;
ACanvas.CopyRect(destRect, ItemsBuffer.Bitmap.Canvas, sourceRect);
end;
{ TX2MenuBarDissolveAnimator }
constructor TX2MenuBarDissolveAnimator.Create(AItemsBuffer: TX2CustomMenuBarAnimatorBuffer);
var
pixelIndex: Integer;
pixelPos: Integer;
tempPos: Pointer;
begin
inherited;
{ The bitmaps need to be 32-bits since we'll be accessing the scanlines as
one big array, not by using Scanline on each row. In 24-bit mode, the
scanlines are still aligned on a 32-bits boundary, thus causing problems. }
ItemsBuffer.Bitmap.PixelFormat := pf32bit;
FMask := Graphics.TBitmap.Create;
FMask.PixelFormat := pf32bit;
FMask.Width := AItemsBuffer.Width;
FMask.Height := AItemsBuffer.Height;
FItemsState := Graphics.TBitmap.Create;
FItemsState.PixelFormat := pf32bit;
FItemsState.Width := AItemsBuffer.Width;
FItemsState.Height := AItemsBuffer.Height;
if RandSeed = 0 then
Randomize;
{ Prepare an array of pixel indices which will be used to pick random
unique pixels in the Update method.
Optimization note: previously the array was ordered and an item would
be randomly picked and deleted in Update. Now we pre-shuffle the list,
then Delete only from the end, which does not reallocate or move any
memory (TList.Count decreases, Capacity stays the same), a LOT faster. }
FPixels := TList.Create;
FPixels.Count := AItemsBuffer.Width * AItemsBuffer.Height;
for pixelIndex := Pred(FPixels.Count) downto 0 do
FPixels[pixelIndex] := Pointer(pixelIndex);
for pixelIndex := Pred(FPixels.Count) downto 0 do
begin
pixelPos := Random(Succ(pixelIndex));
if (pixelPos <> pixelIndex) then
begin
tempPos := FPixels[pixelIndex];
FPixels[pixelIndex] := FPixels[pixelPos];
FPixels[pixelPos] := tempPos;
end;
end;
end;
destructor TX2MenuBarDissolveAnimator.Destroy;
begin
FreeAndNil(FItemsState);
FreeAndNil(FMask);
inherited;
end;
procedure TX2MenuBarDissolveAnimator.Update;
const
RGBBlack: TRGBQuad = (rgbBlue: 0;
rgbGreen: 0;
rgbRed: 0;
rgbReserved: 0);
RGBWhite: TRGBQuad = (rgbBlue: 255;
rgbGreen: 255;
rgbRed: 255;
rgbReserved: 0);
var
totalPixelCount: Integer;
elapsed: Cardinal;
pixelsRemaining: Integer;
pixel: Integer;
pixelIndex: Integer;
pixelCount: Integer;
pixelPos: Integer;
statePixels: PRGBAArray;
maskPixels: PRGBAArray;
itemsPixels: PRGBAArray;
begin
totalPixelCount := ItemsBuffer.Width * ItemsBuffer.Height;
elapsed := TimeElapsed;
pixelsRemaining := totalPixelCount - (Trunc((elapsed / AnimationTime) *
totalPixelCount));
if pixelsRemaining < 0 then
pixelsRemaining := 0;
statePixels := GetScanlinePointer(ItemsState);
maskPixels := GetScanlinePointer(Mask);
itemsPixels := nil;
if Expanding then
itemsPixels := GetScanlinePointer(ItemsBuffer.Bitmap);
for pixel := Pred(FPixels.Count - pixelsRemaining) downto 0 do
begin
pixelCount := FPixels.Count;
pixelIndex := Pred(pixelCount);
pixelPos := Integer(FPixels[pixelIndex]);
FPixels.Delete(pixelIndex);
if Expanding then
begin
{ Make the pixel visible }
statePixels^[pixelPos] := itemsPixels^[pixelPos];
maskPixels^[pixelPos] := RGBBlack;
end else
begin
{ Make the pixel invisible }
statePixels^[pixelPos] := RGBBlack;
maskPixels^[pixelPos] := RGBWhite;
end;
end;
if elapsed >= AnimationTime then
Terminate;
end;
procedure TX2MenuBarDissolveAnimator.Draw(ACanvas: TCanvas; const ABounds: TRect);
var
boundsRegion: THandle;
oldCopyMode: TCopyMode;
begin
boundsRegion := CreateRectRgn(ABounds.Left, ABounds.Top, ABounds.Right,
ABounds.Bottom);
oldCopyMode := ACanvas.CopyMode;
try
SelectClipRgn(ACanvas.Handle, boundsRegion);
ACanvas.CopyMode := cmSrcAnd;
ACanvas.Draw(ABounds.Left, ABounds.Top, Mask);
ACanvas.CopyMode := cmSrcPaint;
ACanvas.Draw(ABounds.Left, ABounds.Top, ItemsState);
finally
SelectClipRgn(ACanvas.Handle, 0);
ACanvas.CopyMode := oldCopyMode;
end;
end;
procedure TX2MenuBarDissolveAnimator.SetExpanding(const Value: Boolean);
begin
if Value then
begin
{ Start with an invisible group }
FMask.Canvas.Brush.Color := clWhite;
with FItemsState.Canvas do
begin
Brush.Color := clBlack;
FillRect(Rect(0, 0, FItemsState.Width, FItemsState.Height));
end;
end else
begin
{ Start with a visible group }
FMask.Canvas.Brush.Color := clBlack;
FItemsState.Canvas.Draw(0, 0, ItemsBuffer.Bitmap);
end;
FMask.Canvas.FillRect(Rect(0, 0, FMask.Width, FMask.Height));
inherited;
end;
{ TX2MenuBarFadeAnimator }
procedure TX2MenuBarFadeAnimator.Update;
var
elapsed: Cardinal;
newAlpha: Integer;
begin
elapsed := TimeElapsed;
newAlpha := Trunc((elapsed / AnimationTime) * 255);
if Expanding then
newAlpha := 255 - newAlpha;
if newAlpha > 255 then
newAlpha := 255
else if newAlpha < 0 then
newAlpha := 0;
FAlpha := newAlpha;
if elapsed >= AnimationTime then
Terminate;
end;
procedure TX2MenuBarFadeAnimator.Draw(ACanvas: TCanvas; const ABounds: TRect);
var
backBuffer: Graphics.TBitmap;
sourceRect: TRect;
destRect: TRect;
begin
if ABounds.Bottom - ABounds.Top <= 0 then
exit;
backBuffer := Graphics.TBitmap.Create;
try
backBuffer.PixelFormat := pf32bit;
backBuffer.Width := ItemsBuffer.Width;
backBuffer.Height := ItemsBuffer.Height;
destRect := Rect(0, 0, backBuffer.Width, ABounds.Bottom - ABounds.Top);
backBuffer.Canvas.CopyRect(destRect, ACanvas, ABounds);
X2CLGraphics.DrawBlended(backBuffer, ItemsBuffer.Bitmap, FAlpha);
sourceRect := Rect(0, 0, ItemsBuffer.Width, Self.Height);
destRect := ABounds;
destRect.Bottom := destRect.Top + Self.Height;
ACanvas.CopyRect(destRect, backBuffer.Canvas, sourceRect);
finally
FreeAndNil(backBuffer);
end;
end;
{ TX2MenuBarSlideFadeAnimator }
function TX2MenuBarSlideFadeAnimator.GetHeight: Integer;
begin
Result := FSlideHeight;
end;
procedure TX2MenuBarSlideFadeAnimator.Update;
var
elapsed: Cardinal;
begin
elapsed := TimeElapsed;
FSlideHeight := Trunc((elapsed / AnimationTime) * ItemsBuffer.Height);
if not Expanding then
FSlideHeight := ItemsBuffer.Height - FSlideHeight;
if FSlideHeight > ItemsBuffer.Height then
FSlideHeight := ItemsBuffer.Height
else if FSlideHeight < 0 then
FSlideHeight := 0;
inherited;
end;
end.