// // System.Drawing.ImageAnimator.cs // // Authors: // Dennis Hayes (dennish@Raytek.com) // Sanjay Gupta (gsanjay@novell.com) // Sebastien Pouliot // // (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 } } } }