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Added ResetState to RunnableComponent to reset in case of failure...
Added ResetState to RunnableComponent to reset in case of failure Added StateChanged event to IRunnable Renamed Promise.SUCCESS -> Promise.Success Added Promise.FromException Renamed Bundle -> PromiseAll in PromiseExtensions

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r106:d4e38929ce36 v2
r205:8200ab154c8a v2
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AnimationHelpers.cs
95 lines | 3.0 KiB | text/x-csharp | CSharpLexer
cin
Implab.Fx: implemented animation object...
r4 using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Diagnostics;
namespace Implab.Fx
{
public static class AnimationHelpers
{
cin
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r5 public static Animation<TTarget> AnimateProperty<TTarget, TVal>(this Animation<TTarget> animation, Action<TTarget, TVal> setter, Func<TTarget, TVal> getter, TVal newValue, Func<TVal, TVal, int, int, TVal> fx) where TTarget : class
cin
Implab.Fx: implemented animation object...
r4 {
if (animation == null)
throw new ArgumentNullException("animation");
TVal oldValue = getter(animation.Traget);
animation.Step += (target, elaped, duration) =>
{
var value = fx(oldValue, newValue, elaped, duration);
setter(target, value);
};
return animation;
}
cin
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r5 public static Animation<T> AnimateTransparency<T>(this T ctl, float newValue) where T : Form
cin
Implab.Fx: implemented animation object...
r4 {
cin
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r5 var anim = new Animation<T>(ctl);
cin
Implab.Fx: implemented animation object...
r4
anim.AnimateProperty(
(target, value) => target.Opacity = value,
target => target.Opacity,
newValue,
(ov, nv, el, du) => ov + ((float)el / du) * (nv - ov)
);
return anim;
}
cin
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r5
cin
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r30 public static IPromise<T> CloseFadeOut<T>(this T ctl) where T : Form
cin
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r5 {
var anim = ctl.AnimateTransparency(0);
cin
promises refactoring
r106 return anim
.Play()
.DispatchToControl(ctl)
.Then(frm => {
frm.Close();
return frm;
});
cin
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r5 }
cin
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r30 public static IPromise<T> OverlayFadeIn<T>(this Form that, T overlay) where T : Form
cin
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r5 {
if (that == null)
throw new ArgumentNullException("that");
if (overlay == null)
throw new ArgumentNullException("overlay");
// setup overlay
overlay.Opacity = 0;
overlay.FormBorderStyle = FormBorderStyle.None;
overlay.ShowInTaskbar = false;
that.AddOwnedForm(overlay);
EventHandler handler = (object sender, EventArgs args) =>
{
overlay.Bounds = that.RectangleToScreen(that.ClientRectangle);
};
// attach handlers
that.Move += handler;
that.Resize += handler;
that.Shown += handler;
// remove handlers to release overlay
overlay.FormClosed += (sender, args) =>
{
that.Move -= handler;
that.Resize -= handler;
that.Shown -= handler;
};
overlay.Show(that);
overlay.Bounds = that.RectangleToScreen(that.ClientRectangle);
return overlay
.AnimateTransparency(1)
.Play()
.DispatchToControl(overlay);
}
cin
Implab.Fx: implemented animation object...
r4 }
}