Added a progress spinner control that should work on top of WinForms even with its poor transparent control support
git-svn-id: file:///srv/devel/repo-conversion/nuwi@50 d2e56fa2-650e-0410-a79f-9358c0239efd
This commit is contained in:
parent
2b908f18eb
commit
7439c31390
5 changed files with 429 additions and 2 deletions
176
Source/Controls/ProgressSpinner.cs
Normal file
176
Source/Controls/ProgressSpinner.cs
Normal file
|
|
@ -0,0 +1,176 @@
|
|||
using System;
|
||||
using System.Data;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace Nuclex.Windows.Forms.Controls {
|
||||
|
||||
/// <summary>Displays a progress spinner to entertain the user while waiting</summary>
|
||||
public partial class ProgressSpinner : UserControl {
|
||||
|
||||
/// <summary>Number of dots the progress spinner will display</summary>
|
||||
private const int DotCount = 8;
|
||||
/// <summary>Size of a normal dot (only ever assumed by the trailing dot)</summary>
|
||||
private const int DotRadius = 4;
|
||||
/// <summary>
|
||||
/// The leading dot will be DotCount times this larger than a normal dot
|
||||
/// </summary>
|
||||
private const int ScaleFactor = 1;
|
||||
|
||||
/// <summary>Initializes a new progress spinner</summary>
|
||||
public ProgressSpinner() {
|
||||
SetStyle(
|
||||
(
|
||||
ControlStyles.AllPaintingInWmPaint |
|
||||
ControlStyles.OptimizedDoubleBuffer |
|
||||
ControlStyles.ResizeRedraw | ControlStyles.UserPaint |
|
||||
ControlStyles.SupportsTransparentBackColor
|
||||
),
|
||||
true
|
||||
);
|
||||
|
||||
InitializeComponent();
|
||||
|
||||
Disposed += new EventHandler(OnDisposed);
|
||||
|
||||
if(!DesignMode) {
|
||||
StartSpinner();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Releases all resources owned by the control when it is destroyed</summary>
|
||||
/// <param name="sender">Control that is being destroyed</param>
|
||||
/// <param name="arguments">Not used</param>
|
||||
private void OnDisposed(object sender, EventArgs arguments) {
|
||||
if(this.dotOutlinePen != null) {
|
||||
this.dotOutlinePen.Dispose();
|
||||
this.dotOutlinePen = null;
|
||||
}
|
||||
if(this.dotFillBrush != null) {
|
||||
this.dotFillBrush.Dispose();
|
||||
this.dotFillBrush = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Starts the spinner's animation</summary>
|
||||
public void StartSpinner() {
|
||||
this.spinnerRunning = true;
|
||||
this.animationUpdateTimer.Enabled = true;
|
||||
}
|
||||
|
||||
/// <summary>Stops the spinner's animation</summary>
|
||||
public void StopSpinner() {
|
||||
this.animationUpdateTimer.Enabled = false;
|
||||
this.spinnerRunning = false;
|
||||
}
|
||||
|
||||
/// <summary>Color used to fill the dots</summary>
|
||||
public Color DotFillColor {
|
||||
get { return this.dotFillColor; }
|
||||
set {
|
||||
if(value != this.dotFillColor) {
|
||||
this.dotFillColor = value;
|
||||
if(this.dotFillBrush != null) {
|
||||
this.dotFillBrush.Dispose();
|
||||
this.dotFillBrush = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Color used for the dots' outline</summary>
|
||||
public Color DotOutlineColor {
|
||||
get { return this.dotOutlineColor; }
|
||||
set {
|
||||
if(value != this.dotOutlineColor) {
|
||||
this.dotOutlineColor = value;
|
||||
if(this.dotOutlinePen != null) {
|
||||
this.dotOutlinePen.Dispose();
|
||||
this.dotOutlinePen = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Called when the control is hidden or shown</summary>
|
||||
/// <param name="arguments">Not used</param>
|
||||
protected override void OnVisibleChanged(EventArgs arguments) {
|
||||
base.OnVisibleChanged(arguments);
|
||||
|
||||
this.animationUpdateTimer.Enabled = this.spinnerRunning && Visible;
|
||||
}
|
||||
|
||||
/// <summary>Called when the control should redraw itself</summary>
|
||||
/// <param name="arguments">Provides access to the drawing surface and tools</param>
|
||||
protected override void OnPaint(PaintEventArgs arguments) {
|
||||
if(Parent != null && this.BackColor == Color.Transparent) {
|
||||
using(var bmp = new Bitmap(Parent.Width, Parent.Height)) {
|
||||
Parent.Controls.Cast<Control>()
|
||||
.Where(c => Parent.Controls.GetChildIndex(c) > Parent.Controls.GetChildIndex(this))
|
||||
.Where(c => c.Bounds.IntersectsWith(this.Bounds))
|
||||
.OrderByDescending(c => Parent.Controls.GetChildIndex(c))
|
||||
.ToList()
|
||||
.ForEach(c => c.DrawToBitmap(bmp, c.Bounds));
|
||||
|
||||
arguments.Graphics.DrawImage(bmp, -Left, -Top);
|
||||
}
|
||||
}
|
||||
|
||||
if(this.dotOutlinePen == null) {
|
||||
this.dotOutlinePen = new Pen(this.dotOutlineColor);
|
||||
}
|
||||
if(this.dotFillBrush == null) {
|
||||
this.dotFillBrush = new SolidBrush(this.dotFillColor);
|
||||
}
|
||||
|
||||
//e.Graphics.SmoothingMode = SmoothingMode.HighQuality;
|
||||
|
||||
int diameter = Math.Min(Width, Height);
|
||||
PointF center = new PointF(diameter / 2.0f, diameter / 2.0f);
|
||||
|
||||
int bigRadius = diameter / 2 - DotRadius - (DotCount - 1) * ScaleFactor;
|
||||
|
||||
float unitAngle = 360 / DotCount;
|
||||
|
||||
for(int index = 0; index < DotCount; ++index) {
|
||||
int dotIndex = (index + leadingDotIndex) % DotCount;
|
||||
|
||||
var dotPosition = new PointF(
|
||||
center.X + (float)(bigRadius * Math.Cos(unitAngle * dotIndex * Math.PI / 180)),
|
||||
center.Y + (float)(bigRadius * Math.Sin(unitAngle * dotIndex * Math.PI / 180))
|
||||
);
|
||||
|
||||
int currentDotRadius = DotRadius + index * ScaleFactor;
|
||||
|
||||
PointF c1 = new PointF(dotPosition.X - currentDotRadius, dotPosition.Y - currentDotRadius);
|
||||
arguments.Graphics.FillEllipse(this.dotFillBrush, c1.X, c1.Y, 2 * currentDotRadius, 2 * currentDotRadius);
|
||||
arguments.Graphics.DrawEllipse(this.dotOutlinePen, c1.X, c1.Y, 2 * currentDotRadius, 2 * currentDotRadius);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>Called when the animation timer ticks to update the animation state</summary>
|
||||
/// <param name="sender">Animation timer that has ticked</param>
|
||||
/// <param name="arguments">Not used</param>
|
||||
private void animationTimerTicked(object sender, EventArgs arguments) {
|
||||
this.leadingDotIndex = (this.leadingDotIndex + 1) % DotCount; // Advance the animation
|
||||
Invalidate(); // Request a redraw at the earliest opportune time
|
||||
}
|
||||
|
||||
/// <summary>Whether the spinner has been started</summary>
|
||||
private bool spinnerRunning;
|
||||
/// <summary>Color in which the dots will be filled</summary>
|
||||
private Color dotFillColor = Color.RoyalBlue;
|
||||
/// <summary>Color that will be used for the dots' outline</summary>
|
||||
private Color dotOutlineColor = Color.White;
|
||||
/// <summary>Brush used to fill the dots</summary>
|
||||
private Brush dotFillBrush;
|
||||
/// <summary>Brush used for the dots' outline</summary>
|
||||
private Pen dotOutlinePen;
|
||||
/// <summary>Index of the currently leading dot</summary>
|
||||
private int leadingDotIndex = 0;
|
||||
|
||||
}
|
||||
|
||||
} // namespace Nuclex.Windows.Forms.Controls
|
||||
Loading…
Add table
Add a link
Reference in a new issue