greenshot/Greenshot/Drawing/SpeechbubbleContainer.cs

346 lines
13 KiB
C#

/*
* Greenshot - a free and open source screenshot tool
* Copyright (C) 2007-2012 Thomas Braun, Jens Klingen, Robin Krom
*
* For more information see: http://getgreenshot.org/
* The Greenshot project is hosted on GitHub https://github.com/greenshot/greenshot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 1 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Greenshot.Drawing.Fields;
using Greenshot.Helpers;
using System;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Runtime.Serialization;
using GreenshotPlugin.Interfaces.Drawing;
namespace Greenshot.Drawing
{
/// <summary>
/// Description of SpeechbubbleContainer.
/// </summary>
[Serializable]
public class SpeechbubbleContainer : TextContainer {
private Point _initialGripperPoint;
// Only used for serializing the TargetGripper location
private Point _storedTargetGripperLocation;
/// <summary>
/// Store the current location of the target gripper
/// </summary>
/// <param name="context"></param>
[OnSerializing]
private void SetValuesOnSerializing(StreamingContext context) {
if (TargetAdorner != null) {
_storedTargetGripperLocation = TargetAdorner.Location;
}
}
/// <summary>
/// Restore the target gripper
/// </summary>
/// <param name="streamingContext">StreamingContext</param>
protected override void OnDeserialized(StreamingContext streamingContext)
{
base.OnDeserialized(streamingContext);
InitAdorner(Color.Green, _storedTargetGripperLocation);
}
public SpeechbubbleContainer(Surface parent)
: base(parent) {
}
/// <summary>
/// We set our own field values
/// </summary>
protected override void InitializeFields() {
AddField(GetType(), FieldType.LINE_THICKNESS, 2);
AddField(GetType(), FieldType.LINE_COLOR, Color.Blue);
AddField(GetType(), FieldType.SHADOW, false);
AddField(GetType(), FieldType.FONT_ITALIC, false);
AddField(GetType(), FieldType.FONT_BOLD, true);
AddField(GetType(), FieldType.FILL_COLOR, Color.White);
AddField(GetType(), FieldType.FONT_FAMILY, FontFamily.GenericSansSerif.Name);
AddField(GetType(), FieldType.FONT_SIZE, 20f);
AddField(GetType(), FieldType.TEXT_HORIZONTAL_ALIGNMENT, StringAlignment.Center);
AddField(GetType(), FieldType.TEXT_VERTICAL_ALIGNMENT, StringAlignment.Center);
}
/// <summary>
/// Called from Surface (the _parent) when the drawing begins (mouse-down)
/// </summary>
/// <returns>true if the surface doesn't need to handle the event</returns>
public override bool HandleMouseDown(int mouseX, int mouseY) {
if (TargetAdorner == null) {
_initialGripperPoint = new Point(mouseX, mouseY);
InitAdorner(Color.Green, new Point(mouseX, mouseY));
}
return base.HandleMouseDown(mouseX, mouseY);
}
/// <summary>
/// Overriding the HandleMouseMove will help us to make sure the tail is always visible.
/// Should fix BUG-1682
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns>base.HandleMouseMove</returns>
public override bool HandleMouseMove(int x, int y) {
bool returnValue = base.HandleMouseMove(x, y);
bool leftAligned = _boundsAfterResize.Right - _boundsAfterResize.Left >= 0;
bool topAligned = _boundsAfterResize.Bottom - _boundsAfterResize.Top >= 0;
int xOffset = leftAligned ? -20 : 20;
int yOffset = topAligned ? -20 : 20;
Point newGripperLocation = _initialGripperPoint;
newGripperLocation.Offset(xOffset, yOffset);
if (TargetAdorner.Location != newGripperLocation) {
Invalidate();
TargetAdorner.Location = newGripperLocation;
Invalidate();
}
return returnValue;
}
/// <summary>
/// The DrawingBound should be so close as possible to the shape, so we don't invalidate to much.
/// </summary>
public override Rectangle DrawingBounds {
get {
if (Status != EditStatus.UNDRAWN) {
int lineThickness = GetFieldValueAsInt(FieldType.LINE_THICKNESS);
Color lineColor = GetFieldValueAsColor(FieldType.LINE_COLOR);
bool shadow = GetFieldValueAsBool(FieldType.SHADOW);
using Pen pen = new Pen(lineColor, lineThickness);
int inflateValue = lineThickness + 2 + (shadow ? 6 : 0);
using GraphicsPath tailPath = CreateTail();
return Rectangle.Inflate(Rectangle.Union(Rectangle.Round(tailPath.GetBounds(new Matrix(), pen)), GuiRectangle.GetGuiRectangle(Left, Top, Width, Height)), inflateValue, inflateValue);
}
return Rectangle.Empty;
}
}
/// <summary>
/// Helper method to create the bubble GraphicsPath, so we can also calculate the bounds
/// </summary>
/// <param name="lineThickness"></param>
/// <returns></returns>
private GraphicsPath CreateBubble(int lineThickness) {
GraphicsPath bubble = new GraphicsPath();
Rectangle rect = GuiRectangle.GetGuiRectangle(Left, Top, Width, Height);
Rectangle bubbleRect = GuiRectangle.GetGuiRectangle(0, 0, rect.Width, rect.Height);
// adapt corner radius to small rectangle dimensions
int smallerSideLength = Math.Min(bubbleRect.Width, bubbleRect.Height);
int cornerRadius = Math.Min(30, smallerSideLength / 2 - lineThickness);
if (cornerRadius > 0) {
bubble.AddArc(bubbleRect.X, bubbleRect.Y, cornerRadius, cornerRadius, 180, 90);
bubble.AddArc(bubbleRect.X + bubbleRect.Width - cornerRadius, bubbleRect.Y, cornerRadius, cornerRadius, 270, 90);
bubble.AddArc(bubbleRect.X + bubbleRect.Width - cornerRadius, bubbleRect.Y + bubbleRect.Height - cornerRadius, cornerRadius, cornerRadius, 0, 90);
bubble.AddArc(bubbleRect.X, bubbleRect.Y + bubbleRect.Height - cornerRadius, cornerRadius, cornerRadius, 90, 90);
} else {
bubble.AddRectangle(bubbleRect);
}
bubble.CloseAllFigures();
using (Matrix bubbleMatrix = new Matrix()) {
bubbleMatrix.Translate(rect.Left, rect.Top);
bubble.Transform(bubbleMatrix);
}
return bubble;
}
/// <summary>
/// Helper method to create the tail of the bubble, so we can also calculate the bounds
/// </summary>
/// <returns></returns>
private GraphicsPath CreateTail() {
Rectangle rect = GuiRectangle.GetGuiRectangle(Left, Top, Width, Height);
int tailLength = GeometryHelper.Distance2D(rect.Left + (rect.Width / 2), rect.Top + (rect.Height / 2), TargetAdorner.Location.X, TargetAdorner.Location.Y);
int tailWidth = (Math.Abs(rect.Width) + Math.Abs(rect.Height)) / 20;
// This should fix a problem with the tail being to wide
tailWidth = Math.Min(Math.Abs(rect.Width) / 2, tailWidth);
tailWidth = Math.Min(Math.Abs(rect.Height) / 2, tailWidth);
GraphicsPath tail = new GraphicsPath();
tail.AddLine(-tailWidth, 0, tailWidth, 0);
tail.AddLine(tailWidth, 0, 0, -tailLength);
tail.CloseFigure();
int tailAngle = 90 + (int)GeometryHelper.Angle2D(rect.Left + rect.Width / 2, rect.Top + rect.Height / 2, TargetAdorner.Location.X, TargetAdorner.Location.Y);
using (Matrix tailMatrix = new Matrix()) {
tailMatrix.Translate(rect.Left + rect.Width / 2, rect.Top + rect.Height / 2);
tailMatrix.Rotate(tailAngle);
tail.Transform(tailMatrix);
}
return tail;
}
/// <summary>
/// This is to draw the actual container
/// </summary>
/// <param name="graphics"></param>
/// <param name="renderMode"></param>
public override void Draw(Graphics graphics, RenderMode renderMode) {
if (TargetAdorner == null) {
return;
}
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.CompositingQuality = CompositingQuality.HighQuality;
graphics.PixelOffsetMode = PixelOffsetMode.None;
graphics.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
Color lineColor = GetFieldValueAsColor(FieldType.LINE_COLOR);
Color fillColor = GetFieldValueAsColor(FieldType.FILL_COLOR);
bool shadow = GetFieldValueAsBool(FieldType.SHADOW);
int lineThickness = GetFieldValueAsInt(FieldType.LINE_THICKNESS);
bool lineVisible = lineThickness > 0 && Colors.IsVisible(lineColor);
Rectangle rect = GuiRectangle.GetGuiRectangle(Left, Top, Width, Height);
if (Selected && renderMode == RenderMode.EDIT) {
DrawSelectionBorder(graphics, rect);
}
GraphicsPath bubble = CreateBubble(lineThickness);
GraphicsPath tail = CreateTail();
//draw shadow first
if (shadow && (lineVisible || Colors.IsVisible(fillColor))) {
const int basealpha = 100;
int alpha = basealpha;
const int steps = 5;
int currentStep = lineVisible ? 1 : 0;
using Matrix shadowMatrix = new Matrix();
using GraphicsPath bubbleClone = (GraphicsPath)bubble.Clone();
using GraphicsPath tailClone = (GraphicsPath)tail.Clone();
shadowMatrix.Translate(1, 1);
while (currentStep <= steps) {
using (Pen shadowPen = new Pen(Color.FromArgb(alpha, 100, 100, 100))) {
shadowPen.Width = lineVisible ? lineThickness : 1;
tailClone.Transform(shadowMatrix);
graphics.DrawPath(shadowPen, tailClone);
bubbleClone.Transform(shadowMatrix);
graphics.DrawPath(shadowPen, bubbleClone);
}
currentStep++;
alpha -= basealpha / steps;
}
}
GraphicsState state = graphics.Save();
// draw the tail border where the bubble is not visible
using (Region clipRegion = new Region(bubble)) {
graphics.SetClip(clipRegion, CombineMode.Exclude);
using Pen pen = new Pen(lineColor, lineThickness);
graphics.DrawPath(pen, tail);
}
graphics.Restore(state);
if (Colors.IsVisible(fillColor)) {
//draw the bubbleshape
state = graphics.Save();
using (Brush brush = new SolidBrush(fillColor)) {
graphics.FillPath(brush, bubble);
}
graphics.Restore(state);
}
if (lineVisible) {
//draw the bubble border
state = graphics.Save();
// Draw bubble where the Tail is not visible.
using (Region clipRegion = new Region(tail)) {
graphics.SetClip(clipRegion, CombineMode.Exclude);
using Pen pen = new Pen(lineColor, lineThickness);
//pen.EndCap = pen.StartCap = LineCap.Round;
graphics.DrawPath(pen, bubble);
}
graphics.Restore(state);
}
if (Colors.IsVisible(fillColor)) {
// Draw the tail border
state = graphics.Save();
using (Brush brush = new SolidBrush(fillColor)) {
graphics.FillPath(brush, tail);
}
graphics.Restore(state);
}
// cleanup the paths
bubble.Dispose();
tail.Dispose();
// Draw the text
DrawText(graphics, rect, lineThickness, lineColor, shadow, StringFormat, Text, Font);
}
public override bool Contains(int x, int y) {
if (base.Contains(x, y)) {
return true;
}
Point clickedPoint = new Point(x, y);
if (Status != EditStatus.UNDRAWN) {
int lineThickness = GetFieldValueAsInt(FieldType.LINE_THICKNESS);
Color lineColor = GetFieldValueAsColor(FieldType.LINE_COLOR);
using Pen pen = new Pen(lineColor, lineThickness);
using (GraphicsPath bubblePath = CreateBubble(lineThickness)) {
bubblePath.Widen(pen);
if (bubblePath.IsVisible(clickedPoint)) {
return true;
}
}
using GraphicsPath tailPath = CreateTail();
tailPath.Widen(pen);
if (tailPath.IsVisible(clickedPoint)) {
return true;
}
}
return false;
}
public override bool ClickableAt(int x, int y) {
return Contains(x,y);
}
/// <summary>
/// Additional to the Transform of the TextContainer the bubble tail coordinates also need to be moved
/// </summary>
/// <param name="matrix">Matrix</param>
public override void Transform(Matrix matrix)
{
Point[] points = { TargetAdorner.Location };
matrix.TransformPoints(points);
TargetAdorner.Location = points[0];
base.Transform(matrix);
}
}
}