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Replaced effects with decorators.
Decorators should be way more flexible while beeing easy to use.
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// ReSharper disable MemberCanBePrivate.Global
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// ReSharper disable AutoPropertyCanBeMadeGetOnly.Global
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// ReSharper disable UnusedMember.Global
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using System;
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using RGB.NET.Core;
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namespace RGB.NET.Decorators.Brush
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{
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/// <summary>
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/// Represents a decorator which allows to flash a brush by modifying his opacity.
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/// </summary>
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public class FlashDecorator : AbstractUpdateAwareDecorator, IBrushDecorator
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{
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#region Properties & Fields
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/// <summary>
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/// Gets or sets the attack-time (in seconds) of the decorator. (default: 0.2)<br />
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/// This is close to a synthesizer envelope. (See <see href="http://en.wikipedia.org/wiki/Synthesizer#ADSR_envelope" /> as reference)
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/// </summary>
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public double Attack { get; set; } = 0.2;
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/// <summary>
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/// Gets or sets the decay-time (in seconds) of the decorator. (default: 0)<br />
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/// This is close to a synthesizer envelope. (See <see href="http://en.wikipedia.org/wiki/Synthesizer#ADSR_envelope" /> as reference)
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/// </summary>
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public double Decay { get; set; } = 0;
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/// <summary>
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/// Gets or sets the sustain-time (in seconds) of the decorator. (default: 0.3)<br />
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/// This is close to a synthesizer envelope. (See <see href="http://en.wikipedia.org/wiki/Synthesizer#ADSR_envelope" /> as reference)<br />
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/// Note that this value for naming reasons represents the time NOT the level.
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/// </summary>
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public double Sustain { get; set; } = 0.3;
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/// <summary>
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/// Gets or sets the release-time (in seconds) of the decorator. (default: 0.2)<br />
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/// This is close to a synthesizer envelope. (See <see href="http://en.wikipedia.org/wiki/Synthesizer#ADSR_envelope" /> as reference)
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/// </summary>
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public double Release { get; set; } = 0.2;
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/// <summary>
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/// Gets or sets the level to which the oppacity (percentage) should raise in the attack-cycle. (default: 1);
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/// </summary>
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public double AttackValue { get; set; } = 1;
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/// <summary>
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/// Gets or sets the level at which the oppacity (percentage) should stay in the sustain-cycle. (default: 1);
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/// </summary>
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public double SustainValue { get; set; } = 1;
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/// <summary>
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/// Gets or sets the interval (in seconds) in which the decorator should repeat (if repetition is enabled). (default: 1)
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/// </summary>
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public double Interval { get; set; } = 1;
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/// <summary>
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/// Gets or sets the amount of repetitions the decorator should do until it's finished. Zero means infinite. (default: 0)
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/// </summary>
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public int Repetitions { get; set; } = 0;
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private ADSRPhase _currentPhase;
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private double _currentPhaseValue;
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private int _repetitionCount;
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private double _currentValue;
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#endregion
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#region Methods
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/// <inheritdoc />
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public void ManipulateColor(Rectangle rectangle, BrushRenderTarget renderTarget, ref Color color) => color.APercent = _currentValue;
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/// <inheritdoc />
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protected override void Update(double deltaTime)
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{
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_currentPhaseValue -= deltaTime;
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// Using ifs instead of a switch allows to skip phases with time 0.
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// ReSharper disable InvertIf
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if (_currentPhase == ADSRPhase.Attack)
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if (_currentPhaseValue > 0)
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_currentValue = Math.Min(1, (Attack - _currentPhaseValue) / Attack) * AttackValue;
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else
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{
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_currentPhaseValue = Decay;
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_currentPhase = ADSRPhase.Decay;
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}
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if (_currentPhase == ADSRPhase.Decay)
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if (_currentPhaseValue > 0)
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_currentValue = SustainValue + (Math.Min(1, _currentPhaseValue / Decay) * (AttackValue - SustainValue));
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else
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{
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_currentPhaseValue = Sustain;
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_currentPhase = ADSRPhase.Sustain;
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}
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if (_currentPhase == ADSRPhase.Sustain)
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if (_currentPhaseValue > 0)
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_currentValue = SustainValue;
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else
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{
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_currentPhaseValue = Release;
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_currentPhase = ADSRPhase.Release;
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}
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if (_currentPhase == ADSRPhase.Release)
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if (_currentPhaseValue > 0)
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_currentValue = Math.Min(1, _currentPhaseValue / Release) * SustainValue;
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else
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{
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_currentPhaseValue = Interval;
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_currentPhase = ADSRPhase.Pause;
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}
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if (_currentPhase == ADSRPhase.Pause)
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if (_currentPhaseValue > 0)
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_currentValue = 0;
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else
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{
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if ((++_repetitionCount >= Repetitions) && (Repetitions > 0))
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Detach<IBrush, FlashDecorator>();
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_currentPhaseValue = Attack;
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_currentPhase = ADSRPhase.Attack;
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}
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// ReSharper restore InvertIf
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}
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/// <inheritdoc />
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public override void OnAttached(IDecoratable decoratable)
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{
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base.OnAttached(decoratable);
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_currentPhase = ADSRPhase.Attack;
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_currentPhaseValue = Attack;
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_repetitionCount = 0;
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_currentValue = 0;
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}
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#endregion
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// ReSharper disable once InconsistentNaming
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private enum ADSRPhase
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{
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Attack,
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Decay,
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Sustain,
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Release,
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Pause
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}
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}
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}
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