Effect.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ 4.0 / 4.0 / DEVDIV_TFS / Dev10 / Releases / RTMRel / wpf / src / Core / CSharp / System / Windows / Media / Effects / Effect.cs / 1305600 / Effect.cs

                            //------------------------------------------------------------------------------ 
//  Microsoft Avalon
//  Copyright (c) Microsoft Corporation, 2005
//
//  File:       Effect.cs 
//-----------------------------------------------------------------------------
 
using System; 
using System.Diagnostics;
using System.Windows; 
using System.Windows.Media;
using System.Security;
using System.Security.Permissions;
using SecurityHelper=MS.Internal.SecurityHelper; 

namespace System.Windows.Media.Effects 
{ 

    ///  
    /// Effect
    /// 
    /// 
    /// We have the Inheritance demand, because we don't want 
    /// third parties to be able to subclass Effect in the partial trust scenario
    ///  
    [UIPermissionAttribute(SecurityAction.InheritanceDemand, Window = UIPermissionWindow.AllWindows)] 
    public abstract partial class Effect
    { 
        static Effect()
        {

 
            // Let the ImplicitInput be a very obscure brush, and treat it as
            // the implicit input if the exact color matches.  Note that this 
            // color will be matched in native code that recognized 
            // ImplicitInput, so don't change.
 
            // This specific brush is used as a placeholder for the implicit input
            // texture. This is a little hacky, but *way* easier than adding a new
            // Brush subclass for the implicit input and having it work properly
            // as a real brush. 

            ImplicitInput = new ImplicitInputBrush(); 
            ImplicitInput.Freeze(); 
        }
 
        /// Represents the Sampler-destined shader input that comes from
        /// context.  Like the representation of the UIElement when a
        /// UIElement.Effect is applied.  Intended to be set into an input of a
        /// ShaderEffect. 
        [System.ComponentModel.BrowsableAttribute(false)]
        public static Brush ImplicitInput 
        { 
            get;
            private set; 
        }


        ///  
        /// Default constructor for an Effect.
        ///  
        protected Effect() 
        {
            // Effects are never allowed in partial trust scenarios.  So demand 
            // UIWindow permission immediately in the ctor and get it
            // over with.
            SecurityHelper.DemandUIWindowPermission();
        } 

 
        ///  
        /// Takes in content bounds, and returns the bounds of the rendered
        /// output of that content after the Effect is applied. 
        /// 
        internal abstract Rect GetRenderBounds(Rect contentBounds);

 
        /// 
        /// Input will get transformed through the inverse of this transform. 
        /// TransformToAncestor/Descendant will also go through this. 
        /// Override to modify from the identity transform.  Should expect
        /// incoming coordinates to be in the [0-1] range, and outgoing points 
        /// should map to [0-1] as well.  The Inverse property should return a
        /// GeneralTransform that does the inverse mapping.
        /// The inverse maps a point from after the effect was applied to the
        /// point that it came from before the effect.  The non-inverse maps 
        /// where a point before the effect is applied goes after the effect is
        /// applied. 
        ///  
        internal protected virtual GeneralTransform EffectMapping
        { 
            get
            {
                return Transform.Identity;
            } 
        }
 
 
        // The GeneralTransform returned by Effect is in unit space.  The
        // invocation of GeneralTransform is in world space.  This method 
        // returns a GeneralTransform that maps between the two.
        internal GeneralTransform CoerceToUnitSpaceGeneralTransform(GeneralTransform gt,
                                                                    Rect worldBounds)
        { 
            GeneralTransform result;
 
            // First, if the gt is identity, just return it straight away. 
            if (gt == Transform.Identity)
            { 
                result = Transform.Identity;
            }
            else
            { 
                // Maintain an MRU cache of GeneralTransforms with exactly one in
                // it.  May want to extend in the future.  Note that this will 
                // thrash if the effect is used on multiple elements with different 
                // sizes, but that's not our sweetspot.
                if (_mruWorldBounds != worldBounds || _mruInnerGeneralTransform != gt) 
                {
                    _mruWorldBounds = worldBounds;
                    _mruInnerGeneralTransform = gt;
                    _mruWorldSpaceGeneralTransform = new UnitSpaceCoercingGeneralTransform(worldBounds, gt); 
                }
 
                result = _mruWorldSpaceGeneralTransform; 
            }
 
            return result;
        }

        internal static Point UnitToWorld(Point unitPoint, Rect worldBounds) 
        {
            return new Point( 
                worldBounds.Left + unitPoint.X * worldBounds.Width, 
                worldBounds.Top  + unitPoint.Y * worldBounds.Height);
        } 

        internal static Point? WorldToUnit(Point worldPoint, Rect worldBounds)
        {
            if (worldBounds.Width == 0 || worldBounds.Height == 0) 
            {
                return null; 
            } 

            return new Point( 
                (worldPoint.X - worldBounds.Left) / worldBounds.Width,
                (worldPoint.Y - worldBounds.Top)  / worldBounds.Height);
        }
 

        internal static Rect UnitToWorld(Rect unitRect, Rect worldBounds) 
        { 
            return new Rect(UnitToWorld(unitRect.TopLeft, worldBounds),
                            UnitToWorld(unitRect.BottomRight, worldBounds)); 
        }

        internal static Rect? WorldToUnit(Rect worldRect, Rect worldBounds)
        { 
            Point? tl = WorldToUnit(worldRect.TopLeft, worldBounds);
            Point? br = WorldToUnit(worldRect.BottomRight, worldBounds); 
 
            if (tl == null || br == null)
            { 
                return null;
            }

            return new Rect(tl.Value, br.Value); 
        }
 
 
        // Private GeneralTransform subclass that's all about transforming from
        // and to the unit square. 
        private class UnitSpaceCoercingGeneralTransform : GeneralTransform
        {
            public UnitSpaceCoercingGeneralTransform(Rect worldBounds, GeneralTransform innerTransform)
            { 
                _worldBounds = worldBounds;
                _innerTransform = innerTransform; 
                _isInverse = false; 
            }
 
            public override GeneralTransform Inverse
            {
                get
                { 
                    if (_inverseTransform == null)
                    { 
                        // We can cache the clone because the _worldBounds and 
                        // inner transform won't change.
                        _inverseTransform = (UnitSpaceCoercingGeneralTransform)this.Clone(); 
                        _inverseTransform._isInverse = !_isInverse;
                    }
                    return _inverseTransform;
                } 
            }
 
            public override Rect TransformBounds(Rect rect) 
            {
                // Since this doesn't rotate or skew, we can just pass each 
                // point to the point transformer.
                Point topLeftResult = new Point();
                Point bottomRightResult = new Point();
 
                bool ok = TryTransform(rect.TopLeft, out topLeftResult)
                       && TryTransform(rect.BottomRight, out bottomRightResult); 
 
                if (!ok)
                { 
                    return Rect.Empty;
                }

                return new Rect(topLeftResult, bottomRightResult); 
            }
 
            public override bool TryTransform(Point inPoint, out Point result) 
            {
                bool ok = false; 
                result = new Point();

                // Both the normal and the inverse require the point to first be
                // translated from world space to unit space. 
                Point? unitSpace = Effect.WorldToUnit(inPoint, _worldBounds);
                if (unitSpace != null) 
                { 
                    // Now just run through the normal or the inverse version of the
                    // inner effect. 
                    GeneralTransform innerToUse = GetCorrectInnerTransform();

                    Point unitResult;
                    if (innerToUse.TryTransform(unitSpace.Value, out unitResult)) 
                    {
                        // Both the normal and the inverse require the unit-space result 
                        // to be converted back to world space 
                        result = Effect.UnitToWorld(unitResult, _worldBounds);
                        ok = true; 
                    }
                }

                return ok; 
            }
 
            protected override Freezable CreateInstanceCore() 
            {
                return new UnitSpaceCoercingGeneralTransform(_worldBounds, _innerTransform) { _isInverse = _isInverse }; 
            }

            private GeneralTransform GetCorrectInnerTransform()
            { 
                GeneralTransform result;
                if (_isInverse) 
                { 
                    if (_innerTransformInverse == null)
                    { 
                        // Cache the inverse so it doesn't get new'd up all the
                        // time.
                        _innerTransformInverse = _innerTransform.Inverse;
                    } 
                    result = _innerTransformInverse;
                } 
                else 
                {
                    result = _innerTransform; 
                }

                return result;
            } 

            private readonly Rect _worldBounds; 
            private readonly GeneralTransform _innerTransform; 
            private GeneralTransform _innerTransformInverse = null;
            private bool _isInverse; 
            private UnitSpaceCoercingGeneralTransform _inverseTransform = null;
        }

 
        // Stores the "cache" of bounds x inner transform -> world space transform.
        private Rect _mruWorldBounds = Rect.Empty; 
        private GeneralTransform _mruInnerGeneralTransform = null; 
        private GeneralTransform _mruWorldSpaceGeneralTransform;
    } 
}


// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
//------------------------------------------------------------------------------ 
//  Microsoft Avalon
//  Copyright (c) Microsoft Corporation, 2005
//
//  File:       Effect.cs 
//-----------------------------------------------------------------------------
 
using System; 
using System.Diagnostics;
using System.Windows; 
using System.Windows.Media;
using System.Security;
using System.Security.Permissions;
using SecurityHelper=MS.Internal.SecurityHelper; 

namespace System.Windows.Media.Effects 
{ 

    ///  
    /// Effect
    /// 
    /// 
    /// We have the Inheritance demand, because we don't want 
    /// third parties to be able to subclass Effect in the partial trust scenario
    ///  
    [UIPermissionAttribute(SecurityAction.InheritanceDemand, Window = UIPermissionWindow.AllWindows)] 
    public abstract partial class Effect
    { 
        static Effect()
        {

 
            // Let the ImplicitInput be a very obscure brush, and treat it as
            // the implicit input if the exact color matches.  Note that this 
            // color will be matched in native code that recognized 
            // ImplicitInput, so don't change.
 
            // This specific brush is used as a placeholder for the implicit input
            // texture. This is a little hacky, but *way* easier than adding a new
            // Brush subclass for the implicit input and having it work properly
            // as a real brush. 

            ImplicitInput = new ImplicitInputBrush(); 
            ImplicitInput.Freeze(); 
        }
 
        /// Represents the Sampler-destined shader input that comes from
        /// context.  Like the representation of the UIElement when a
        /// UIElement.Effect is applied.  Intended to be set into an input of a
        /// ShaderEffect. 
        [System.ComponentModel.BrowsableAttribute(false)]
        public static Brush ImplicitInput 
        { 
            get;
            private set; 
        }


        ///  
        /// Default constructor for an Effect.
        ///  
        protected Effect() 
        {
            // Effects are never allowed in partial trust scenarios.  So demand 
            // UIWindow permission immediately in the ctor and get it
            // over with.
            SecurityHelper.DemandUIWindowPermission();
        } 

 
        ///  
        /// Takes in content bounds, and returns the bounds of the rendered
        /// output of that content after the Effect is applied. 
        /// 
        internal abstract Rect GetRenderBounds(Rect contentBounds);

 
        /// 
        /// Input will get transformed through the inverse of this transform. 
        /// TransformToAncestor/Descendant will also go through this. 
        /// Override to modify from the identity transform.  Should expect
        /// incoming coordinates to be in the [0-1] range, and outgoing points 
        /// should map to [0-1] as well.  The Inverse property should return a
        /// GeneralTransform that does the inverse mapping.
        /// The inverse maps a point from after the effect was applied to the
        /// point that it came from before the effect.  The non-inverse maps 
        /// where a point before the effect is applied goes after the effect is
        /// applied. 
        ///  
        internal protected virtual GeneralTransform EffectMapping
        { 
            get
            {
                return Transform.Identity;
            } 
        }
 
 
        // The GeneralTransform returned by Effect is in unit space.  The
        // invocation of GeneralTransform is in world space.  This method 
        // returns a GeneralTransform that maps between the two.
        internal GeneralTransform CoerceToUnitSpaceGeneralTransform(GeneralTransform gt,
                                                                    Rect worldBounds)
        { 
            GeneralTransform result;
 
            // First, if the gt is identity, just return it straight away. 
            if (gt == Transform.Identity)
            { 
                result = Transform.Identity;
            }
            else
            { 
                // Maintain an MRU cache of GeneralTransforms with exactly one in
                // it.  May want to extend in the future.  Note that this will 
                // thrash if the effect is used on multiple elements with different 
                // sizes, but that's not our sweetspot.
                if (_mruWorldBounds != worldBounds || _mruInnerGeneralTransform != gt) 
                {
                    _mruWorldBounds = worldBounds;
                    _mruInnerGeneralTransform = gt;
                    _mruWorldSpaceGeneralTransform = new UnitSpaceCoercingGeneralTransform(worldBounds, gt); 
                }
 
                result = _mruWorldSpaceGeneralTransform; 
            }
 
            return result;
        }

        internal static Point UnitToWorld(Point unitPoint, Rect worldBounds) 
        {
            return new Point( 
                worldBounds.Left + unitPoint.X * worldBounds.Width, 
                worldBounds.Top  + unitPoint.Y * worldBounds.Height);
        } 

        internal static Point? WorldToUnit(Point worldPoint, Rect worldBounds)
        {
            if (worldBounds.Width == 0 || worldBounds.Height == 0) 
            {
                return null; 
            } 

            return new Point( 
                (worldPoint.X - worldBounds.Left) / worldBounds.Width,
                (worldPoint.Y - worldBounds.Top)  / worldBounds.Height);
        }
 

        internal static Rect UnitToWorld(Rect unitRect, Rect worldBounds) 
        { 
            return new Rect(UnitToWorld(unitRect.TopLeft, worldBounds),
                            UnitToWorld(unitRect.BottomRight, worldBounds)); 
        }

        internal static Rect? WorldToUnit(Rect worldRect, Rect worldBounds)
        { 
            Point? tl = WorldToUnit(worldRect.TopLeft, worldBounds);
            Point? br = WorldToUnit(worldRect.BottomRight, worldBounds); 
 
            if (tl == null || br == null)
            { 
                return null;
            }

            return new Rect(tl.Value, br.Value); 
        }
 
 
        // Private GeneralTransform subclass that's all about transforming from
        // and to the unit square. 
        private class UnitSpaceCoercingGeneralTransform : GeneralTransform
        {
            public UnitSpaceCoercingGeneralTransform(Rect worldBounds, GeneralTransform innerTransform)
            { 
                _worldBounds = worldBounds;
                _innerTransform = innerTransform; 
                _isInverse = false; 
            }
 
            public override GeneralTransform Inverse
            {
                get
                { 
                    if (_inverseTransform == null)
                    { 
                        // We can cache the clone because the _worldBounds and 
                        // inner transform won't change.
                        _inverseTransform = (UnitSpaceCoercingGeneralTransform)this.Clone(); 
                        _inverseTransform._isInverse = !_isInverse;
                    }
                    return _inverseTransform;
                } 
            }
 
            public override Rect TransformBounds(Rect rect) 
            {
                // Since this doesn't rotate or skew, we can just pass each 
                // point to the point transformer.
                Point topLeftResult = new Point();
                Point bottomRightResult = new Point();
 
                bool ok = TryTransform(rect.TopLeft, out topLeftResult)
                       && TryTransform(rect.BottomRight, out bottomRightResult); 
 
                if (!ok)
                { 
                    return Rect.Empty;
                }

                return new Rect(topLeftResult, bottomRightResult); 
            }
 
            public override bool TryTransform(Point inPoint, out Point result) 
            {
                bool ok = false; 
                result = new Point();

                // Both the normal and the inverse require the point to first be
                // translated from world space to unit space. 
                Point? unitSpace = Effect.WorldToUnit(inPoint, _worldBounds);
                if (unitSpace != null) 
                { 
                    // Now just run through the normal or the inverse version of the
                    // inner effect. 
                    GeneralTransform innerToUse = GetCorrectInnerTransform();

                    Point unitResult;
                    if (innerToUse.TryTransform(unitSpace.Value, out unitResult)) 
                    {
                        // Both the normal and the inverse require the unit-space result 
                        // to be converted back to world space 
                        result = Effect.UnitToWorld(unitResult, _worldBounds);
                        ok = true; 
                    }
                }

                return ok; 
            }
 
            protected override Freezable CreateInstanceCore() 
            {
                return new UnitSpaceCoercingGeneralTransform(_worldBounds, _innerTransform) { _isInverse = _isInverse }; 
            }

            private GeneralTransform GetCorrectInnerTransform()
            { 
                GeneralTransform result;
                if (_isInverse) 
                { 
                    if (_innerTransformInverse == null)
                    { 
                        // Cache the inverse so it doesn't get new'd up all the
                        // time.
                        _innerTransformInverse = _innerTransform.Inverse;
                    } 
                    result = _innerTransformInverse;
                } 
                else 
                {
                    result = _innerTransform; 
                }

                return result;
            } 

            private readonly Rect _worldBounds; 
            private readonly GeneralTransform _innerTransform; 
            private GeneralTransform _innerTransformInverse = null;
            private bool _isInverse; 
            private UnitSpaceCoercingGeneralTransform _inverseTransform = null;
        }

 
        // Stores the "cache" of bounds x inner transform -> world space transform.
        private Rect _mruWorldBounds = Rect.Empty; 
        private GeneralTransform _mruInnerGeneralTransform = null; 
        private GeneralTransform _mruWorldSpaceGeneralTransform;
    } 
}


// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.

                        

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