代码清理

This commit is contained in:
PrefacedCorg
2025-08-31 11:43:52 +08:00
parent a2b711da05
commit ff086e497c
62 changed files with 826 additions and 825 deletions
+37 -37
View File
@@ -63,7 +63,7 @@ namespace Ink_Canvas.Helpers
/// <param name="endPoint">抬笔点</param>
public void AddFadingStroke(Stroke stroke, Point startPoint, Point endPoint)
{
if (!IsEnabled || stroke == null)
if (!IsEnabled || stroke == null)
{
return;
}
@@ -238,12 +238,12 @@ namespace Ink_Canvas.Helpers
public void UpdateFadeTime(int fadeTime)
{
FadeTime = fadeTime;
foreach (var kvp in _fadeTimers)
{
var stroke = kvp.Key;
var timer = kvp.Value;
timer.Stop();
timer.Interval = TimeSpan.FromMilliseconds(FadeTime);
timer.Start();
@@ -283,14 +283,14 @@ namespace Ink_Canvas.Helpers
{
// 创建路径几何,使用墨迹的实际位置
var geometry = stroke.GetGeometry();
if (geometry == null)
if (geometry == null)
{
return null;
}
// 获取绘画属性
var drawingAttribs = stroke.DrawingAttributes;
// 创建路径元素,确保使用正确的绘画属性
var path = new Path
{
@@ -302,7 +302,7 @@ namespace Ink_Canvas.Helpers
StrokeLineJoin = PenLineJoin.Round,
Fill = drawingAttribs.IsHighlighter ? new SolidColorBrush(drawingAttribs.Color) : null, // 高亮笔需要填充
Opacity = 0.95, // 初始透明度更高,显得更自然
// 优化渲染质量
UseLayoutRounding = false,
SnapsToDevicePixels = false
@@ -312,19 +312,19 @@ namespace Ink_Canvas.Helpers
if (drawingAttribs.IsHighlighter)
{
path.Opacity = 0.4; // 高亮笔初始透明度更低,更符合荧光笔特性
// 为高亮笔添加特殊的混合效果
// 使用更柔和的笔触样式
path.StrokeStartLineCap = PenLineCap.Flat;
path.StrokeEndLineCap = PenLineCap.Flat;
path.StrokeLineJoin = PenLineJoin.Miter;
// 高亮笔通常需要更宽的笔触来覆盖下面的内容
if (drawingAttribs.Width < 20)
{
path.StrokeThickness = Math.Max(drawingAttribs.Width * 1.5, 20);
}
}
// 高亮笔通常需要更宽的笔触来覆盖下面的内容
if (drawingAttribs.Width < 20)
{
path.StrokeThickness = Math.Max(drawingAttribs.Width * 1.5, 20);
}
}
// 不设置任何变换,保持墨迹原有粗细
var bounds = geometry.Bounds;
@@ -356,7 +356,7 @@ namespace Ink_Canvas.Helpers
// 获取当前透明度和判断是否为高亮笔
var currentOpacity = visual.Opacity;
var isHighlighter = stroke.DrawingAttributes.IsHighlighter;
// 根据墨迹类型选择不同的动画效果
if (isHighlighter)
{
@@ -439,19 +439,19 @@ namespace Ink_Canvas.Helpers
{
var stylusPoints = stroke.StylusPoints;
var totalPoints = stylusPoints.Count;
// 分段算法 - 确保所有墨迹都有足够的动画效果
var strokeLength = CalculateStrokeLength(stylusPoints);
var segmentCount = CalculateOptimalSegmentCount(totalPoints, strokeLength);
// 强制最小分段数量,确保短墨迹也有动画效果
segmentCount = Math.Max(segmentCount, 4);
var pointsPerSegment = Math.Max(1, totalPoints / segmentCount);
// 隐藏原始视觉元素
originalVisual.Visibility = Visibility.Hidden;
var segments = new List<UIElement>();
var parent = _mainWindow.inkCanvas?.Parent as Panel;
if (parent == null)
@@ -465,7 +465,7 @@ namespace Ink_Canvas.Helpers
{
var startIndex = i * pointsPerSegment;
var endIndex = (i == segmentCount - 1) ? totalPoints - 1 : (i + 1) * pointsPerSegment;
// 确保有足够的点来创建分段,对于短墨迹特殊处理
if (endIndex <= startIndex && totalPoints > 1)
{
@@ -473,12 +473,12 @@ namespace Ink_Canvas.Helpers
startIndex = i;
endIndex = Math.Min(i + 1, totalPoints - 1);
}
// 为每个分段添加重叠,确保连接处平滑
var overlap = Math.Max(1, pointsPerSegment / 6); // 15%的重叠,平衡平滑与速度
var actualStartIndex = Math.Max(0, startIndex - overlap);
var actualEndIndex = Math.Min(totalPoints - 1, endIndex + overlap);
var segment = CreateStrokeSegment(stroke, actualStartIndex, actualEndIndex, opacity);
if (segment != null)
{
@@ -576,10 +576,10 @@ namespace Ink_Canvas.Helpers
for (int i = 0; i < segments.Count; i++)
{
var segment = segments[i];
// 使用预计算的动画曲线获取延迟时间
var delay = animationCurve[i];
// 使用定时器延迟启动每个分段的动画
var timer = new DispatcherTimer
{
@@ -595,7 +595,7 @@ namespace Ink_Canvas.Helpers
lock (completedSegments)
{
completedSegments.Add(segment);
// 检查是否所有分段都完成了
if (completedSegments.Count >= totalSegments)
{
@@ -676,7 +676,7 @@ namespace Ink_Canvas.Helpers
{
// 移除所有分段
var parent = _mainWindow.inkCanvas?.Parent as Panel;
foreach (var segment in segments)
{
if (parent != null && parent.Children.Contains(segment))
@@ -729,7 +729,7 @@ namespace Ink_Canvas.Helpers
private double CalculateStrokeLength(StylusPointCollection points)
{
if (points.Count < 2) return 0;
double totalLength = 0;
for (int i = 1; i < points.Count; i++)
{
@@ -749,22 +749,22 @@ namespace Ink_Canvas.Helpers
const double PIXELS_PER_SEGMENT = 12.0; // 每段适中长度,平衡效果与速度
const int MIN_SEGMENTS = 5; // 适当的最小分段数,确保动画效果
const int MAX_SEGMENTS = 100; // 适中的最大分段数,平衡性能与效果
// 根据长度计算基础分段数
var lengthBasedSegments = Math.Max(MIN_SEGMENTS, (int)(strokeLength / PIXELS_PER_SEGMENT));
// 根据点密度调整,平衡效果与速度
var density = pointCount > 0 ? strokeLength / pointCount : 1;
var densityFactor = Math.Max(0.4, Math.Min(2.5, density / 1.8));
var finalSegments = (int)(lengthBasedSegments * densityFactor);
// 对于短墨迹,确保至少有4个分段
if (pointCount <= 5)
{
finalSegments = Math.Max(finalSegments, 4);
}
// 限制在合理范围内
return Math.Min(MAX_SEGMENTS, Math.Max(MIN_SEGMENTS, finalSegments));
}
@@ -778,7 +778,7 @@ namespace Ink_Canvas.Helpers
var baseDuration = totalDuration / Math.Max(segmentCount, 1);
var minDuration = 150; // 每段最少150ms,确保动画完整显示
var maxDuration = 500; // 每段最多500ms,平衡速度与完整性
return Math.Max(minDuration, Math.Min(maxDuration, baseDuration));
}
@@ -788,17 +788,17 @@ namespace Ink_Canvas.Helpers
private int[] CreateAppleStyleAnimationCurve(int segmentCount, int totalDuration)
{
var curve = new int[segmentCount];
// 平衡速度与完整性,确保动画有足够时间播放
var availableTime = totalDuration * 0.6; // 使用60%的总时间,给动画留足够缓冲
var delayBetweenSegments = Math.Max(60, availableTime / Math.Max(segmentCount, 1));
for (int i = 0; i < segmentCount; i++)
{
// 线性延迟,确保每个分段都有足够时间
curve[i] = (int)(i * delayBetweenSegments);
}
return curve;
}
@@ -829,4 +829,4 @@ namespace Ink_Canvas.Helpers
}
#endregion
}
}
}