Sometimes, application developers desire to implement user interfaces that contain unique elements that distinguish the user interface over other user interfaces and/or to enhance a user's experience when the user is working with the application via the user interface. One way in which a developer may want to customize a user interface is to create visual effects that occur to signal a user interface change or to modify an element of a user interface. However, current platforms do not support applying a visual effect on content that is used as part of a user interface.
The following presents a simplified summary of the disclosure in order to provide a basic understanding to the reader. This summary is not an extensive overview of the disclosure and it does not identify key/critical elements of the invention or delineate the scope of the invention. Its sole purpose is to present some concepts disclosed herein in a simplified form as a prelude to the more detailed description that is presented later.
The present disclosure describes methods and systems for applying visual effects to active content, such as buttons, comboboxes, video, edit fields, etc., wherein interactivity of the active content are retained thereafter. Also, the present disclosure provides a mechanism for developers to build new visual effects and have them applied to active content. Such visual effects, for example, include blur, glow, flash, explode, expand, shrink, fade, gray, swirl, wave, combine, sparkle, or any other visual effect that might be applied to active content.
Many of the attendant features will be more readily appreciated as the same becomes better understood by reference to the following detailed description considered in connection with the accompanying drawings.
The present description will be better understood from the following detailed description read in light of the accompanying drawings, wherein:
Like reference numerals are used to designate like parts in the accompanying drawings.
The detailed description provided below in connection with the appended drawings is intended as a description of the present examples and is not intended to represent the only forms in which the present example may be constructed or utilized. The description sets forth the functions of the example and the sequence of steps for constructing and operating the example. However, the same or equivalent functions and sequences may be accomplished by different examples.
Although the present examples are described and illustrated herein as being implemented in a computer system, the system described is provided as an example and not a limitation. As those skilled in the art will appreciate, the present examples are suitable for application in a variety of different types of computing and graphics systems.
There are a number of terms used through out this description that are explicitly defined below. The following definitions are meant to supersede any alternative definitions that may be known in the art.
Active content—a visual element, such as a button, combobox, edit field, checkbox, image, video, or the like capable of supporting some form of user interaction or that is animated in some form. Active content may be rendered in memory without being displayed on a screen.
Effect—An Effect is an object that contains an EffectGraph (i.e. a Direct Acyclic Graph (DAG)).
EffectPrimitive—This is a base effect. It does not contain any children. It is what effect developers generally create. This is the object that does the actual pixel processing for the effect.
effect—This term is typically used when either an Effect or an EffectPrimitive may be used or specified.
EffectGraph—This refers to the entire effect graph (i.e. some Effect that is the top most Effect in a DAG of DAGs).
pin—This is used to describe the connection point (via IMILBitmapEffectInputConnector) that an effect exposes for connecting effects together or for other purposes.
Raster graphics—This is the representation of images as a collection of pixels, generally in the form of a rectangular grid or a bitmap. This term is typically used in contrast to the term “vector graphics”.
Vector graphics—Also known as geometric modeling, this is the use of geometric primitives such as points, lines, curves, and polygons to represent images in computer graphics. This term is typically used in contrast to the term “raster graphics”.
Visual element—This is a graphical construct such as a button, edit field, image, menu, icon, or any other interactive or animated graphical construct rendered in memory or on a display, electronic canvas, user interface, or the like. A visual element may be a raster graphics element, a vector graphics element, or any other type of graphical construct.
Effect 100 may be used to provide a visual effect for active content in bitmap form, including visual elements such as buttons, edit fields, video graphics, or any other interactive or animated visual element(s) of a display, canvas, user interface, or the like. Effect 100 may also be used to apply a visual effect to a bitmap in memory without the bitmap ever being displayed. Further, Effect 100 may surface other properties that describe attributes of its input. For example, BitmapEffect could emit color histogram information or face detection information. The specific effects provided are generally determined by the Effects and EffectPrimitives contained in an Effect, such as example Effect 100.
Typically a bitmap of a visual element is provided at the input of example Effect 100, such as input 101. The input bitmap is processed by Effect 100 to provide an effect (or collection of effects if the Effect includes multiple EffectPrimitives, such as 104a-104d, or other Effects), and a bitmap including the effect(s) is provided at the Effect 100 output, such as output 102.
EffectPrimitive2 is shown supporting a single output format, MILPixelFormat32bppGray (its optimal format as indicated by the asterisk), and is connected 320 to the single output 330 of effect 300. But the sole output format of effect 300 is MILPixelFormat32bppARGB, different than the sole output format of PrimitiveEffect2. Therefore, a conversion would occur between the output of EffectPrimitive2 and the entire effect graph's 300 output.
In one example of how format miss-matches are handled, if the optimal formats don't match between the graph and the effect connected to the graph output, then the last requested format (i.e. MILPixelFormat32bppGray as shown in
Each output pin (IMILBitmapEffectOutputConnector) can be linked to an input pin of another effect in the DAG, as long as it preserves the acyclic nature of the graph. This linkage may be 1-to-many (i.e. a single output connection can link to multiple input connections, but not vice versa).
Also included as part of effect object 400 is transformation function F(p) 430. In one example, the transformation function 430 is included as part of the unmanaged code 410. Transformation 430 is the function that transforms the input visual element, typically in the form of a bitmap, to provide the visual element with some new visual effect. In general, such a transformation function 430 may be applied to visual elements that are raster graphic constructs, vector graphic constructs, or the like.
For example, suppose it is desirable to provide a button in a user interface and to have the button “glow” when the mouse if positioned over the button. In such as case, a glow effect object can be created and associated with the button, the transformation function of the glow effect performing the operation on the button bitmap to make it appear to glow. Note that the functionality of the button remains unchanged—only the visual aspects of the button are modified by the effect. That is, the user may still hover the mouse cursor over the button, click on the button, etc and the button behaves as expected.
In a conventional user interface, “hit testing” is typically employed to determine if some user input, such as a mouse click or key stroke, should be applied to a visual element or active content. That is, when the user clicks on a button for example, hit testing code tests the coordinates of the mouse click to determine if the click was made on the button. If so, then the button responds accordingly, such as redrawing itself in the down position, launching the functionality associated with the button, etc.
In the case of a visual effect associated with the button, it is important that hit testing continue to operate as expected. Using the example of a glow effect object, when the mouse cursor hovers over the button, an associated glow effect object may cause the button to take on a glowing appearance. In addition to the glow effect, the button will also highlight due to the mouse-over event as it typically would. And clicking on the button would produce the expected result as well. In one example, an effect object may be associated with a visual element as a property of the element.
In frame 501—the “before” frame, user interface (UI) 500 is shown with conventional button 502 prior to the explosion effect is applied, perhaps as a result of a mouse over event or a click event on the button. Frame 502—the “after” frame, shows the same user interface 500 with the button 504 after the explosion effect is applied. Button 504 is shown broken into three fragments 504a-504c each separated from each other on the UI 500.
The explosion effect is implemented in part by an explosion transformation function mapping each bit of the input button bitmap to new locations, such as in several fragments. Such mappings may change over time, such as in a “moving away” aspect of an explosion, perhaps until the fragments “settle” somewhere on the UI.
Regardless of the transformation, the button continues to operate as expected. That is, the user my click on any fragment of the exploded button 504 and the button will behave as it would if not exploded. This implies that the hit testing code continues to operate as expected. This is facilitated by the user events passing through the Effect object and the transformation function determining if the button was “hit”. Typically this is done by solving the transformation function in reverse, or by using a bi-directional transformation function.
Transformation functions may perform affine transforms or non-affine transforms. For example, affine transforms may include magnifying, shrinking, stretching, or rotating a bitmap. Non-affine transforms may include effects such as blur, glow, deform, gray, dim, fade, sparkle, gleam, flash, morph, or any other similar effect wherein elements of the bitmap are added, removed and/or modified in some way. In addition, a transformation function may not translate all of the original bits of an input bitmap, such as when providing the effect of disappearing, shrinking, dropping-out, transitioning to a line or point, or the like. Other possible transforms include swirl, wave, disintegrate, replication, merging multiple bitmaps into one, or the like. In some cases, the effect may result in a bit from an input bitmap being mapped to multiple locations, to an arbitrary location(s), or eliminated altogether. In all of the proceeding examples, the transformation function also provides the ability to indicate if the modified bitmap is “hit” by some user input so as to ensure hit testing functionality continues to operate as expected.
At block 610, method 600 begins with a visual element bitmap being provided at the input of Effect object 100. This may occur via any number of conventional software processes and/or techniques.
At block 620, a test determines if there is a next EffectPrimitive contained in the Effect object 100 DAG to process the bitmap. As shown in
At block 630, a test determines if there is a next Effect object contained in the Effect object 100 DAG. If there is a next Effect object, say “Effect B”, then the method continues at block 610 for Effect B. Otherwise method 600 continues at block 640.
At block 640, the input bitmap has completed processing by Effect object 100 and the processed bitmap is provided at the output. This may occur via any number of conventional software processes and/or techniques.
At block 650, the bitmap, which may have been processed by any previous EffectPrimitives and/or Effects, is provided at the input of the next EffectPrimitive. This may occur via any number of conventional software processes and/or techniques.
At block 660, a test determines if the bitmap is in an acceptable format for processing by the EffectPrimitive. If so, then method 600 continues at block 680. Otherwise method 600 continues at block 670.
At block 670, the bitmap is converted of reformatted into an acceptable format for processing by the next EffectPrimitive. In one example, the bitmap may be reformatted into an optimal format.
At block 680, a transformation function, such as transformation function F(p) 430 shown in
At block 710, method 700 begins with the coordinates of a user event, such as a mouse click or mouse-over event, being provided to an input of Effect object 100, This may occur via any number of conventional software processes and/or techniques.
At block 720, a test determines if there is a previous EffectPrimitive contained in the Effect object 100 DAG to transform the coordinates. As shown in
At block 730, a transformation function, such as transformation function F(p) 430 shown in
At block 740, a test determines if there is a previous Effect object contained in the Effect object 100 DAG. If there is a previous Effect object, say “Effect A”, then the method continues at block 710 for Effect A. Otherwise method 700 continues at block 750.
At block 750, method 700 provides the transformed coordinates of the user event to the hit testing code or the like.
The described techniques and objects are operational with numerous other general purpose or special purpose computing system environments or configurations. Examples of well known computing systems, environments, and/or configurations that may be suitable for use include, but are not limited to, personal computers, server computers, hand-held or laptop devices, multiprocessor systems, microprocessor-based systems, set top boxes, programmable consumer electronics, network PCs, minicomputers, mainframe computers, distributed computing environments that include any of the above systems or devices, and the like.
The following description may be couched in the general context of computer-executable instructions, such as program modules, being executed by a computer. Generally, program modules include routines, programs, objects, components, data structures, etc. that perform particular tasks or implement particular abstract data types. The described implementations may also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network. In a distributed computing environment, program modules may be located in both local and remote computer storage media including memory storage devices.
With reference to
Computer 810 typically includes a variety of computer readable media. Computer readable media can be any available media that can be accessed by computer 810 and includes both volatile and nonvolatile media, removable and non-removable media. By way of example, and not limitation, computer readable media may comprise computer storage media and communication media. Computer storage media includes volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical disk storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can be accessed by computer 810. Communication media typically embodies computer readable instructions, data structures and/or program. Combinations of the any of the foregoing should also be included within the scope of computer readable media.
The system memory 830 includes computer storage media in the form of volatile and/or nonvolatile memory such as read only memory (ROM) 831 and random access memory (RAM) 832. A basic input/output system 833 (BIOS), containing the basic routines that help to transfer information between elements within computer 810, such as during start-up, is typically stored in ROM 831. RAM 832 typically contains data and/or program modules that are immediately accessible to and/or presently being operated on by processing unit 820. By way of example, and not limitation,
The computer 810 may also include other removable/non-removable, volatile/nonvolatile computer storage media. By way of example only,
The drives and their associated computer storage media discussed above and illustrated in
The computer 810 may operate in a networked environment using logical connections to one or more remote computers, such as a remote computer 880. The remote computer 880 may be a personal computer, a server, a router, a network PC, a peer device or other common network node, and typically includes many or all of the elements described above relative to the computer 810, although only a memory storage device 881 has been illustrated in
When used in a LAN networking environment, the computer 810 is connected to the LAN 871 through a network interface or adapter 870. When used in a WAN networking environment, the computer 810 typically includes a modem 872 or other means for establishing communications over the WAN 873, such as the Internet. The modem 872, which may be internal or external, may be connected to the system bus 821 via the user input interface 860, or other appropriate mechanism. In a networked environment, program modules depicted relative to the computer 810, or portions thereof, may be stored in the remote memory storage device. By way of example, and not limitation,
While one or more example implementations have been illustrated and described herein, it will be appreciated that various changes can be made therein without departing from the spirit and scope of the claims appended hereto.
This application claims benefit to U.S. Provisional Patent Application No. 60/716,735 (attorney docket number 314930.01), filed on Sep. 13, 2005.
Number | Date | Country | |
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60716735 | Sep 2005 | US |