master
editor 5 months ago
commit d82c70eabb

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WINFORM优雅文章生成器
一、源码描述
Winform优雅文章生成器
环境VS2022 Winform
二、功能介绍
运行后,填写数字,主题,语言类型(中文或英文)即可生成文章。每次不重样。
三、注意事项
ctrl+F5运行即可。
作者: coderbest
如需获得该源码的视频、更新等更多资料请访问: https://www.51aspx.com/Code/ArticleGenerator
------------------------------------------------------------------------------------------------
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关于源码使用常见问题及解决方案,请参阅: https://www.51aspx.com/Help

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{513612EC-92BB-45DF-9D59-76B7B0320FF0}</ProjectGuid>
<OutputType>WinExe</OutputType>
<RootNamespace>BullshitArticalGenerator</RootNamespace>
<AssemblyName>BullshitArticalGenerator</AssemblyName>
<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
<TargetFrameworkProfile />
</PropertyGroup>

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using System;
using System.Windows.Forms;
namespace BullshitArticalGenerator
{
public partial class CShowInformation : Form
{
private int _goalTextLength = 0;
public MainForm ParentForm
{
get;
set;
}

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namespace BullshitArticalGenerator
{
partial class CShowInformation
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

@ -0,0 +1,14 @@
namespace BullshitArticalGenerator.Items
{
public class ListItem
{
public string Text { get; set; }
public object Value { get; set; }
public object Tag { get; set; }
public override string ToString()
{
return Text;
}
}
}

@ -0,0 +1,15 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using MaterialWinforms;
namespace BullshitArticalGenerator.Items
{

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namespace BullshitArticalGenerator.Items
{
partial class RoundPanel
{
/// <summary>
/// 必需的设计器变量。
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// 清理所有正在使用的资源。
/// </summary>
/// <param name="disposing">如果应释放托管资源,为 true否则为 false。</param>
protected override void Dispose(bool disposing)
{

15
MainForm.Designer.cs generated

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namespace BullshitArticalGenerator
{
partial class MainForm
{
/// <summary>
/// 必需的设计器变量.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// 清理所有正在使用的资源.
/// </summary>
/// <param name="disposing">如果应释放托管资源,为 true否则为 false.</param>
protected override void Dispose(bool disposing)
{

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading;
using System.Windows.Forms;
namespace BullshitArticalGenerator
{
public partial class MainForm : Form
{
private ShitResources shitResources = new ShitResources();

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

@ -0,0 +1,12 @@
namespace MaterialWinforms.Animations
{
public enum AnimationDirection
{
In, //In. Stops if finished.
Out, //Out. Stops if finished.
InOutIn, //Same as In, but changes to InOutOut if finished.
InOutOut, //Same as Out.
InOutRepeatingIn, // Same as In, but changes to InOutRepeatingOut if finished.
InOutRepeatingOut // Same as Out, but changes to InOutRepeatingIn if finished.
}
}

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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
namespace MaterialWinforms.Animations
{
public class AnimationManager
{
public bool InterruptAnimation { get; set; }
public double Increment { get; set; }
public double SecondaryIncrement { get; set; }
public AnimationType AnimationType { get; set; }
public bool Singular { get; set; }

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using System;
namespace MaterialWinforms.Animations
{
public enum AnimationType
{
Linear,
EaseInOut,
EaseOut,
CustomQuadratic
}
static class AnimationLinear
{
public static double CalculateProgress(double progress)

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using System.Drawing;
namespace MaterialWinforms
{
public class ColorScheme
{
public readonly Color PrimaryColor, DarkPrimaryColor, LightPrimaryColor, AccentColor, TextColor;
public readonly Pen PrimaryPen, DarkPrimaryPen, LightPrimaryPen, AccentPen, TextPen;
public readonly Brush PrimaryBrush, DarkPrimaryBrush, LightPrimaryBrush, AccentBrush, TextBrush;
/// <summary>
/// Defines the Color Scheme to be used for all forms.
/// </summary>
/// <param name="primary">The primary color, a -500 color is suggested here.</param>
/// <param name="darkPrimary">A darker version of the primary color, a -700 color is suggested here.</param>

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Windows.Forms;
using System.Xml;
using System.Xml.Serialization;
namespace MaterialWinforms
{
public class ColorSchemePresetCollection
{
private List<ColorSchemePreset> objSchemes;
private List<ColorSchemePreset> UserSchemes;
private String FilePath;

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using MaterialWinforms.Animations;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialDrawerItem : Button, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]
public MaterialWinformsManager SkinManager { get { return MaterialWinformsManager.Instance; } }

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namespace MaterialWinforms.Controls
{
partial class MaterialSideDrawer
{
/// <summary>
/// Erforderliche Designervariable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Verwendete Ressourcen bereinigen.
/// </summary>
/// <param name="disposing">True, wenn verwaltete Ressourcen gelöscht werden sollen; andernfalls False.</param>
protected override void Dispose(bool disposing)
{

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using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public partial class MaterialSideDrawer : FlowLayoutPanel, IShadowedMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]

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using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public partial class DropDownControl : UserControl, IMaterialControl
{
public enum eDockSide
{
Left,
Right
}

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namespace MaterialWinforms.Controls
{
partial class DropDownControl
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

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using MaterialWinforms.Animations;
using System;
using System.Collections.ObjectModel;
using System.Drawing;
using System.Linq;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class HeadsUp : MaterialForm
{
private AnimationManager _AnimationManager;
private bool Schliessen = false;
private int StartHeight;
private FlowLayoutPanel ButtonPanel;

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

@ -0,0 +1,15 @@
namespace MaterialWinforms.Controls
{
partial class MaterialActionBar
{
/// <summary>
/// Erforderliche Designervariable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Verwendete Ressourcen bereinigen.
/// </summary>
/// <param name="disposing">True, wenn verwaltete Ressourcen gelöscht werden sollen; andernfalls False.</param>
protected override void Dispose(bool disposing)
{

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using MaterialWinforms.Animations;
using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.ComponentModel.Design;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public partial class MaterialActionBar : Control, IShadowedMaterialControl
{

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using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialAvatarView : Control, IShadowedMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]
public MaterialWinformsManager SkinManager { get { return MaterialWinformsManager.Instance; } }
[Browsable(false)]

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using MaterialWinforms.Controls;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.Drawing;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialBaseTextBox : TextBox

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namespace MaterialWinforms.Controls
{
partial class MaterialBreadCrumbToolbar
{
/// <summary>
/// Erforderliche Designervariable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Verwendete Ressourcen bereinigen.
/// </summary>
/// <param name="disposing">True, wenn verwaltete Ressourcen gelöscht werden sollen; andernfalls False.</param>
protected override void Dispose(bool disposing)
{

@ -0,0 +1,15 @@
using MaterialWinforms.Animations;
using System;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public partial class MaterialBreadCrumbToolbar : Control, IMaterialControl
{
private ObservableCollection<BreadCrumbItem> _Teile;

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using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialCard : Panel, IShadowedMaterialControl
{
private string _Text;
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]

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using MaterialWinforms.Animations;
using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Windows.Forms;
using static MaterialWinforms.MaterialWinformsManager;
namespace MaterialWinforms.Controls
{
public class MaterialCheckBox : CheckBox, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }

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using MaterialWinforms.Animations;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialColorPicker : Control, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]

@ -0,0 +1,15 @@
using BullshitArticalGenerator.Items;
using System;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
[DefaultEvent("TextChanged")]
public class MaterialComboBox : ComboBox, IMaterialControl
{

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using MaterialWinforms.Animations;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialContextMenuStrip : ContextMenuStrip, IMaterialControl
{
//Properties for managing the material design properties
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]

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namespace MaterialWinforms.Controls
{
partial class MaterialDatePicker
{
/// <summary>
/// Erforderliche Designervariable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Verwendete Ressourcen bereinigen.
/// </summary>
/// <param name="disposing">True, wenn verwaltete Ressourcen gelöscht werden sollen; andernfalls False.</param>
protected override void Dispose(bool disposing)
{

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Globalization;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public partial class MaterialDatePicker : Control, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]
public MaterialWinformsManager SkinManager { get { return MaterialWinformsManager.Instance; } }

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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialDialog : MaterialForm
{
private const int CS_DROPSHADOW = 0x00020000;
private FontManager _FontManager;
private static MaterialDialog _msgBox;
private FlowLayoutPanel _flpButtons = new FlowLayoutPanel();
private List<MaterialFlatButton> _buttonCollection = new List<MaterialFlatButton>();

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

@ -0,0 +1,15 @@
using System.ComponentModel;
using System.Drawing;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public sealed class MaterialDivider : Control, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]
public MaterialWinformsManager SkinManager { get { return MaterialWinformsManager.Instance; } }
[Browsable(false)]

@ -0,0 +1,15 @@
namespace MaterialWinforms.Controls
{
partial class MaterialDropDownColorPicker
{
/// <summary>
/// Erforderliche Designervariable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Verwendete Ressourcen bereinigen.
/// </summary>
/// <param name="disposing">True, wenn verwaltete Ressourcen gelöscht werden sollen; andernfalls False.</param>
protected override void Dispose(bool disposing)
{

@ -0,0 +1,15 @@
using System.ComponentModel;
using System.Drawing;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public partial class MaterialDropDownColorPicker : DropDownControl, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]
public MaterialWinformsManager SkinManager { get { return MaterialWinformsManager.Instance; } }
[Browsable(false)]
public MouseState MouseState { get; set; }

@ -0,0 +1,15 @@
using System;
using System.ComponentModel;
using System.Drawing;
namespace MaterialWinforms.Controls
{
public partial class MaterialDropDownDatePicker : DropDownControl, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]
public MaterialWinformsManager SkinManager { get { return MaterialWinformsManager.Instance; } }
[Browsable(false)]

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

@ -0,0 +1,15 @@
using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
[DefaultEvent("TextChanged")]
public class MaterialFileInput : Control, IMaterialControl
{
#region Variables

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using MaterialWinforms.Animations;
using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialFlatButton : Button, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }

@ -0,0 +1,15 @@
using MaterialWinforms.Animations;
using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialFloatingActionButton : Button, IShadowedMaterialControl
{
private Timer timerMouse;
private bool isShowOrHide = false;

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using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Runtime.InteropServices;
using System.Windows.Forms;
using System.Windows.Forms.Design;
namespace MaterialWinforms.Controls
{
[Designer(typeof(ParentControlDesigner))]
public class MaterialFlowLayoutPanel : Control, IShadowedMaterialControl
{
[Browsable(false)]

@ -0,0 +1,15 @@
using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
[DefaultEvent("TextChanged")]
public class MaterialFolderInput : Control, IMaterialControl
{
#region Variables

@ -0,0 +1,15 @@
using MaterialWinforms.Animations;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Linq;
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialForm : Form, IMaterialControl
{

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

@ -0,0 +1,15 @@
using System.ComponentModel;
using System.Drawing;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialLabel : Label, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]
public MaterialWinformsManager SkinManager { get { return MaterialWinformsManager.Instance; } }
[Browsable(false)]

@ -0,0 +1,15 @@
using System.ComponentModel;
using System.Drawing;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialListView : ListView, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]
public MaterialWinformsManager SkinManager { get { return MaterialWinformsManager.Instance; } }
[Browsable(false)]
public MouseState MouseState { get; set; }
[Browsable(false)]

@ -0,0 +1,15 @@
using MaterialWinforms.Animations;
using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialLoadingFloatingActionButton : Button, IShadowedMaterialControl
{
private Image _Icon;

@ -0,0 +1,15 @@
using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Runtime.InteropServices;
using System.Windows.Forms;
using System.Windows.Forms.Design;
namespace MaterialWinforms.Controls
{
[Designer(typeof(ParentControlDesigner))]
public class MaterialPanel : Control, IMaterialControl
{
[Browsable(false)]

@ -0,0 +1,15 @@
using System.ComponentModel;
using System.Drawing;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
/// <summary>
/// Material design-like progress bar
/// </summary>
public class MaterialProgressBar : Control, IMaterialControl
{
/// <summary>
/// Initializes a new instance of the <see cref="MaterialProgressBar"/> class.
/// </summary>
public MaterialProgressBar()

@ -0,0 +1,15 @@
using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Windows.Forms;
using MaterialWinforms.Animations;
using static MaterialWinforms.MaterialWinformsManager;
namespace MaterialWinforms.Controls
{
public class MaterialRadioButton : RadioButton, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }

@ -0,0 +1,15 @@
using MaterialWinforms.Animations;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialRaisedButton : Button, IShadowedMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]

@ -0,0 +1,15 @@
using System;
using System.ComponentModel;
using System.Diagnostics;
using System.Drawing;
using System.Runtime.InteropServices;
using System.Security;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
// TODO: Implement Selectable
// TODO: Get rid of this, use ScrollOrientation
public enum MaterialScrollOrientation
{

@ -0,0 +1,15 @@
using MaterialWinforms.Animations;
using System;
using System.ComponentModel;
using System.Drawing;
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialSingleLineTextField : Control, IMaterialControl
{
//Properties for managing the material design properties
[Browsable(false)]
public int Depth { get; set; }

@ -0,0 +1,15 @@
namespace MaterialWinforms.Controls
{
partial class MaterialSlider
{
/// <summary>
/// Erforderliche Designervariable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Verwendete Ressourcen bereinigen.
/// </summary>
/// <param name="disposing">True, wenn verwaltete Ressourcen gelöscht werden sollen; andernfalls False.</param>
protected override void Dispose(bool disposing)
{

@ -0,0 +1,15 @@
using System;
using System.ComponentModel;
using System.Drawing;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public partial class MaterialSlider : Control, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]
public MaterialWinformsManager SkinManager { get { return MaterialWinformsManager.Instance; } }

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using MaterialWinforms.Animations;
using System;
using System.ComponentModel;
using System.Drawing;
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialTextBox : Control, IMaterialControl
{
//Properties for managing the material design properties
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]

@ -0,0 +1,15 @@
namespace MaterialWinforms.Controls
{
partial class MaterialTimeline
{
/// <summary>
/// Erforderliche Designervariable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Verwendete Ressourcen bereinigen.
/// </summary>
/// <param name="disposing">True, wenn verwaltete Ressourcen gelöscht werden sollen; andernfalls False.</param>
protected override void Dispose(bool disposing)
{

@ -0,0 +1,15 @@
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
[Serializable]
public partial class MaterialTimeline : Control, IMaterialControl
{

@ -0,0 +1,15 @@
using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialToggle : CheckBox
{
#region Variables
Timer AnimationTimer = new Timer { Interval = 1 };

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using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialTreeControl : TreeView, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]
public MaterialWinformsManager SkinManager { get { return MaterialWinformsManager.Instance; } }
[Browsable(false)]

@ -0,0 +1,15 @@
namespace MaterialWinforms.Controls
{
partial class MaterialUserControl
{
/// <summary>
/// Erforderliche Designervariable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Verwendete Ressourcen bereinigen.
/// </summary>
/// <param name="disposing">True, wenn verwaltete Ressourcen gelöscht werden sollen; andernfalls False.</param>
protected override void Dispose(bool disposing)
{

@ -0,0 +1,15 @@
using System.ComponentModel;
using System.Drawing;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public partial class MaterialUserControl : UserControl, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }
[Browsable(false)]
public MaterialWinformsManager SkinManager { get { return MaterialWinformsManager.Instance; } }
[Browsable(false)]
public MouseState MouseState { get; set; }

@ -0,0 +1,15 @@
namespace MaterialWinforms.Controls.Settings
{
partial class BackGroundDim
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{

@ -0,0 +1,15 @@
using System;
using System.ComponentModel;
using System.Drawing;
using System.Windows.Forms;
namespace MaterialWinforms.Controls.Settings
{
public partial class BackGroundDim : MaterialForm
{
public new bool CanFocus { get { return false; } }
public bool IsVisible = false;
private Size finalSize;
private Point finalLocation;

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

@ -0,0 +1,15 @@
namespace MaterialWinforms.Controls.Settings
{
partial class ColorOverlay
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{

@ -0,0 +1,15 @@
using MaterialWinforms.Animations;
using System;
using System.Drawing;
using System.Windows.Forms;
namespace MaterialWinforms.Controls.Settings
{
public partial class ColorOverlay : Form
{
private AnimationManager objAnimationManager;
private Point _Origin;
private MaterialWinformsManager.Themes _ThemeToApply;
private ColorSchemePreset _ColorSchemeToApply;
private Brush FillBrush;

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

@ -0,0 +1,15 @@
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Windows.Forms;
namespace MaterialWinforms.Controls.Settings
{
public class MaterialSettings : MaterialForm
{
private const int CS_DROPSHADOW = 0x00020000;
private MaterialSideDrawer SettingsDrawer;
private Boolean _ThemeSettings;
private MaterialPanel pnl_SettingsView;
private MaterialContextMenuStrip SettingsDrawerItems;

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

@ -0,0 +1,15 @@
namespace MaterialWinforms.Controls.Settings
{
partial class MaterialThemeSettings
{
/// <summary>
/// Erforderliche Designervariable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Verwendete Ressourcen bereinigen.
/// </summary>
/// <param name="disposing">True, wenn verwaltete Ressourcen gelöscht werden sollen; andernfalls False.</param>
protected override void Dispose(bool disposing)
{

@ -0,0 +1,15 @@
using System;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace MaterialWinforms.Controls.Settings
{
public partial class MaterialThemeSettings : MaterialUserControl
{
private MaterialForm _BaseForm;
private MaterialSettings _Parent;
private bool Ignore;
private ColorSchemePresetCollection Presets;
public MaterialThemeSettings(MaterialForm pBaseForm, MaterialSettings pSettings)

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

@ -0,0 +1,15 @@
namespace MaterialWinforms.Controls.Settings
{
partial class SchemeCreator
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{

@ -0,0 +1,15 @@
using MaterialWinforms.Animations;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace MaterialWinforms.Controls.Settings
{
public partial class SchemeCreator : Form
{
private AnimationManager objAnimationManager;
private Point _Origin;

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

@ -0,0 +1,15 @@
using System;
using System.ComponentModel;
using System.ComponentModel.Design;
using System.Drawing;
using System.Drawing.Design;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
[Designer(typeof(MaterialTabControlDesigner))]
public class MaterialTabControl : TabControl, IMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }

@ -0,0 +1,15 @@
using MaterialWinforms.Animations;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class MaterialTabSelector : Control, IShadowedMaterialControl
{
[Browsable(false)]
public int Depth { get; set; }

@ -0,0 +1,15 @@
using System;
using System.Drawing;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public class TabWindow : MaterialForm
{
private MaterialTabPage TabPage;
private MaterialTabSelector BaseTabControl;
private MaterialTabControl Root;
private Rectangle ReturnButtonBounds;
private RetButtonState ReturnButtonState;
private bool Closable;
private bool allowClose;

@ -0,0 +1,15 @@
namespace MaterialWinforms.Controls
{
partial class MaterialTimeLineEntry
{
/// <summary>
/// Erforderliche Designervariable.
/// </summary>
private System.ComponentModel.IContainer components = null;
#region Vom Komponenten-Designer generierter Code
/// <summary>
/// Erforderliche Methode für die Designerunterstützung.
/// Der Inhalt der Methode darf nicht mit dem Code-Editor geändert werden.
/// </summary>

@ -0,0 +1,15 @@
using System;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace MaterialWinforms.Controls
{
public partial class MaterialTimeLineEntry : MaterialUserControl
{
private StringFormat _StringFormat;
private Graphics StringGraphics;
private FontManager _FontManager;
private Rectangle NameRect;
private String _UserName;

@ -0,0 +1,15 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
namespace MaterialWinforms
{
static class DrawHelper
{
public static GraphicsPath CreateRoundRect(float x, float y, float width, float height, float radius)
{
GraphicsPath gp = new GraphicsPath();
gp.AddLine(x + radius, y, x + width - (radius * 2), y);
gp.AddArc(x + width - (radius * 2), y, radius * 2, radius * 2, 270, 90);
gp.AddLine(x + width, y + radius, x + width, y + height - (radius * 2));

@ -0,0 +1,12 @@
namespace MaterialWinforms
{
interface IMaterialControl
{
int Depth { get; set; }
MaterialWinformsManager SkinManager { get; }
MouseState MouseState { get; set; }
System.Drawing.Color BackColor { get; }
}
}

@ -0,0 +1,15 @@
using System.Drawing.Drawing2D;
namespace MaterialWinforms
{
interface IShadowedMaterialControl : IMaterialControl
{
int Depth { get; set; }
int Elevation { get; set; }
GraphicsPath ShadowBorder { get; set; }
MaterialWinformsManager SkinManager { get; }
MouseState MouseState { get; set; }
}

@ -0,0 +1,15 @@
using MaterialWinforms.Controls;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Text;
using System.Linq;
using System.Runtime.InteropServices;
using System.Windows.Forms;
namespace MaterialWinforms
{
public class MaterialWinformsManager
{
//Singleton instance
private static MaterialWinformsManager instance;

@ -0,0 +1,15 @@
using System;
using System.Drawing;
using System.Drawing.Text;
using System.Linq;
using System.Runtime.InteropServices;
public class FontManager
{
public FontManager()
{
}
public Font ScaleTextToRectangle(Graphics g, String Text, Rectangle R, Font font)
{

@ -0,0 +1,15 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
namespace BullshitArticalGenerator
{
static class Program
{
/// <summary>
/// 应用程序的主入口点.
/// </summary>
[STAThread]
static void Main()
{

@ -0,0 +1,15 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// 有关程序集的一般信息由以下
// 控制.更改这些特性值可修改
// 与程序集关联的信息.
[assembly: AssemblyTitle("BullshitArticalGenerator")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("BullshitArticalGenerator")]
[assembly: AssemblyCopyright("Copyright © 2019")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

@ -0,0 +1,15 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace BullshitArticalGenerator.Properties {
using System;
/// <summary>

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...

@ -0,0 +1,15 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace BullshitArticalGenerator.Properties {
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "17.8.0.0")]

@ -0,0 +1,15 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace BullshitArticalGenerator
{
class ShitResources
{
private string[] shitTexts = {
"现在解决x的问题是非常非常重要的。",
"我们不得不面对一个非常尴尬的事实那就是x这件事出现在我们的面前。",
"而这些并不是完全重要更加重要的问题是x到底应该如何实现。",

@ -0,0 +1,15 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace BullshitArticalGenerator
{
class ShitResourcesEnglish
{
private string[] shitTexts = {
"Now, solving the problem about 替换 is very, very important. ",
"We have to face a very embarrassing fact, that is, the matter of 替换 appeared in front of us. ",
"How does 替换 happen? How does it happen if it doesn't happen? ",

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