原文:示例:WPF中Slider控件封装的缓冲播放进度条控件
一、目的:模仿播放器播放进度条,支持缓冲任务功能
二、进度:
实现类似播放器中带缓存的播放样式(播放区域、缓冲区域、全部区域等样式)
实现设置播放中断时满足缓存够一定数量才继续播放的功能
实现设置缓存数量最大限制,即缓存够一定数量即停止缓存,减少开销
实现缓存中缓存进度的获取
二、示例(GIF)
三、实现:
1、UI部分
添加用户控件:BufferPlayControl.Xaml
设置Slider样式
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<!--Slider模板-->
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<Style x:Key="Slider_RepeatButton" TargetType="RepeatButton">
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<Setter Property="Focusable" Value="false" />
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<Setter Property="Template">
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<Setter.Value>
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<ControlTemplate TargetType="RepeatButton">
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<Border Background="{TemplateBinding Foreground}" CornerRadius="5" />
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</ControlTemplate>
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</Setter.Value>
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</Setter>
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</Style>
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<Style x:Key="Slider_RepeatButton1" TargetType="RepeatButton">
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<Setter Property="Focusable" Value="false" />
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<Setter Property="Template">
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<Setter.Value>
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<ControlTemplate TargetType="RepeatButton">
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<Border Background="{TemplateBinding Background}" CornerRadius="5" />
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</ControlTemplate>
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</Setter.Value>
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</Setter>
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</Style>
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<Style x:Key="Slider_Thumb" TargetType="Thumb">
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<Setter Property="Focusable" Value="false" />
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<Setter Property="Template">
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<Setter.Value>
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<ControlTemplate TargetType="Thumb">
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<Grid>
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<Grid.ColumnDefinitions>
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<ColumnDefinition/>
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<ColumnDefinition/>
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</Grid.ColumnDefinitions>
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<Border Background="{DynamicResource S_AccentBrush}"/>
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<Border Grid.ColumnSpan="2"
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CornerRadius="4"
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Background="{TemplateBinding Foreground}"
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Width="8" Height="8" Margin="-8"/>
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</Grid>
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</ControlTemplate>
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</Setter.Value>
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</Setter>
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</Style>
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<Style x:Key="Slider_CustomStyle" TargetType="Slider">
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<Setter Property="Focusable" Value="false" />
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<Setter Property="Template">
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<Setter.Value>
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<ControlTemplate TargetType="Slider">
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<Grid>
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<!--<Grid.Effect>
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<DropShadowEffect BlurRadius="20" ShadowDepth="1" />
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</Grid.Effect>-->
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<Border Grid.Column="1" BorderBrush="Transparent" BorderThickness="1" CornerRadius="8,0,0,8">
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<Track Grid.Column="1" Name="PART_Track">
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<Track.DecreaseRepeatButton>
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<RepeatButton Style="{StaticResource Slider_RepeatButton}"
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Foreground="{TemplateBinding Foreground}"
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Background="{TemplateBinding Background}"
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Command="Slider.DecreaseLarge"/>
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</Track.DecreaseRepeatButton>
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<Track.IncreaseRepeatButton>
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<RepeatButton Style="{StaticResource Slider_RepeatButton1}"
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Foreground="{TemplateBinding Foreground}"
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Background="{TemplateBinding Background}"
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Command="Slider.IncreaseLarge"/>
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</Track.IncreaseRepeatButton>
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<Track.Thumb>
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<Thumb Style="{StaticResource Slider_Thumb}" VerticalAlignment="Center"
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Foreground="{TemplateBinding Foreground}"
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Background="{TemplateBinding Background}"/>
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</Track.Thumb>
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</Track>
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</Border>
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</Grid>
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</ControlTemplate>
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</Setter.Value>
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</Setter>
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</Style>
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<Style x:Key="Slider_CustomStyle1" TargetType="Slider">
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<Setter Property="Focusable" Value="false" />
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<Setter Property="Template">
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<Setter.Value>
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<ControlTemplate TargetType="Slider">
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<Grid>
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<!--<Grid.Effect>
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<DropShadowEffect BlurRadius="20" ShadowDepth="1" />
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</Grid.Effect>-->
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<Border Grid.Column="1" BorderBrush="Transparent" BorderThickness="1" CornerRadius="8,0,0,8">
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<Track Grid.Column="1" Name="PART_Track">
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<Track.DecreaseRepeatButton>
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<RepeatButton Style="{StaticResource Slider_RepeatButton}"
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Foreground="{TemplateBinding Foreground}"
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Background="{TemplateBinding Background}"
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Command="Slider.DecreaseLarge"/>
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</Track.DecreaseRepeatButton>
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<Track.IncreaseRepeatButton>
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<RepeatButton Style="{StaticResource Slider_RepeatButton1}"
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Foreground="{TemplateBinding Foreground}"
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Background="{TemplateBinding Background}"
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Command="Slider.IncreaseLarge"/>
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</Track.IncreaseRepeatButton>
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<!--<Track.Thumb>
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<Thumb Style="{StaticResource Slider_Thumb}"
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Foreground="{TemplateBinding Foreground}"
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Background="{TemplateBinding Background}"/>
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</Track.Thumb>-->
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</Track>
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</Border>
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</Grid>
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</ControlTemplate>
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</Setter.Value>
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</Setter>
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</Style>
用两个Slider叠加,一个用来播放进度,一个用来缓冲进度
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<Grid>
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<Slider Height="5" Value="{Binding ElementName=control,Path=BufferValue,Mode=TwoWay}"
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Maximum="{Binding ElementName=control,Path=MaxValue}"
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Minimum="{Binding ElementName=control,Path=MinValue}"
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SmallChange="{Binding ElementName=control,Path=SmallChange}"
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Background="{DynamicResource S_GrayNotice}"
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Foreground="Gray"
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Style="{StaticResource Slider_CustomStyle1}" VerticalAlignment="Center"
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IsHitTestVisible="False"/>
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<Slider Height="5" Value="{Binding ElementName=control,Path=Value,Mode=TwoWay}"
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Maximum="{Binding ElementName=control,Path=MaxValue}"
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Minimum="{Binding ElementName=control,Path=MinValue}"
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SmallChange="{Binding ElementName=control,Path=SmallChange}"
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Background="Transparent"
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Foreground="{DynamicResource S_AccentBrush}"
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Style="{StaticResource Slider_CustomStyle}" VerticalAlignment="Center"/>
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</Grid>
2、用户控件设置依赖属性
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/// <summary> 绑定最小值 </summary>
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public double MinValue
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{
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get { return (double)GetValue(MinValueProperty); }
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set { SetValue(MinValueProperty, value); }
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}
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// Using a DependencyProperty as the backing store for MyProperty. This enables animation, styling, binding, etc...
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public static readonly DependencyProperty MinValueProperty =
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DependencyProperty.Register("MinValue", typeof(double), typeof(BufferPlayControl), new PropertyMetadata(0.0, (d, e) =>
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{
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BufferPlayControl control = d as BufferPlayControl;
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if (control == null) return;
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//double config = e.NewValue as double;
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}));
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/// <summary> 绑定最大值 </summary>
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public double MaxValue
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{
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get { return (double)GetValue(MaxValueProperty); }
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set { SetValue(MaxValueProperty, value); }
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}
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// Using a DependencyProperty as the backing store for MyProperty. This enables animation, styling, binding, etc...
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public static readonly DependencyProperty MaxValueProperty =
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DependencyProperty.Register("MaxValue", typeof(double), typeof(BufferPlayControl), new PropertyMetadata(100.0, (d, e) =>
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{
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BufferPlayControl control = d as BufferPlayControl;
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if (control == null) return;
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//double config = e.NewValue as double;
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}));
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/// <summary> 绑定最小偏移量 </summary>
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public double SmallChange
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{
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get { return (double)GetValue(SmallChangeProperty); }
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set { SetValue(SmallChangeProperty, value); }
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}
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// Using a DependencyProperty as the backing store for MyProperty. This enables animation, styling, binding, etc...
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public static readonly DependencyProperty SmallChangeProperty =
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DependencyProperty.Register("SmallChange", typeof(double), typeof(BufferPlayControl), new PropertyMetadata(0.1, (d, e) =>
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{
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BufferPlayControl control = d as BufferPlayControl;
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if (control == null) return;
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//double config = e.NewValue as double;
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}));
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/// <summary> 设置当前播放值 </summary>
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public double Value
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{
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get { return (double)GetValue(ValueProperty); }
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set { SetValue(ValueProperty, value); }
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}
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// Using a DependencyProperty as the backing store for MyProperty. This enables animation, styling, binding, etc...
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public static readonly DependencyProperty ValueProperty =
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DependencyProperty.Register("Value", typeof(double), typeof(BufferPlayControl), new PropertyMetadata(30.0, (d, e) =>
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{
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BufferPlayControl control = d as BufferPlayControl;
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if (control == null) return;
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//double config = e.NewValue as double;
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}));
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/// <summary> 设置当前缓冲值 </summary>
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public double BufferValue
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{
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get { return (double)GetValue(BufferValueProperty); }
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set { SetValue(BufferValueProperty, value); }
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}
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// Using a DependencyProperty as the backing store for MyProperty. This enables animation, styling, binding, etc...
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public static readonly DependencyProperty BufferValueProperty =
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DependencyProperty.Register("BufferValue", typeof(double), typeof(BufferPlayControl), new PropertyMetadata(50.0, (d, e) =>
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{
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BufferPlayControl control = d as BufferPlayControl;
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if (control == null) return;
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//double config = e.NewValue as double;
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}));
3、测试代码
测试代码UI部分:开始、暂停、继续和显示进度、缓冲进度
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<GroupBox Header="缓冲播放进度条">
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<StackPanel>
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<wpfcontrollib:BufferPlayControl x:Name="control_bufferPlay"/>
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<TextBlock x:Name="txt_persent"/>
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<TextBlock Text="{Binding ElementName=control_bufferPlay,Path=Value}"/>
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<Button Content="开始" Click="Button_Click"/>
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<Button x:Name="btn_play" Content="暂停" Click="Button_Click_1"/>
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</StackPanel>
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</GroupBox>
测试代码后台逻辑:
点击播放代码部分
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List<IBufferPlayEntity> bufferPlays = new List<IBufferPlayEntity>();
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// Message:构造1000个测试数据
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for (int i = 0; i < 1000; i++)
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{
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BufferPlayEntity entity = new BufferPlayEntity();
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bufferPlays.Add(entity);
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}
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// Message:初始化控件
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this.control_bufferPlay.MinValue = 0;
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this.control_bufferPlay.Value = 0;
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this.control_bufferPlay.BufferValue = 0;
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this.control_bufferPlay.MaxValue = bufferPlays.Count;
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// Message:开始缓冲引擎
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BufferPlayEngine bufferPlayEngine = new BufferPlayEngine(bufferPlays);
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bufferPlayEngine.RefreshCapacity(5);
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bufferPlayEngine.Start();
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Action<bool, int, int> action = (l, k, n) =>
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{
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Application.Current.Dispatcher.Invoke(() =>
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{
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if (l)
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{
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this.txt_persent.Text = "缓冲完成..";
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}
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else
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{
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string p = (Convert.ToDouble(k) * 100 / Convert.ToDouble(n)).ToString();
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this.txt_persent.Text = "缓冲中.." + p + "%";
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}
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});
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};
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// Message:刷新播放进度
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Task.Run(() =>
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{
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for (int i = 0; i < bufferPlays.Count; i++)
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{
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// Message:设置当前播放进度值
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Application.Current.Dispatcher.Invoke(() =>
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{
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this.control_bufferPlay.Value = i;
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});
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// Message:检查当前是否已经暂停
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while (true)
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{
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bool result = false;
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Application.Current.Dispatcher.Invoke(() =>
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{
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result = this.btn_play.Content.ToString() == "暂停";
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});
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if (result) break;
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Thread.Sleep(1000);
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}
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Thread.Sleep(100);
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// Message:阻塞等待当前进度是否可以播放
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bufferPlayEngine.GetWaitCurrent(l => l == bufferPlays[i], action);
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}
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});
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// Message:刷新下载进度
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Task.Run(() =>
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{
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while (true)
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{
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Thread.Sleep(100);
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Application.Current.Dispatcher.Invoke(() =>
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{
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this.control_bufferPlay.BufferValue = bufferPlayEngine.GetBufferSize((int)this.control_bufferPlay.Value);
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});
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}
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});
点击暂停或继续代码部分:
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Button button = sender as Button;
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button.Content = button.Content.ToString() == "暂停" ? "继续" : "暂停";
测试任务实体:继承任务抽象类基类或接口,实现一个随机等待1-2秒完成的方法
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public class BufferPlayEntity : BufferPlayEntityBase
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{
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public int IsLoaded { get; set; }
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Random random = new Random();
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public override void DoStart()
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{
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Thread.Sleep(random.Next(1, 2) * 1000);
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}
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}
4、核心缓冲引擎:
BufferPlayEngine:
设置可播放容量:在播放过程中,播放阻塞后需要缓冲的容量
设置播放缓冲总量:为了节省性能,当达到当前播放容量时,停止继续缓冲
设置并行任务数量:多线程执行任务的并行数量
原理:
Start()方法:后台创建多个缓冲线程去根据当前播放的任务去执行缓冲任务,获取第一个没有下载的任务,当任务超过最大缓冲容量时不执行下载
GetWaitCurrent()方法:如果当前任务已经完成则直接返回,如果当前任务未完成则需要等待可执行播放数量Capacity设置的数量都下载完成时才取消阻塞返回要执行的任务;
GetBufferSize()方法:获取当前已经缓冲好的数量,用于更新缓冲区域进度条
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/// <summary> 缓冲播放引擎 </summary>
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public class BufferPlayEngine
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{
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/// <summary> 可播放容器量 </summary>
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public int Capacity { get; set; } = 10;
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/// <summary> 总缓冲容器量 </summary>
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public int CapacityTotal { get; set; } = 10;
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/// <summary> 同时下载的任务数量 </summary>
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public int TaskCount { get; set; } = 5;
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// Message:所有的文件列表
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List<IBufferPlayEntity> _entitys = new List<IBufferPlayEntity>();
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// Message:当前播放的节点
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IBufferPlayEntity _current;
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public BufferPlayEngine(List<IBufferPlayEntity> entitys)
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{
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_entitys = entitys;
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_current = entitys.First();
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}
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/// <summary> 刷新缓冲数量 </summary>
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public void RefreshCapacity(int count)
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{
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// Do:可播放队列设置15s
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this.Capacity = count * 5;
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////Do:后台缓存最多队列设置成5分钟
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this.CapacityTotal = count * 2 * 10;
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}
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CancellationTokenSource cts = new CancellationTokenSource();
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Semaphore _semaphore1 = new Semaphore(1, 1);
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/// <summary> 开始播放 </summary>
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public void Start()
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{
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if (cts != null)
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{
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cts.Cancel();
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_semaphore1.WaitOne();
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}
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cts = new CancellationTokenSource();
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// Message:启动当前位置的顺序下载任务
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Task.Run(() =>
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{
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// Message:并行运行
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ParallelLoopResult result = Parallel.For(0, this.TaskCount, k =>
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{
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while (true)
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{
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if (cts.IsCancellationRequested) break;
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int index = this._entitys.FindIndex(l => l == _current);
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var downs = _entitys.Skip(index).Take(this.CapacityTotal).Where(l => l.IsLoaded == 0);
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// Message:超出最大下载缓存数量则等待
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if (downs == null || downs.Count() == 0)
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{
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Thread.Sleep(1000);
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continue;
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}
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downs.FirstOrDefault()?.Start();
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}
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}
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);
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_semaphore1.Release();
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}, cts.Token);
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}
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/// <summary> 停止引擎 </summary>
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public void Stop()
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{
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if (cts != null)
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{
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cts.Cancel();
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}
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flag = false;
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}
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bool flag = true;
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Semaphore _semaphore = new Semaphore(1, 1);
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/// <summary> 获取下好的文件 返回null则需要等待 </summary>
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public IBufferPlayEntity GetWaitCurrent(Predicate<IBufferPlayEntity> match, Action<bool, int, int> action)
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{
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var result = this._entitys.Find(match);
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int now = this._entitys.FindIndex(match);
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_current = result;
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if (result.IsLoaded == 2)
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{
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return result;
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}
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else
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{
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// Message:停止上一个获取任务
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flag = false;
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_semaphore.WaitOne();
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flag = true;
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var waitCache = _entitys.Skip(now).Take(this.Capacity).ToList();
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while (!waitCache.TrueForAll(l => l.IsLoaded == 2))
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{
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if (!flag)
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{
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_semaphore.Release();
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return null;
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}
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Thread.Sleep(500);
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action(false, waitCache.FindAll(l => l.IsLoaded == 2).Count, waitCache.Count);
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}
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action(true, waitCache.FindAll(l => l.IsLoaded == 2).Count, waitCache.Count);
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_semaphore.Release();
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return result;
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}
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}
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/// <summary> 获取下好的文件 返回null则需要等待 </summary>
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public IBufferPlayEntity GetWaitCurrent(int index, Action<bool, int, int> action)
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{
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var result = this._entitys[index];
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return this.GetWaitCurrent(l => l == result, action);
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}
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/// <summary> 获取当前缓存完的位置 </summary>
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public int GetBufferSize(Predicate<IBufferPlayEntity> match)
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{
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int index = this._entitys.FindIndex(l => l == _current);
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return this.GetBufferSize(index);
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}
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/// <summary> 获取当前缓存完的位置 </summary>
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public int GetBufferSize(int index)
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{
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var isdown = _entitys.Skip(index).LastOrDefault(l => l.IsLoaded == 2);
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if (isdown == null) return 0;
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return this._entitys.FindIndex(l => l == isdown);
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}
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/// <summary> 清理缓存数据 </summary>
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public void Clear()
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{
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}
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// Message:是否是向前播放
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bool _isForward = true;
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/// <summary> 反向播放 </summary>
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public void RefreshPlayMode(bool forward)
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{
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if (_isForward = forward) return;
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_isForward = forward;
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_entitys.Reverse();
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}
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}
缓冲引擎任务执行接口和抽象基类
IBufferPlayEntity:
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/// <summary> 缓冲任务接口 </summary>
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public interface IBufferPlayEntity
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{
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/// <summary> 是否执行完成 </summary>
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int IsLoaded
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{
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get;
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set;
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}
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/// <summary> 开始任务 </summary>
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void Start();
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}
BufferPlayEntityBase:
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/// <summary> 缓冲任务抽象基类 </summary>
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public abstract class BufferPlayEntityBase : IBufferPlayEntity
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{
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/// <summary> 执行状态 1=正在执行 2=执行完成 0=未执行 -1=执行错误 </summary>
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public int IsLoaded { get; set; }
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public void Start()
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{
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this.IsLoaded = 1;
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try
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{
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this.DoStart();
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}
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catch (Exception ex)
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{
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Debug.WriteLine(ex);
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this.IsLoaded = -1;
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}
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this.IsLoaded = 2;
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}
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public abstract void DoStart();
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}
GitHub: