原文:示例:WPF中自定义StoryBoarService在代码中封装StoryBoard、Animation用于简化动画编写
一、目的:通过对StoryBoard和Animation的封装来简化动画的编写
二、示例:
说明:渐隐藏是WPF中比较常用的动画,上图是通过StoryBoarService封装后的效果,在代码中只要执行如下代码即可:
DoubleStoryboardEngine.Create(1, 0, 1, "Opacity").Start(element);
上面的关闭效果可以定义一个命令如下:
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public class CollapsedOfOpacityCommand : ICommand
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{
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public bool CanExecute(object parameter) => true;
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public void Execute(object parameter)
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{
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if(parameter is UIElement element)
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{
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var engine = DoubleStoryboardEngine.Create(1, 0, 1, "Opacity");
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engine.Start(element);
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}
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}
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public event EventHandler CanExecuteChanged;
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}
在Xaml中调用如下命令即可完成关闭渐隐藏的效果
Command="{x:Static base:CommandService.CollapsedOfOpacityCommand}"
CommandParameter="{Binding RelativeSource={RelativeSource AncestorType=GroupBox}}"
传入的CommandParmeter将会在执行命令时渐隐藏
其中动画效果的代码只需一句代码即可,简化了动画在代码中繁琐的编码过程
DoubleStoryboardEngine.Create(1, 0, 1, "Opacity").Start(element);
二、代码:
目前只实现DoubleAnimation的封装,后续将会对其他类型进行封装
1、封闭修改基类
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/// <summary> 动画引擎基类 </summary>
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public abstract class StoryboardEngineBase : IDisposable
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{
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protected Storyboard storyboard = new Storyboard();
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public EventHandler CompletedEvent { get; set; }
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public EasingFunctionBase Easing { get; set; } = EasingFunctionFactroy.PowerEase;
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public PropertyPath PropertyPath { get; set; }
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public Duration Duration { get; set; }
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public void Dispose()
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{
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storyboard.Completed -= CompletedEvent;
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}
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public abstract StoryboardEngineBase Start(UIElement element);
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public abstract StoryboardEngineBase Stop();
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public StoryboardEngineBase(int second, string property)
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{
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this.PropertyPath = new PropertyPath(property);
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this.Duration = new Duration(TimeSpan.FromSeconds(second));
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}
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}
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/// <summary> 动画泛型引擎基类 </summary>
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public abstract class StoryboardEngineBase<T> : StoryboardEngineBase
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{
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public StoryboardEngineBase(T from, T to, int second, string property) : base(second, property)
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{
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this.FromValue = from;
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this.ToValue = to;
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}
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public T FromValue { get; set; }
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public T ToValue { get; set; }
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//public RepeatBehavior RepeatBehavior { get; set; };
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}
2、开放扩展DoubleStoryboardEngine
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/// <summary> DoubleAnimation动画引擎 </summary>
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public class DoubleStoryboardEngine : StoryboardEngineBase<double>
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{
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public static DoubleStoryboardEngine Create(double from, double to, int second, string property)
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{
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return new DoubleStoryboardEngine(from, to, second, property);
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}
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public DoubleStoryboardEngine(double from, double to, int second, string property) : base(from, to, second, property)
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{
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}
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public override StoryboardEngineBase Start(UIElement element)
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{
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// Do:时间线
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DoubleAnimation animation = new DoubleAnimation(1, 0, this.Duration);
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if (this.Easing != null)
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animation.EasingFunction = this.Easing;
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//if (this.RepeatBehavior != default(RepeatBehavior))
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// animation.RepeatBehavior = (RepeatBehavior);
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// Do:属性动画
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storyboard.Children.Add(animation);
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Storyboard.SetTarget(animation, element);
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Storyboard.SetTargetProperty(animation, this.PropertyPath);
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if (CompletedEvent != null)
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storyboard.Completed += CompletedEvent;
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storyboard.Begin();
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return this;
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}
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public override StoryboardEngineBase Stop()
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{
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this.storyboard.Stop();
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return this;
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}
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}
3、过度效果工厂
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/// <summary> 说明:https://docs.microsoft.com/zh-cn/dotnet/framework/wpf/graphics-multimedia/easing-functions </summary>
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public static class EasingFunctionFactroy
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{
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/// <summary> PowerEase:创建加速和/或减速使用的公式的动画f(t) = tp其中 p 等于Power属性。 </summary>
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public static PowerEase PowerEase { get; set; } = new PowerEase();
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/// <summary> BackEase:略微收回动画的动作,然后再开始进行动画处理指示的路径中。 </summary>
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public static BackEase BackEase { get; set; } = new BackEase();
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/// <summary> ElasticEase:创建类似于弹簧来回直到静止的动画 </summary>
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public static ElasticEase ElasticEase { get; set; } = new ElasticEase();
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/// <summary> BounceEase:创建弹跳效果。 </summary>
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public static BounceEase BounceEase { get; set; } = new BounceEase();
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/// <summary> CircleEase:创建加速和/或减速使用循环函数的动画。 </summary>
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public static CircleEase CircleEase { get; set; } = new CircleEase();
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/// <summary> QuadraticEase:创建加速和/或减速使用的公式的动画f(t) = t2。 </summary>
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public static QuadraticEase QuadraticEase { get; set; } = new QuadraticEase();
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/// <summary> CubicEase:创建加速和/或减速使用的公式的动画f(t) = t3。 </summary>
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public static CubicEase CubicEase { get; set; } = new CubicEase();
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/// <summary> QuarticEase:创建加速和/或减速使用的公式的动画f(t) = t4。 </summary>
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public static QuarticEase QuarticEase { get; set; } = new QuarticEase();
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/// <summary> QuinticEase:创建加速和/或减速使用的公式的动画f(t) = t5。 </summary>
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public static QuinticEase QuinticEase { get; set; } = new QuinticEase();
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/// <summary> ExponentialEase:创建加速和/或减速使用指数公式的动画。 </summary>
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public static ExponentialEase ExponentialEase { get; set; } = new ExponentialEase();
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/// <summary> SineEase:创建加速和/或减速使用正弦公式的动画。 </summary>
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public static SineEase SineEase { get; set; } = new SineEase();
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}
4、使用方法:
/// <summary> 构造方法 </summary>
/// <param name="from"> 起始值</param>
/// <param name="to"> 结束值 </param>
/// <param name="second"> 间隔时间秒 </param>
/// <param name="property"> 修改属性名称 </param>
///
public static DoubleStoryboardEngine Create(double from, double to, int second, string property)
{
return new DoubleStoryboardEngine(from, to, second, property);
}