用Shape做动画实例代码
1. 使用strokeDashOffset做等待提示动画
圆形的等待提示动画十分容易做,只要让它旋转就可以了:
但是圆形以外的形状就不容易做了,例如三角形,总不能让它单纯地旋转吧:
要解决这个问题可以使用StrokeDashOffset。StrokeDashOffset用于控制虚线边框的第一个短线相对于ShaPE开始点的位移,使用动画控制这个数值可以做出边框滚动的效果:
Page.Resources>
Storyboard x:Name="PRogressStoryboard">
DoubleAnimationUsingKeyFrames EnableDependentAnimation="True" Storyboard.TargetProperty="(Shape.StrokeDashOffset)" Storyboard.TargetName="triangle">
EasingDoubleKeyFrame KeyTime="0:1:0" Value="-500" />
/DoubleAnimationUsingKeyFrames>
/Storyboard>
/Page.Resources>
Grid Background="#FfcCCCCC">
Grid Height="100" HorizontalAlignment="center">
StackPanel orientation="Horizontal" Vert@R_126_2411@Alignment="Center">
TextBlock Text="L" FontSize="55" Margin="0,0,5,4" />
local:Triangle x:Name="triangle" Height="40" Width="40" StrokeThickness="2" Stroke="RoyalBlue" StrokeDashArray="4.045 4.045" StrokeDashOffset="0.05" StrokeDashCap="Round" />
TextBlock Text="ading..." FontSize="55" Margin="5,0,0,4" />
/StackPanel>
/Grid>
/Grid>
需要注意的是Shape的边长要正好能被StrokeDashArray中短线和缺口的和整除,即 满足边长 / StrokeThickness % Sum( StrokeDashArray ) = 0,这是因为在StrokeDashOffset=0的地方会截断短线,如下图所示:
另外注意的是边长的计算,如Rectangle,边长并不是(Height + Width) * 2,而是(Height - StrokeThickness) * 2 + (Width- StrokeThickness) * 2,如下图所示,边长应该从边框正中间开始计算:
有一些Shape的边长计算还会受到Stretch影响,如上一篇中自定义的Triangle:
StackPanel Orientation="Horizontal" HorizontalAlignment="Center">
Grid Height="50" Width="50">
local:Triangle Stretch="Fill" StrokeThickness="5" Stroke="RoyalBlue" />
/Grid>
Grid Height="50" Width="50" Margin="10,0,0,0">
local:Triangle Stretch="None" StrokeThickness="5" Stroke="RoyalBlue" />
/Grid>
/StackPanel>
2. 使用StrokeDashArray做进度提示动画
StrokeDashArray用于将Shape的边框变成虚线,StrokeDashArray的值是一个double类型的有序集合,里面的数值指定虚线中每一段以StrokeThickness为单位的长度。用StrokeDashArray做进度提示的基本做法就是将进度Progress通过Converter转换为分成两段的StrokeDashArray,第一段为实线,表示当前进度,第二段为空白。假设一个Shape的边长是100,当前进度为50,则将StrokeDashArray设置成{ 50,double.MaxValue} 两段。
做成动画如下图所示:
Page.Resources>
Style TargetType="TextBlock">
Setter Property="FontSize" Value="12" />
/Style>
local:ProgressToStrokeDashArrayConverter x:Key="ProgressToStrokeDashArrayConverter" TargetPath="{
Binding ElementName=Triangle}
" />
local:ProgressToStrokeDashArrayConverter2 x:Key="ProgressToStrokeDashArrayConverter2" TargetPath="{
Binding ElementName=Triangle}
" />
toolkIT:StringFormatConverter x:Key="StringFormatConverter" />
local:ProgressWrapper x:Name="ProgressWrapper" />
Storyboard x:Name="Storyboard1">
DoubleAnimation Duration="0:0:5" To="100" Storyboard.TargetProperty="Progress" Storyboard.TargetName="ProgressWrapper" EnableDependentAnimation="True" />
/Storyboard>
/Page.Resources>
Grid Background="{
ThemeResource ApplicationPageBackgroundThemebrush}
">
Viewbox Height="150">
StackPanel Orientation="Horizontal">
Grid>
local:Triangle Height="40" Width="40" StrokeThickness="2" Stroke="DarkGray" />
local:Triangle x:Name="Triangle" Height="40" Width="40" StrokeThickness="2" Stroke="RoyalBlue" StrokeDashArray="{
Binding Progress,Source={
staticResource ProgressWrapper}
,Converter={
StaticResource ProgressToStrokeDashArrayConverter}
}
" />
TextBlock Text="{
Binding Progress,Source={
StaticResource ProgressWrapper}
,Converter={
StaticResource StringFormatConverter}
,ConverterParameter='{
}
{
0:0}
'}
" HorizontalAlignment="Center" VerticalAlignment="Center" Margin="0,15,0,0" />
/Grid>
Grid Margin="20,0,0,0">
local:Triangle Height="40" Width="40" StrokeThickness="2" Stroke="DarkGray" />
local:Triangle x:Name="Triangle2" Height="40" Width="40" StrokeThickness="2" Stroke="RoyalBlue" StrokeDashArray="{
Binding Progress,Source={
StaticResource ProgressWrapper}
,Converter={
StaticResource ProgressToStrokeDashArrayConverter2}
}
" />
TextBlock Text="{
Binding Progress,Source={
StaticResource ProgressWrapper}
,Converter={
StaticResource StringFormatConverter}
,ConverterParameter='{
}
{
0:0}
'}
" HorizontalAlignment="Center" VerticalAlignment="Center" Margin="0,15,0,0" />
/Grid>
/StackPanel>
/Viewbox>
/Grid>
其中ProgressToStrokeDashArrayConverter和ProgressToStrokeDashArrayConverter2的代码如下:
public class ProgressToStrokeDashArrayConverter : DependencyObject, IValueConverter{
/// summary>
/// 获取或设置TargetPath的值/// /summary>
public Path TargetPath {
get {
return (Path)GetValue(TargetPathProperty);
}
set {
SetValue(TargetPathProperty, value);
}
}
/// summary>
/// 标识 TargetPath 依赖属性。/// /summary>
public static readonly DependencyProperty TargetPathProperty = DependencyProperty.Register("TargetPath", typeof(Path), typeof(ProgressToStrokeDashArrayConverter), new PropertyMetadata(null));
public virtual object Convert(object value, Type targetType, object parameter, string language) {
if (value is double == false)return null;
VAR progress = (double)value;
if (TargetPath == null)return null;
var totalLength = GetTotalLength();
var FirstSection = progress * totalLength / 100 / TargetPath.StrokeThickness;
if (progress == 100) firstSection = Math.Ceiling(firstSection);
var result = new DoubleCollection {
firstSection, double.MaxValue }
;
return result;
}
public object ConvertBack(object value, Type targetType, object parameter, string language) {
throw new NotImplementedException();
}
protected double GetTotalLength() {
var geometry = TargetPath.Data as PathGeometry;
if (geometry == null) return 0;
if (geometry.Figures.Any() == false)return 0;
var figure = geometry.Figures.FirstOrDefault();
if (figure == null) return 0;
var totalLength = 0d;
var point = figure.StartPoint;
foreach (var item in figure.Segments) {
var segment = item as LineSegment;
if (segment == null) return 0;
totalLength += Math.Sqrt(Math.Pow(point.X - segment.Point.X, 2) + Math.Pow(point.Y - segment.Point.Y, 2));
point = segment.Point;
}
totalLength += Math.Sqrt(Math.Pow(point.X - figure.StartPoint.X, 2) + Math.Pow(point.Y - figure.StartPoint.Y, 2));
return totalLength;
}
}
public class ProgressToStrokeDashArrayConverter2 : ProgressToStrokeDashArrayConverter{
public override object Convert(object value, Type targetType, object parameter, string language) {
if (value is double == false)return null;
var progress = (double)value;
if (TargetPath == null) return null;
var totalLength = GetTotalLength();
totalLength = totalLength / TargetPath.StrokeThickness;
var thirdsection = progress * totalLength / 100;
if (progress == 100) thirdSection = Math.Ceiling(thirdSection);
var secondSection = (totalLength - thirdSection) / 2;
var result = new DoubleCollection {
0, secondSection, thirdSection, double.MaxValue }
;
return result;
}
}
由于代码只是用于演示,protected double GetTotalLength()写得比较将就。可以看到这两个Converter继承自DependencyObject,这是因为这里需要通过绑定为TargetPath赋值。
这里还有另一个类ProgressWrapper:
public class ProgressWrapper : DependencyObject{
/// summary>
/// 获取或设置Progress的值/// /summary>
public double Progress {
get {
return (double)GetValue(ProgressProperty);
}
set {
SetValue(ProgressProperty, value);
}
}
/// summary>
/// 标识 Progress 依赖属性。/// /summary>
public static readonly DependencyProperty ProgressProperty = DependencyProperty.Register("Progress", typeof(double), typeof(ProgressWrapper), new PropertyMetadata(0d));
}
因为这里没有可供Storyboard操作的double属性,所以用这个类充当Storyboard和StrokeDashArray的桥梁。UWPCommUnityToolkit中也有一个差不多用法的类BindableValueHolder,这个类通用性比较强,可以参考它的用法。
3. 使用Behavior改进进度提示动画代码
只是做个动画而已,又是Converter,又是Wrapper,又是Binding,看起来十分复杂,如果Shape上面有Progress属性就方便多了。这时候首先会考虑附加属性,在XAML用法如下:
UserControl.Resources>
Storyboard x:Name="Storyboard1">
DoubleAnimation Duration="0:0:5" To="100" Storyboard.TargetProperty="(local:PathExtention.Progress)" Storyboard.TargetName="Triangle" />
/Storyboard>
/UserControl.Resources>
Grid x:Name="LayoutRoot" Background="White">
local:Triangle x:Name="Triangle" Height="40" local:PathExtention.Progress="0" Width="40" StrokeThickness="2" Stroke="RoyalBlue" >
/local:Triangle>
/Grid>
但其实这是行不通的,XAML有一个存在了很久的限制:However, an existing limitation of the Windows Runtime XAML implementation is that you cannot aniMATE a custom attached property.。这个限制决定了XAML不能对自定义附加属性做动画。不过,这个限制只限制了不能对自定义附加属性本身做动画,但对附加属性中的类的属性则可以,例如以下这种写法应该是行得通的:
UserControl.Resources>
Storyboard x:Name="Storyboard1">
DoubleAnimation Duration="0:0:5" To="100" Storyboard.TargetProperty="(local:PathExtention.Progress)" Storyboard.TargetName="TrianglePathExtention" />
/Storyboard>
/UserControl.Resources>
Grid x:Name="LayoutRoot" Background="White">
local:Triangle x:Name="Triangle" Height="40" Width="40" StrokeThickness="2" Stroke="RoyalBlue" >
local:PathHelper>
local:PathExtention x:Name="TrianglePathExtention" Progress="0" />
/local:PathHelper>
/local:Triangle>
/Grid>
更优雅的写法是利用XamlBehaviors,这篇文章很好地解释了XamlBehaviors的作用:
XAML Behaviors非常重要,因为它们提供了一种方法,让开发人员能够以一种简洁、可重复的方式轻松地向UI对象添加功能。他们无需创建控件的子类或重复编写逻辑代码,只要简单地增加一个XAML代码片段。
要使用Behavior改进现有代码,只需实现一个PathProgressBehavior:
public class PathProgressBehavior : BehaviorUIElement>
{
protected override void OnAttached() {
base.OnAttached();
UpdatestrokeDashArray();
}
/// summary>
/// 获取或设置Progress的值/// /summary>
public double Progress {
get {
return (double)GetValue(ProgressProperty);
}
set {
SetValue(ProgressProperty, value);
}
}
/*Progress DependencyProperty*/protected virtual void OnProgressChanged(double oldValue, double newValue) {
UpdateStrokeDashArray();
}
protected virtual double GetTotalLength(Path path) {
/*some code*/}
private void UpdateStrokeDashArray() {
var target = AssociatedObject as Path;
if (target == null)return;
double progress = Progress;
//if (target.ActualHeight == 0 || target.ActualWidth == 0)// return;
if (target.StrokeThickness == 0) return;
var totalLength = GetTotalLength(target);
var firstSection = progress * totalLength / 100 / target.StrokeThickness;
if (progress == 100) firstSection = Math.Ceiling(firstSection);
var result = new DoubleCollection {
firstSection, double.MaxValue }
;
target.StrokeDashArray = result;
}
}
XAML中如下使用:
UserControl.Resources>
Storyboard x:Name="Storyboard1">
DoubleAnimation Duration="0:0:5" To="100" Storyboard.TargetProperty="Progress" Storyboard.TargetName="PathProgressBehavior" EnableDependentAnimation="True"/>
/Storyboard>
/UserControl.Resources>
Grid x:Name="LayoutRoot" Background="White">
local:Triangle x:Name="Triangle" Height="40" local:PathExtention.Progress="0" Width="40" StrokeThickness="2" Stroke="RoyalBlue" >
interactivity:Interaction.Behaviors>
local:PathProgressBehavior x:Name="PathProgressBehavior" />
/interactivity:Interaction.Behaviors>
/local:Triangle>
/Grid>
这样看起来就清爽多了。
4. 模仿背景填充动画
先看看效果:
其实这篇文章里并不会讨论填充动画,不过首先声明做填充动画会更方便快捷,这一段只是深入学习过程中的产物,实用价值不高。
上图三角形的填充的效果只需要叠加两个同样大小的Shape,前面那个设置Stretch="Uniform",再通过DoubleAnimation改变它的高度就可以了。文字也是相同的原理,叠加两个相同的TextBlock,将前面那个放在一个无边框的ScrollViewer里再去改变ScrollViewer的高度。
Page.Resources>
Style TargetType="TextBlock">
Setter Property="FontSize" Value="12" />
/Style>
local:ProgressToHeightConverter x:Key="ProgressToHeightConverter" TargetContentControl="{
Binding ElementName=ContentControl}
" />
local:reverseProgressToHeightConverter x:Key="ReverseProgressToHeightConverter" TargetContentControl="{
Binding ElementName=ContentControl2}
" />
toolkit:StringFormatConverter x:Key="StringFormatConverter" />
local:ProgressWrapper x:Name="ProgressWrapper" />
Storyboard x:Name="Storyboard1">
DoubleAnimation Duration="0:0:5" To="100" Storyboard.TargetProperty="Progress" Storyboard.TargetName="ProgressWrapper" EnableDependentAnimation="True" />
/Storyboard>
/Page.Resources>
Grid Background="{
ThemeResource ApplicationPageBackgroundThemeBrush}
">
Grid>
local:Triangle Height="40" Width="40" StrokeThickness="2" Fill="LightGray" />
local:Triangle Height="40" Width="40" Stretch="Fill" StrokeThickness="2" Stroke="RoyalBlue" />
ContentControl x:Name="ContentControl" VerticalAlignment="Bottom" HorizontalAlignment="Center" Height="{
Binding Progress,Source={
StaticResource ProgressWrapper}
,Converter={
StaticResource ProgressToHeightConverter}
}
">
local:Triangle x:Name="Triangle3" Height="40" Width="40" StrokeThickness="2" Fill="RoyalBlue" Stretch="Uniform" VerticalAlignment="Bottom" />
/ContentControl>
TextBlock Text="{
Binding Progress,Source={
StaticResource ProgressWrapper}
,Converter={
StaticResource StringFormatConverter}
,ConverterParameter='{
}
{
0:0}
'}
" HorizontalAlignment="Center" VerticalAlignment="Center" Margin="0,12,0,0" Foreground="White" />
ContentControl x:Name="ContentControl2" Height="{
Binding Progress,Source={
StaticResource ProgressWrapper}
,Converter={
StaticResource ReverseProgressToHeightConverter}
}
" VerticalAlignment="Top" HorizontalAlignment="Center">
ScrollViewer BorderThickness="0" Padding="0,0,0,0" VerticalScrollBarVisibility="Disabled" HorizontalScrollBarVisibility="Disabled" VerticalAlignment="Top" Height="40">
Grid Height="40">
TextBlock Text="{
Binding Progress,Source={
StaticResource ProgressWrapper}
,Converter={
StaticResource StringFormatConverter}
,ConverterParameter='{
}
{
0:0}
'}
" HorizontalAlignment="Center" VerticalAlignment="Center" Margin="0,12,0,0" />
/Grid>
/ScrollViewer>
/ContentControl>
/Grid>
/Grid>
ProgressToHeightConverter和ReverseProgressToHeightConverter的代码如下:
public class ProgressToHeightConverter : DependencyObject, IValueConverter{
/// summary>
/// 获取或设置TargetContentControl的值/// /summary>
public ContentControl TargetContentControl {
get {
return (ContentControl)GetValue(TargetContentControlProperty);
}
set {
SetValue(TargetContentControlProperty, value);
}
}
/// summary>
/// 标识 TargetContentControl 依赖属性。/// /summary>
public static readonly DependencyProperty TargetContentControlProperty = DependencyProperty.Register("TargetContentControl", typeof(ContentControl), typeof(ProgressToHeightConverter), new PropertyMetadata(null));
public object Convert(object value, Type targetType, object parameter, string language) {
if (value is double == false) return 0d;
var progress = (double)value;
if (TargetContentControl == null) return 0d;
var element = TargetContentControl.Content as FrameworkElement;
if (element == null) return 0d;
return element.Height * progress / 100;
}
public object ConvertBack(object value, Type targetType, object parameter, string language) {
throw new NotImplementedException();
}
}
public class ReverseProgressToHeightConverter : DependencyObject, IValueConverter{
/// summary>
/// 获取或设置TargetContentControl的值/// /summary>
public ContentControl TargetContentControl {
get {
return (ContentControl)GetValue(TargetContentControlProperty);
}
set {
SetValue(TargetContentControlProperty, value);
}
}
/// summary>
/// 标识 TargetContentControl 依赖属性。/// /summary>
public static readonly DependencyProperty TargetContentControlProperty = DependencyProperty.Register("TargetContentControl", typeof(ContentControl), typeof(ReverseProgressToHeightConverter), new PropertyMetadata(null));
public object Convert(object value, Type targetType, object parameter, string language) {
if (value is double == false) return double.NaN;
var progress = (double)value;
if (TargetContentControl == null)return double.NaN;
var element = TargetContentControl.Content as FrameworkElement;
if (element == null)return double.NaN;
return element.Height * (100 - progress) / 100;
}
public object ConvertBack(object value, Type targetType, object parameter, string language) {
throw new NotImplementedException();
}
}
再提醒一次,实际上老老实实做填充动画好像更方便些。
5. 将动画应用到Button的ControlTemplate
同样的技术,配合ControlTemplate可以制作很有趣的按钮:
PointerEntered时,按钮的边框从进入点向反方向延伸。PointerExited时,边框从反方向向移出点消退。要做到这点需要在PointerEntered时改变边框的方向,使用了ChangeAngleToEnterPointerBehavior:
public class ChangeAngleToEnterPointerBehavior : BehaviorEllipse>
{
protected override void OnAttached() {
base.OnAttached();
AssociatedObject.PointerEntered += OnAssociatedObjectPointerEntered;
AssociatedObject.PointerExited += OnAssociatedObjectPointerExited;
}
protected override void OnDetaching() {
base.OnDetaching();
AssociatedObject.PointerEntered -= OnAssociatedObjectPointerEntered;
AssociatedObject.PointerExited -= OnAssociatedObjectPointerExited;
}
private void OnAssociatedObjectPointerExited(object sender, PointerRoutedEventArgs e) {
UpdateAngle(e);
}
private void OnAssociatedObjectPointerEntered(object sender, PointerRoutedEventArgs e) {
UpdateAngle(e);
}
private void UpdateAngle(PointerRoutedEventArgs e) {
if (AssociatedObject == null || AssociatedObject.StrokeThickness == 0)return;
AssociatedObject.RenderTransformOrigin = new Point(0.5, 0.5);
var rotateTransform = AssociatedObject.RenderTransform as RotateTransform;
if (rotateTransform == null) {
rotateTransform = new RotateTransform();
AssociatedObject.RenderTransform = rotateTransform;
}
var point = e.GetcurrentPoint(AssociatedObject.Parent as UIElement).Position;
var centerPoint = new Point(AssociatedObject.ActualWidth / 2, AssociatedObject.ActualHeight / 2);
var angleOfLine = Math.Atan2(point.Y - centerPoint.Y, point.X - centerPoint.X) * 180 / Math.PI;
rotateTransform.Angle = angleOfLine + 180;
}
}
这个类命名不是很好,不过将就一下吧。
为了做出边框延伸的效果,另外需要一个类EllipseProgressBehavior:
public class EllipseProgressBehavior : BehaviorEllipse>
{
/// summary>
/// 获取或设置Progress的值/// /summary>
public double Progress {
get {
return (double)GetValue(ProgressProperty);
}
set {
SetValue(ProgressProperty, value);
}
}
/// summary>
/// 标识 Progress 依赖属性。/// /summary>
public static readonly DependencyProperty ProgressProperty = DependencyProperty.Register("Progress", typeof(double), typeof(EllipseProgressBehavior), new PropertyMetadata(0d, OnProgressChanged));
private static void OnProgressChanged(DependencyObject obj, DependencyPropertyChangedEventArgs args) {
var target = obj as EllipseProgressBehavior;
double oldValue = (double)args.OldValue;
double newValue = (double)args.NewValue;
if (oldValue != newValue) target.OnProgressChanged(oldValue, newValue);
}
protected virtual void OnProgressChanged(double oldValue, double newValue) {
UpdateStrokeDashArray();
}
protected virtual double GetTotalLength() {
if (AssociatedObject == null)return 0;
return (AssociatedObject.ActualHeight - AssociatedObject.StrokeThickness) * Math.PI;
}
private void UpdateStrokeDashArray() {
if (AssociatedObject == null || AssociatedObject.StrokeThickness == 0) return;
//if (target.ActualHeight == 0 || target.ActualWidth == 0)// return;
var totalLength = GetTotalLength();
totalLength = totalLength / AssociatedObject.StrokeThickness;
var thirdSection = Progress * totalLength / 100;
var secondSection = (totalLength - thirdSection) / 2;
var result = new DoubleCollection {
0, secondSection, thirdSection, double.MaxValue }
;
AssociatedObject.StrokeDashArray = result;
}
}
套用到ControlTemplate如下:
ControlTemplate TargetType="Button">
Grid x:Name="RootGrid">
VisualStateManager.VisualStateGroups>
VisualStateGroup x:Name="CommonStates">
VisualStateGroup.Transitions>
VisualTransition GeneratedDuration="0:0:1" To="Normal">
Storyboard>
DoubleAnimationUsingKeyFrames EnableDependentAnimation="True" Storyboard.TargetProperty="(local:EllipseProgressBehavior.Progress)" Storyboard.TargetName="EllipseProgressBehavior">
EasingDoubleKeyFrame KeyTime="0:0:1" Value="0">
EasingDoubleKeyFrame.EasingFunction>
QuinticEase EasingMode="EaseOut" />
/EasingDoubleKeyFrame.EasingFunction>
/EasingDoubleKeyFrame>
/DoubleAnimationUsingKeyFrames>
/Storyboard>
/VisualTransition>
VisualTransition GeneratedDuration="0:0:1" To="PointerOver">
Storyboard>
DoubleAnimationUsingKeyFrames EnableDependentAnimation="True" Storyboard.TargetProperty="(local:EllipseProgressBehavior.Progress)" Storyboard.TargetName="EllipseProgressBehavior">
EasingDoubleKeyFrame KeyTime="0:0:1" Value="100">
EasingDoubleKeyFrame.EasingFunction>
QuinticEase EasingMode="EaseOut" />
/EasingDoubleKeyFrame.EasingFunction>
/EasingDoubleKeyFrame>
/DoubleAnimationUsingKeyFrames>
/Storyboard>
/VisualTransition>
/VisualStateGroup.Transitions>
VisualState x:Name="Normal">
Storyboard>
PointerUpThemeAnimation Storyboard.TargetName="RootGrid" />
/Storyboard>
/VisualState>
VisualState x:Name="PointerOver">
Storyboard>
PointerUpThemeAnimation Storyboard.TargetName="RootGrid" />
/Storyboard>
VisualState.Setters>
Setter Target="EllipseProgressBehavior.(local:EllipseProgressBehavior.Progress)" Value="100" />
/VisualState.Setters>
/VisualState>
VisualState x:Name="Pressed">
Storyboard>
PointerDownThemeAnimation Storyboard.TargetName="RootGrid" />
/Storyboard>
/VisualState>
VisualState x:Name="Disabled" />
/VisualStateGroup>
/VisualStateManager.VisualStateGroups>
ContentPresenter x:Name="ContentPresenter" AutomationProperties.AccessibilityView="Raw" ContentTemplate="{
TemplateBinding ContentTemplate}
" ContentTransitions="{
TemplateBinding ContentTransitions}
" Content="{
TemplateBinding Content}
" HorizontalContentAlignment="{
TemplateBinding HorizontalContentAlignment}
" Padding="{
TemplateBinding Padding}
" VerticalContentAlignment="{
TemplateBinding VerticalContentAlignment}
" />
Ellipse Fill="Transparent" Stroke="{
TemplateBinding BorderBrush}
" StrokeThickness="2">
interactivity:Interaction.Behaviors>
local:ChangeAngleToEnterPointerBehavior />
local:EllipseProgressBehavior x:Name="EllipseProgressBehavior" />
/interactivity:Interaction.Behaviors>
/Ellipse>
/Grid>
/ControlTemplate>
注意:我没有鼓励任何人自定义按钮外观的意思,能用系统自带的动画或样式就尽量用系统自带的,没有设计师的情况下又想UI做得与众不同通常会做得很难看。想要UI好看,合理的布局、合理的颜色、合理的图片就足够了。
6. 结语
在学习Shape的过程中觉得好玩就做了很多尝试,因为以前工作中做过不少等待、进度的动画,所以这次就试着做出本文的动画。
XAML的传统动画并没有提供太多功能,主要是ColorAnimation、DoubleAnimation、PointAnimation三种,不过靠Binding和Converter可以弥补这方面的不足,实现很多需要的功能。
本文的一些动画效果参考了SVG的动画。话说回来,Windows 10 1703新增了SvgImageSource,不过看起来只是简单地将SVG翻译成对应的Shape,然后用Shape呈现,不少高级特性都不支持(如下图阴影的滤镜),用法如下:
Image>
Image.Source>
SvgImageSource UriSource="feoffset_1.svg" />
/Image.Source>
/Image>
SvgImageSource:
原本的Svg:
以上就是用Shape做动画实例代码的详细内容,更多请关注其它相关文章!
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