PointAnimationUsingPath.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ Dotnetfx_Vista_SP2 / Dotnetfx_Vista_SP2 / 8.0.50727.4016 / DEVDIV / depot / DevDiv / releases / Orcas / QFE / wpf / src / Core / CSharp / System / Windows / Media / Animation / PointAnimationUsingPath.cs / 1 / PointAnimationUsingPath.cs

                            //------------------------------------------------------------------------------ 
// 
//    Copyright (C) Microsoft Corporation.  All rights reserved.
// 
//----------------------------------------------------------------------------- 

using MS.Internal; 
using System; 
using System.IO;
using System.ComponentModel; 
using System.ComponentModel.Design.Serialization;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.InteropServices; 
using System.Windows;
using System.Windows.Media; 
using System.Windows.Markup; 
using System.Windows.Media.Animation;
using System.Windows.Media.Composition; 

namespace System.Windows.Media.Animation
{
    ///  
    /// This animation can be used inside of a MatrixAnimationCollection to move
    /// a visual object along a path. 
    ///  
    public class PointAnimationUsingPath : PointAnimationBase
    { 
        #region Data

 		private bool _isValid;
 
        /// 
        /// If IsCumulative is set to true, this value represents the value that 
        /// is accumulated with each repeat.  It is the end value of the path 
        /// output value for the path.
        ///  
        private Vector _accumulatingVector = new Vector();

        #endregion
 
        #region Constructors
 
        ///  
        /// Creates a new PathPointAnimation class.
        ///  
        /// 
        /// There is no default PathGeometry so the user must specify one.
        /// 
        public PointAnimationUsingPath() 
            : base()
        { 
        } 

        #endregion 

        #region Public

        ///  
        /// PathGeometry Property
        ///  
        public static readonly DependencyProperty PathGeometryProperty = 
            DependencyProperty.Register(
                    "PathGeometry", 
                    typeof(PathGeometry),
                    typeof(PointAnimationUsingPath),
                    new PropertyMetadata(
                        (PathGeometry)null)); 

        ///  
        /// This geometry specifies the path. 
        /// 
        public PathGeometry PathGeometry 
        {
            get
            {
                return (PathGeometry)GetValue(PathGeometryProperty); 
            }
            set 
            { 
                SetValue(PathGeometryProperty, value);
            } 
        }

        #endregion
 
        #region Freezable
 
		///  
        /// Creates a copy of this PointAnimationUsingPath.
        ///  
        /// The copy.
        public new PointAnimationUsingPath Clone()
        {
            return (PointAnimationUsingPath)base.Clone(); 
        }
 
		///  
        /// Implementation of Freezable.CreateInstanceCore.
        ///  
        /// The new Freezable.
        protected override Freezable CreateInstanceCore()
        {
            return new PointAnimationUsingPath(); 
        }
 
        ///  
        /// Implementation of Freezable.OnChanged.
        ///  
        protected override void OnChanged()
        {
            _isValid = false;
 
            base.OnChanged();
        } 
 
        #endregion
 
        #region PointAnimationBase

        /// 
        /// Calculates the value this animation believes should be the current value for the property. 
        /// 
        ///  
        /// This value is the suggested origin value provided to the animation 
        /// to be used if the animation does not have its own concept of a
        /// start value. If this animation is the first in a composition chain 
        /// this value will be the snapshot value if one is available or the
        /// base property value if it is not; otherise this value will be the
        /// value returned by the previous animation in the chain with an
        /// animationClock that is not Stopped. 
        /// 
        ///  
        /// This value is the suggested destination value provided to the animation 
        /// to be used if the animation does not have its own concept of an
        /// end value. This value will be the base value if the animation is 
        /// in the first composition layer of animations on a property;
        /// otherwise this value will be the output value from the previous
        /// composition layer of animations for the property.
        ///  
        /// 
        /// This is the animationClock which can generate the CurrentTime or 
        /// CurrentProgress value to be used by the animation to generate its 
        /// output value.
        ///  
        /// 
        /// The value this animation believes should be the current value for the property.
        /// 
        protected override Point GetCurrentValueCore(Point defaultOriginValue, Point defaultDestinationValue, AnimationClock animationClock) 
        {
            Debug.Assert(animationClock.CurrentState != ClockState.Stopped); 
 
            PathGeometry pathGeometry = PathGeometry;
 
            if (pathGeometry == null)
            {
                return defaultDestinationValue;
            } 

            if (!_isValid) 
            { 
                Validate();
            } 

            Point pathPoint;
            Point pathTangent;
 
            pathGeometry.GetPointAtFractionLength(animationClock.CurrentProgress.Value, out pathPoint, out pathTangent);
 
            double currentRepeat = (double)(animationClock.CurrentIteration - 1); 

            if (   IsCumulative 
                && currentRepeat > 0)
            {
                pathPoint = pathPoint + (_accumulatingVector * currentRepeat);
            } 

            if (IsAdditive) 
            { 
                return defaultOriginValue + (Vector)pathPoint;
            } 
            else
            {
                return pathPoint;
            } 
        }
 
        ///  
        /// IsAdditive
        ///  
        public bool IsAdditive
        {
            get
            { 
                return (bool)GetValue(IsAdditiveProperty);
            } 
            set 
            {
                SetValue(IsAdditiveProperty, value); 
            }
        }

        ///  
        /// IsCumulative
        ///  
        public bool IsCumulative 
        {
            get 
            {
                return (bool)GetValue(IsCumulativeProperty);
            }
            set 
            {
                SetValue(IsCumulativeProperty, value); 
            } 
        }
 
        #endregion

        #region Private Methods
 
        private void Validate()
        { 
            Debug.Assert(!_isValid); 

            if (IsCumulative) 
            {
                Point startPoint;
                Point startTangent;
                Point endPoint; 
                Point endTangent;
                PathGeometry pathGeometry = PathGeometry; 
 
                // Get values at the beginning of the path.
                pathGeometry.GetPointAtFractionLength(0.0, out startPoint, out startTangent); 

                // Get values at the end of the path.
                pathGeometry.GetPointAtFractionLength(1.0, out endPoint, out endTangent);
 
                _accumulatingVector.X = endPoint.X - startPoint.X;
                _accumulatingVector.Y = endPoint.Y - startPoint.Y; 
            } 

            _isValid = true; 
        }

        #endregion
    } 
}
 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
//------------------------------------------------------------------------------ 
// 
//    Copyright (C) Microsoft Corporation.  All rights reserved.
// 
//----------------------------------------------------------------------------- 

using MS.Internal; 
using System; 
using System.IO;
using System.ComponentModel; 
using System.ComponentModel.Design.Serialization;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.InteropServices; 
using System.Windows;
using System.Windows.Media; 
using System.Windows.Markup; 
using System.Windows.Media.Animation;
using System.Windows.Media.Composition; 

namespace System.Windows.Media.Animation
{
    ///  
    /// This animation can be used inside of a MatrixAnimationCollection to move
    /// a visual object along a path. 
    ///  
    public class PointAnimationUsingPath : PointAnimationBase
    { 
        #region Data

 		private bool _isValid;
 
        /// 
        /// If IsCumulative is set to true, this value represents the value that 
        /// is accumulated with each repeat.  It is the end value of the path 
        /// output value for the path.
        ///  
        private Vector _accumulatingVector = new Vector();

        #endregion
 
        #region Constructors
 
        ///  
        /// Creates a new PathPointAnimation class.
        ///  
        /// 
        /// There is no default PathGeometry so the user must specify one.
        /// 
        public PointAnimationUsingPath() 
            : base()
        { 
        } 

        #endregion 

        #region Public

        ///  
        /// PathGeometry Property
        ///  
        public static readonly DependencyProperty PathGeometryProperty = 
            DependencyProperty.Register(
                    "PathGeometry", 
                    typeof(PathGeometry),
                    typeof(PointAnimationUsingPath),
                    new PropertyMetadata(
                        (PathGeometry)null)); 

        ///  
        /// This geometry specifies the path. 
        /// 
        public PathGeometry PathGeometry 
        {
            get
            {
                return (PathGeometry)GetValue(PathGeometryProperty); 
            }
            set 
            { 
                SetValue(PathGeometryProperty, value);
            } 
        }

        #endregion
 
        #region Freezable
 
		///  
        /// Creates a copy of this PointAnimationUsingPath.
        ///  
        /// The copy.
        public new PointAnimationUsingPath Clone()
        {
            return (PointAnimationUsingPath)base.Clone(); 
        }
 
		///  
        /// Implementation of Freezable.CreateInstanceCore.
        ///  
        /// The new Freezable.
        protected override Freezable CreateInstanceCore()
        {
            return new PointAnimationUsingPath(); 
        }
 
        ///  
        /// Implementation of Freezable.OnChanged.
        ///  
        protected override void OnChanged()
        {
            _isValid = false;
 
            base.OnChanged();
        } 
 
        #endregion
 
        #region PointAnimationBase

        /// 
        /// Calculates the value this animation believes should be the current value for the property. 
        /// 
        ///  
        /// This value is the suggested origin value provided to the animation 
        /// to be used if the animation does not have its own concept of a
        /// start value. If this animation is the first in a composition chain 
        /// this value will be the snapshot value if one is available or the
        /// base property value if it is not; otherise this value will be the
        /// value returned by the previous animation in the chain with an
        /// animationClock that is not Stopped. 
        /// 
        ///  
        /// This value is the suggested destination value provided to the animation 
        /// to be used if the animation does not have its own concept of an
        /// end value. This value will be the base value if the animation is 
        /// in the first composition layer of animations on a property;
        /// otherwise this value will be the output value from the previous
        /// composition layer of animations for the property.
        ///  
        /// 
        /// This is the animationClock which can generate the CurrentTime or 
        /// CurrentProgress value to be used by the animation to generate its 
        /// output value.
        ///  
        /// 
        /// The value this animation believes should be the current value for the property.
        /// 
        protected override Point GetCurrentValueCore(Point defaultOriginValue, Point defaultDestinationValue, AnimationClock animationClock) 
        {
            Debug.Assert(animationClock.CurrentState != ClockState.Stopped); 
 
            PathGeometry pathGeometry = PathGeometry;
 
            if (pathGeometry == null)
            {
                return defaultDestinationValue;
            } 

            if (!_isValid) 
            { 
                Validate();
            } 

            Point pathPoint;
            Point pathTangent;
 
            pathGeometry.GetPointAtFractionLength(animationClock.CurrentProgress.Value, out pathPoint, out pathTangent);
 
            double currentRepeat = (double)(animationClock.CurrentIteration - 1); 

            if (   IsCumulative 
                && currentRepeat > 0)
            {
                pathPoint = pathPoint + (_accumulatingVector * currentRepeat);
            } 

            if (IsAdditive) 
            { 
                return defaultOriginValue + (Vector)pathPoint;
            } 
            else
            {
                return pathPoint;
            } 
        }
 
        ///  
        /// IsAdditive
        ///  
        public bool IsAdditive
        {
            get
            { 
                return (bool)GetValue(IsAdditiveProperty);
            } 
            set 
            {
                SetValue(IsAdditiveProperty, value); 
            }
        }

        ///  
        /// IsCumulative
        ///  
        public bool IsCumulative 
        {
            get 
            {
                return (bool)GetValue(IsCumulativeProperty);
            }
            set 
            {
                SetValue(IsCumulativeProperty, value); 
            } 
        }
 
        #endregion

        #region Private Methods
 
        private void Validate()
        { 
            Debug.Assert(!_isValid); 

            if (IsCumulative) 
            {
                Point startPoint;
                Point startTangent;
                Point endPoint; 
                Point endTangent;
                PathGeometry pathGeometry = PathGeometry; 
 
                // Get values at the beginning of the path.
                pathGeometry.GetPointAtFractionLength(0.0, out startPoint, out startTangent); 

                // Get values at the end of the path.
                pathGeometry.GetPointAtFractionLength(1.0, out endPoint, out endTangent);
 
                _accumulatingVector.X = endPoint.X - startPoint.X;
                _accumulatingVector.Y = endPoint.Y - startPoint.Y; 
            } 

            _isValid = true; 
        }

        #endregion
    } 
}
 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.

                        

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