Code:
/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / Orcas / NetFXw7 / wpf / src / Core / CSharp / System / Windows / Media / Animation / MatrixAnimationUsingPath.cs / 1 / MatrixAnimationUsingPath.cs
//------------------------------------------------------------------------------ // Microsoft Avalon // Copyright (c) Microsoft Corporation, 2003 // // File: PathMatrixAnimation.cs //----------------------------------------------------------------------------- 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 MatrixAnimationUsingPath : MatrixAnimationBase { #region Data private bool _isValid; ////// If IsCumulative is set to true, these values represents the values /// that are accumulated with each repeat. They are the end values of /// the path. /// private Vector _accumulatingOffset = new Vector(); private double _accumulatingAngle; #endregion #region Constructors ////// Creates a new PathMatrixAnimation class. /// ////// There is no default PathGeometry so the user must specify one. /// public MatrixAnimationUsingPath() : base() { } #endregion #region Freezable ////// Creates a copy of this PathMatrixAnimation. /// ///The copy. public new MatrixAnimationUsingPath Clone() { return (MatrixAnimationUsingPath)base.Clone(); } ////// Implementation of ///Freezable.CreateInstanceCore . ///The new Freezable. protected override Freezable CreateInstanceCore() { return new MatrixAnimationUsingPath(); } ////// Implementation of protected override void OnChanged() { _isValid = false; base.OnChanged(); } #endregion #region Public ///Freezable.OnChanged . ////// DoesRotateWithTangent Property /// public static readonly DependencyProperty DoesRotateWithTangentProperty = DependencyProperty.Register( "DoesRotateWithTangent", typeof(bool), typeof(MatrixAnimationUsingPath), new PropertyMetadata(false)); ////// If this is set to true, the object will rotate along with the /// tangent to the path. /// public bool DoesRotateWithTangent { get { return (bool)GetValue(DoesRotateWithTangentProperty); } set { SetValue(DoesRotateWithTangentProperty, value); } } ////// IsAdditive /// public bool IsAdditive { get { return (bool)GetValue(IsAdditiveProperty); } set { SetValue(IsAdditiveProperty, value); } } ////// IsAngleCumulative Property /// public static readonly DependencyProperty IsAngleCumulativeProperty = DependencyProperty.Register( "IsAngleCumulative", typeof(bool), typeof(MatrixAnimationUsingPath), new PropertyMetadata(false)); ////// If this property is set to true, the rotation angle of the animated matrix /// will accumulate over repeats of the animation. For instance if /// your path is a small arc a cumulative angle will cause your object /// to continuously rotate with each repeat instead of restarting the /// rotation. When combined with IsOffsetCumulative, your object may /// appear to tumble while it bounces depending on your path. /// See ///PathMatrixAnimation.IsOffsetCumulative /// for related information. ///default value: false public bool IsAngleCumulative { get { return (bool)GetValue(IsAngleCumulativeProperty); } set { SetValue(IsAngleCumulativeProperty, value); } } ////// IsOffsetCumulative Property /// public static readonly DependencyProperty IsOffsetCumulativeProperty = DependencyProperty.Register( "IsOffsetCumulative", typeof(bool), typeof(MatrixAnimationUsingPath), new PropertyMetadata(false)); ////// If this property is set to true, the offset of the animated matrix /// will accumulate over repeats of the animation. For instance if /// your path is a small arc a cumulative offset will cause your object /// to appear to bounce once for each repeat. /// See ///PathMatrixAnimation.IsAngleCumulative /// for related information. ///default value: false public bool IsOffsetCumulative { get { return (bool)GetValue(IsOffsetCumulativeProperty); } set { SetValue(IsOffsetCumulativeProperty, value); } } ////// PathGeometry Property /// public static readonly DependencyProperty PathGeometryProperty = DependencyProperty.Register( "PathGeometry", typeof(PathGeometry), typeof(MatrixAnimationUsingPath), new PropertyMetadata( (PathGeometry)null)); ////// This geometry specifies the path. /// public PathGeometry PathGeometry { get { return (PathGeometry)GetValue(PathGeometryProperty); } set { SetValue(PathGeometryProperty, value); } } #endregion #region MatrixAnimationBase ////// 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 Matrix GetCurrentValueCore(Matrix defaultOriginValue, Matrix 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 angle = 0.0; if (DoesRotateWithTangent) { angle = DoubleAnimationUsingPath.CalculateAngleFromTangentVector(pathTangent.X, pathTangent.Y); } Matrix matrix = new Matrix(); double currentRepeat = (double)(animationClock.CurrentIteration - 1); if (currentRepeat > 0) { if (IsOffsetCumulative) { pathPoint = pathPoint + (_accumulatingOffset * currentRepeat); } if ( DoesRotateWithTangent && IsAngleCumulative) { angle = angle + (_accumulatingAngle * currentRepeat); } } matrix.Rotate(angle); matrix.Translate(pathPoint.X, pathPoint.Y); if (IsAdditive) { return Matrix.Multiply(matrix, defaultOriginValue); } else { return matrix; } } #endregion #region Private Methods private void Validate() { Debug.Assert(!_isValid); if ( IsOffsetCumulative || IsAngleCumulative) { 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); // Calculate difference. _accumulatingAngle = DoubleAnimationUsingPath.CalculateAngleFromTangentVector(endTangent.X, endTangent.Y) - DoubleAnimationUsingPath.CalculateAngleFromTangentVector(startTangent.X, startTangent.Y); _accumulatingOffset.X = endPoint.X - startPoint.X; _accumulatingOffset.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. //------------------------------------------------------------------------------ // Microsoft Avalon // Copyright (c) Microsoft Corporation, 2003 // // File: PathMatrixAnimation.cs //----------------------------------------------------------------------------- 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 MatrixAnimationUsingPath : MatrixAnimationBase { #region Data private bool _isValid; ////// If IsCumulative is set to true, these values represents the values /// that are accumulated with each repeat. They are the end values of /// the path. /// private Vector _accumulatingOffset = new Vector(); private double _accumulatingAngle; #endregion #region Constructors ////// Creates a new PathMatrixAnimation class. /// ////// There is no default PathGeometry so the user must specify one. /// public MatrixAnimationUsingPath() : base() { } #endregion #region Freezable ////// Creates a copy of this PathMatrixAnimation. /// ///The copy. public new MatrixAnimationUsingPath Clone() { return (MatrixAnimationUsingPath)base.Clone(); } ////// Implementation of ///Freezable.CreateInstanceCore . ///The new Freezable. protected override Freezable CreateInstanceCore() { return new MatrixAnimationUsingPath(); } ////// Implementation of protected override void OnChanged() { _isValid = false; base.OnChanged(); } #endregion #region Public ///Freezable.OnChanged . ////// DoesRotateWithTangent Property /// public static readonly DependencyProperty DoesRotateWithTangentProperty = DependencyProperty.Register( "DoesRotateWithTangent", typeof(bool), typeof(MatrixAnimationUsingPath), new PropertyMetadata(false)); ////// If this is set to true, the object will rotate along with the /// tangent to the path. /// public bool DoesRotateWithTangent { get { return (bool)GetValue(DoesRotateWithTangentProperty); } set { SetValue(DoesRotateWithTangentProperty, value); } } ////// IsAdditive /// public bool IsAdditive { get { return (bool)GetValue(IsAdditiveProperty); } set { SetValue(IsAdditiveProperty, value); } } ////// IsAngleCumulative Property /// public static readonly DependencyProperty IsAngleCumulativeProperty = DependencyProperty.Register( "IsAngleCumulative", typeof(bool), typeof(MatrixAnimationUsingPath), new PropertyMetadata(false)); ////// If this property is set to true, the rotation angle of the animated matrix /// will accumulate over repeats of the animation. For instance if /// your path is a small arc a cumulative angle will cause your object /// to continuously rotate with each repeat instead of restarting the /// rotation. When combined with IsOffsetCumulative, your object may /// appear to tumble while it bounces depending on your path. /// See ///PathMatrixAnimation.IsOffsetCumulative /// for related information. ///default value: false public bool IsAngleCumulative { get { return (bool)GetValue(IsAngleCumulativeProperty); } set { SetValue(IsAngleCumulativeProperty, value); } } ////// IsOffsetCumulative Property /// public static readonly DependencyProperty IsOffsetCumulativeProperty = DependencyProperty.Register( "IsOffsetCumulative", typeof(bool), typeof(MatrixAnimationUsingPath), new PropertyMetadata(false)); ////// If this property is set to true, the offset of the animated matrix /// will accumulate over repeats of the animation. For instance if /// your path is a small arc a cumulative offset will cause your object /// to appear to bounce once for each repeat. /// See ///PathMatrixAnimation.IsAngleCumulative /// for related information. ///default value: false public bool IsOffsetCumulative { get { return (bool)GetValue(IsOffsetCumulativeProperty); } set { SetValue(IsOffsetCumulativeProperty, value); } } ////// PathGeometry Property /// public static readonly DependencyProperty PathGeometryProperty = DependencyProperty.Register( "PathGeometry", typeof(PathGeometry), typeof(MatrixAnimationUsingPath), new PropertyMetadata( (PathGeometry)null)); ////// This geometry specifies the path. /// public PathGeometry PathGeometry { get { return (PathGeometry)GetValue(PathGeometryProperty); } set { SetValue(PathGeometryProperty, value); } } #endregion #region MatrixAnimationBase ////// 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 Matrix GetCurrentValueCore(Matrix defaultOriginValue, Matrix 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 angle = 0.0; if (DoesRotateWithTangent) { angle = DoubleAnimationUsingPath.CalculateAngleFromTangentVector(pathTangent.X, pathTangent.Y); } Matrix matrix = new Matrix(); double currentRepeat = (double)(animationClock.CurrentIteration - 1); if (currentRepeat > 0) { if (IsOffsetCumulative) { pathPoint = pathPoint + (_accumulatingOffset * currentRepeat); } if ( DoesRotateWithTangent && IsAngleCumulative) { angle = angle + (_accumulatingAngle * currentRepeat); } } matrix.Rotate(angle); matrix.Translate(pathPoint.X, pathPoint.Y); if (IsAdditive) { return Matrix.Multiply(matrix, defaultOriginValue); } else { return matrix; } } #endregion #region Private Methods private void Validate() { Debug.Assert(!_isValid); if ( IsOffsetCumulative || IsAngleCumulative) { 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); // Calculate difference. _accumulatingAngle = DoubleAnimationUsingPath.CalculateAngleFromTangentVector(endTangent.X, endTangent.Y) - DoubleAnimationUsingPath.CalculateAngleFromTangentVector(startTangent.X, startTangent.Y); _accumulatingOffset.X = endPoint.X - startPoint.X; _accumulatingOffset.Y = endPoint.Y - startPoint.Y; } _isValid = true; } #endregion } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. 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