| File: System\Windows\Media\Animation\DoubleAnimationUsingPath.cs | Web Access |
| Project: src\wpf\src\Microsoft.DotNet.Wpf\src\PresentationCore\PresentationCore.csproj (PresentationCore) |
// Licensed to the .NET Foundation under one or more agreements. // The .NET Foundation licenses this file to you under the MIT license. // namespace System.Windows.Media.Animation { /// <summary> /// This animation can be used inside of a MatrixAnimationCollection to move /// a visual object along a path. /// </summary> public class DoubleAnimationUsingPath : DoubleAnimationBase { #region Data private bool _isValid; /// <summary> /// 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. /// </summary> private double _accumulatingValue; #endregion #region Constructors /// <summary> /// Creates a new PathDoubleAnimation class. /// </summary> /// <remarks> /// There is no default PathGeometry so the user must specify one. /// </remarks> public DoubleAnimationUsingPath() : base() { } #endregion #region Public /// <summary> /// PathGeometry Property /// </summary> public static readonly DependencyProperty PathGeometryProperty = DependencyProperty.Register( "PathGeometry", typeof(PathGeometry), typeof(DoubleAnimationUsingPath), new PropertyMetadata( (PathGeometry)null)); /// <summary> /// This geometry specifies the path. /// </summary> public PathGeometry PathGeometry { get { return (PathGeometry)GetValue(PathGeometryProperty); } set { SetValue(PathGeometryProperty, value); } } /// <summary> /// Source Property /// </summary> public static readonly DependencyProperty SourceProperty = DependencyProperty.Register( "Source", typeof(PathAnimationSource), typeof(DoubleAnimationUsingPath), new PropertyMetadata(PathAnimationSource.X)); /// <summary> /// This property specifies which output property of a path this /// animation will represent. /// </summary> /// <value></value> public PathAnimationSource Source { get { return (PathAnimationSource)GetValue(SourceProperty); } set { SetValue(SourceProperty, value); } } #endregion #region Freezable /// <summary> /// Creates a copy of this PathDoubleAnimation. /// </summary> /// <returns>The copy.</returns> public new DoubleAnimationUsingPath Clone() { return (DoubleAnimationUsingPath)base.Clone(); } /// <summary> /// Implementation of <see cref="System.Windows.Freezable.CreateInstanceCore">Freezable.CreateInstanceCore</see>. /// </summary> /// <returns>The new Freezable.</returns> protected override Freezable CreateInstanceCore() { return new DoubleAnimationUsingPath(); } /// <summary> /// Implementation of <see cref="System.Windows.Freezable.OnChanged">Freezable.OnChanged</see>. /// </summary> protected override void OnChanged() { _isValid = false; base.OnChanged(); } #endregion #region DoubleAnimationBase /// <summary> /// Calculates the value this animation believes should be the current value for the property. /// </summary> /// <param name="defaultOriginValue"> /// 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. /// </param> /// <param name="defaultDestinationValue"> /// 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. /// </param> /// <param name="animationClock"> /// This is the animationClock which can generate the CurrentTime or /// CurrentProgress value to be used by the animation to generate its /// output value. /// </param> /// <returns> /// The value this animation believes should be the current value for the property. /// </returns> protected override double GetCurrentValueCore(double defaultOriginValue, double defaultDestinationValue, AnimationClock animationClock) { Debug.Assert(animationClock.CurrentState != ClockState.Stopped); PathGeometry pathGeometry = PathGeometry; if (pathGeometry == null) { return defaultDestinationValue; } if (!_isValid) { Validate(); } Point pathPoint; Point pathTangent; double pathValue = 0.0; pathGeometry.GetPointAtFractionLength(animationClock.CurrentProgress.Value, out pathPoint, out pathTangent); switch (Source) { case PathAnimationSource.Angle: pathValue = CalculateAngleFromTangentVector(pathTangent.X, pathTangent.Y); break; case PathAnimationSource.X: pathValue = pathPoint.X; break; case PathAnimationSource.Y: pathValue = pathPoint.Y; break; } double currentRepeat = (double)(animationClock.CurrentIteration - 1); if ( IsCumulative && currentRepeat > 0) { pathValue += (_accumulatingValue * currentRepeat); } if (IsAdditive) { return defaultOriginValue + pathValue; } else { return pathValue; } } /// <summary> /// IsAdditive /// </summary> public bool IsAdditive { get { return (bool)GetValue(IsAdditiveProperty); } set { SetValue(IsAdditiveProperty, value); } } /// <summary> /// IsCumulative /// </summary> public bool IsCumulative { get { return (bool)GetValue(IsCumulativeProperty); } set { SetValue(IsCumulativeProperty, value); } } #endregion #region Private Methods /// <summary> /// The primary purpose of this method is to calculate the accumulating /// value if one of the properties changes. /// </summary> 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); switch (Source) { case PathAnimationSource.Angle: _accumulatingValue = CalculateAngleFromTangentVector(endTangent.X, endTangent.Y) - CalculateAngleFromTangentVector(startTangent.X, startTangent.Y); break; case PathAnimationSource.X: _accumulatingValue = endPoint.X - startPoint.X; break; case PathAnimationSource.Y: _accumulatingValue = endPoint.Y - startPoint.Y; break; } } _isValid = true; } internal static double CalculateAngleFromTangentVector(double x, double y) { double angle = Math.Acos(x) * (180.0 / Math.PI); if (y < 0.0) { angle = 360 - angle; } return angle; } #endregion } }