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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
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
{
/// <summary>
/// This animation can be used inside of a MatrixAnimationCollection to move
/// a visual object along a path.
/// </summary>
public class PointAnimationUsingPath : PointAnimationBase
{
#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 Vector _accumulatingVector = new Vector();
#endregion
#region Constructors
/// <summary>
/// Creates a new PathPointAnimation class.
/// </summary>
/// <remarks>
/// There is no default PathGeometry so the user must specify one.
/// </remarks>
public PointAnimationUsingPath()
: base()
{
}
#endregion
#region Public
/// <summary>
/// PathGeometry Property
/// </summary>
public static readonly DependencyProperty PathGeometryProperty =
DependencyProperty.Register(
"PathGeometry",
typeof(PathGeometry),
typeof(PointAnimationUsingPath),
new PropertyMetadata(
(PathGeometry)null));
/// <summary>
/// This geometry specifies the path.
/// </summary>
public PathGeometry PathGeometry
{
get
{
return (PathGeometry)GetValue(PathGeometryProperty);
}
set
{
SetValue(PathGeometryProperty, value);
}
}
#endregion
#region Freezable
/// <summary>
/// Creates a copy of this PointAnimationUsingPath.
/// </summary>
/// <returns>The copy.</returns>
public new PointAnimationUsingPath Clone()
{
return (PointAnimationUsingPath)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 PointAnimationUsingPath();
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.OnChanged">Freezable.OnChanged</see>.
/// </summary>
protected override void OnChanged()
{
_isValid = false;
base.OnChanged();
}
#endregion
#region PointAnimationBase
/// <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 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;
}
}
/// <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
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
}
}
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