How to draw dropshadow effect in a geometry in WPF - wpf

I'm drawing the following Shape in a Canvas.
I would like to highlight it when it's selected by changing its color (the easy part) and drawing an small halo around it:
This is how I did using SASS: http://codepen.io/aaromnido/pen/zKvAwd/
How coud I draw in WPF? Remember that I'm drawing using the Shape's OnRender method.

Set some defaults in constructor.
One of these defaults is Shape.Effect, as it will be animated on MouseEnter event.
Construct VisualStates for Normal , and MouseEnter scenarios.
Change the VisualState of the element using VisualStateManager.GoToElementState() in MouseEnter and MouseLeave event handlers.
You can expose various properties using DPs for customization.
NewShape.cs
using System.Windows.Shapes;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows;
using System.Windows.Media.Effects;
namespace WpfStackOverflow.NewShape
{
public class CNewShape : Shape
{
public CNewShape()
{
// setting the defaults
this.Width = 40;
this.Height = 40;
this.Stroke = new SolidColorBrush() { Color = Colors.Red };
this.StrokeThickness = 5;
this.Effect = new DropShadowEffect() {
Color = Colors.Transparent,
BlurRadius = 1,
Direction = -150,
ShadowDepth = 1
};
// constructing the VisualStates
_constructVisualStates();
// event handlers
this.MouseEnter += CNewShape_MouseEnter;
this.MouseLeave += CNewShape_MouseLeave;
}
#region EventHandlers
void CNewShape_MouseLeave(object sender, System.Windows.Input.MouseEventArgs e)
{
VisualStateManager.GoToElementState(this, "VSNormal", false);
}
void CNewShape_MouseEnter(object sender, System.Windows.Input.MouseEventArgs e)
{
VisualStateManager.GoToElementState(this, "VSMouseEnter", false);
}
#endregion
#region Overrides
// This needs to be implemented as it is abstract in base class
GeometryGroup geo = new GeometryGroup();
protected override Geometry DefiningGeometry
{
get { return geo; }
}
protected override void OnRender(System.Windows.Media.DrawingContext drawingContext)
{
Pen pen = new Pen(this.Stroke, StrokeThickness);
drawingContext.DrawEllipse(Brushes.Transparent, pen, new Point(Width/2, Height/2), 40, 40);
drawingContext.DrawEllipse(Stroke, null, new Point(Width / 2, Height / 2), 30, 30);
base.OnRender(drawingContext);
}
#endregion
#region Helpers
private void _constructVisualStates()
{
VisualStateGroup vsg1 = new VisualStateGroup();
#region VSNormal (Normal Visual State)
VisualState stateVSNormal = new VisualState() { Name = "VSNormal" };
Storyboard sbVSNormal = new Storyboard();
ObjectAnimationUsingKeyFrames oa = new ObjectAnimationUsingKeyFrames();
Storyboard.SetTargetProperty(oa, new PropertyPath("Effect"));
DiscreteObjectKeyFrame dokf = new DiscreteObjectKeyFrame(null);
oa.KeyFrames.Add(dokf);
sbVSNormal.Children.Add(oa);
stateVSNormal.Storyboard = sbVSNormal;
vsg1.States.Add(stateVSNormal);
#endregion
#region VSMouseEnter (MouseEnter Visual State)
VisualState stateVSMouseEnter = new VisualState() { Name = "VSMouseEnter" };
Storyboard sbVSMouseEnter = new Storyboard();
ColorAnimation caStrokeColor = new ColorAnimation();
caStrokeColor.To = (Color)ColorConverter.ConvertFromString("#FF24BCDE");
Storyboard.SetTargetProperty(caStrokeColor, new PropertyPath("(Shape.Stroke).(SolidColorBrush.Color)"));
sbVSMouseEnter.Children.Add(caStrokeColor);
ColorAnimation caEffectColor = new ColorAnimation();
caEffectColor.To = (Color)ColorConverter.ConvertFromString("#FFA4E1F3");
Storyboard.SetTargetProperty(caEffectColor, new PropertyPath("(Shape.Effect).(Color)"));
sbVSMouseEnter.Children.Add(caEffectColor);
DoubleAnimation daBlurRadius = new DoubleAnimation();
daBlurRadius.To = 10;
Storyboard.SetTargetProperty(daBlurRadius, new PropertyPath("(Shape.Effect).(BlurRadius)"));
sbVSMouseEnter.Children.Add(daBlurRadius);
DoubleAnimation daDirection = new DoubleAnimation();
daDirection.To = -190;
Storyboard.SetTargetProperty(daDirection, new PropertyPath("(Shape.Effect).(Direction)"));
sbVSMouseEnter.Children.Add(daDirection);
stateVSMouseEnter.Storyboard = sbVSMouseEnter;
vsg1.States.Add(stateVSMouseEnter);
#endregion
VisualStateManager.GetVisualStateGroups(this).Add(vsg1);
}
#endregion
}
}
Usage
<local:CNewShape Canvas.Left="70" Canvas.Top="52" Stroke="#FF374095" StrokeThickness="10" Width="100" Height="100" />
Output
Quality of the image is bad. On screen actual output looks good.

Whatever your trigger is that your control enters the Highlighted state, in that trigger just set the Effect property. For my test the "trigger" is a property:
public static readonly DependencyProperty ShowShadowProperty =
DependencyProperty.Register ("ShowShadow", typeof (bool), typeof (TestShape), new PropertyMetadata (false, ShowShadowChanged));
public bool ShowShadow
{
get { return (bool)GetValue (ShowShadowProperty); }
set { SetValue (ShowShadowProperty, value); }
}
private static void ShowShadowChanged (DependencyObject d, DependencyPropertyChangedEventArgs e)
{
((TestShape)d).OnShowShadow ();
}
private void OnShowShadow ()
{
if (ShowShadow)
{
Effect = new DropShadowEffect { Direction = 0, ShadowDepth = 20, BlurRadius = 33, Opacity = 1, Color = Colors.Black};
}
else
{
Effect = null;
}
}
Which means you don't need to do anything in OnRender.

Related

How to draw a line between two WPF controls using dependency properties?

I need to draw a line connecting two WPF controls. I have defined a dependency property in my Node objects so if the Node is moved the line still connect the objects.
I have the following example but I'm unable to get it working.
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
Node node1 = new Node(myCanvas) { Width = 50, Height = 50 };
Node node2 = new Node(myCanvas) { Width = 50, Height = 50 };
Canvas.SetLeft(node1, 0);
Canvas.SetLeft(node2, 200);
Canvas.SetTop(node1, 0);
Canvas.SetTop(node2, 0);
myCanvas.Children.Add(node1);
myCanvas.Children.Add(node2);
Connector conn = new Connector();
conn.Source = node1.AnchorPoint;
conn.Destination = node2.AnchorPoint;
myCanvas.Children.Add(conn);
}
}
class Node : Control
{
public static readonly DependencyProperty AnchorPointProperty =
DependencyProperty.Register(
"AnchorPoint", typeof(Point), typeof(Node),
new FrameworkPropertyMetadata(new Point(0, 0),
FrameworkPropertyMetadataOptions.AffectsMeasure));
public Point AnchorPoint
{
get { return (Point)GetValue(AnchorPointProperty); }
set { SetValue(AnchorPointProperty, value); }
}
private Canvas mCanvas;
public Node(Canvas canvas)
{
mCanvas = canvas;
this.LayoutUpdated += Node_LayoutUpdated;
}
void Node_LayoutUpdated(object sender, EventArgs e)
{
Size size = RenderSize;
Point ofs = new Point(size.Width / 2, size.Height / 2);
AnchorPoint = TransformToVisual(this.mCanvas).Transform(ofs);
}
protected override void OnRender(DrawingContext drawingContext)
{
drawingContext.DrawEllipse(
Brushes.Red,
null,
new Point(Width / 2, Height / 2), Width / 2, Height / 2);
}
}
public sealed class Connector : UserControl
{
public static readonly DependencyProperty SourceProperty =
DependencyProperty.Register(
"Source", typeof(Point), typeof(Connector),
new FrameworkPropertyMetadata(default(Point)));
public Point Source {
get { return (Point)this.GetValue(SourceProperty); }
set { this.SetValue(SourceProperty, value); }
}
public static readonly DependencyProperty DestinationProperty =
DependencyProperty.Register(
"Destination", typeof(Point), typeof(Connector),
new FrameworkPropertyMetadata(default(Point)));
public Point Destination {
get { return (Point)this.GetValue(DestinationProperty); }
set { this.SetValue(DestinationProperty, value); }
}
public Connector()
{
LineSegment segment = new LineSegment(default(Point), true);
PathFigure figure = new PathFigure(default(Point), new[] { segment }, false);
PathGeometry geometry = new PathGeometry(new[] { figure });
BindingBase sourceBinding =
new Binding { Source = this, Path = new PropertyPath(SourceProperty) };
BindingBase destinationBinding =
new Binding { Source = this, Path = new PropertyPath(DestinationProperty) };
BindingOperations.SetBinding(
figure, PathFigure.StartPointProperty, sourceBinding);
BindingOperations.SetBinding(
segment, LineSegment.PointProperty, destinationBinding);
Content = new Path
{
Data = geometry,
StrokeThickness = 5,
Stroke = Brushes.White,
MinWidth = 1,
MinHeight = 1
};
}
}
All you have to do to make your example work is to bind conn.Source and .Destination to the nodes' AnchorPoints, or else the Connector just get the AnchorPoints' initial values (0,0), and doesn't listen for further changes:
...
Connector conn = new Connector();
//conn.Source = node1.AnchorPoint;
conn.SetBinding(Connector.SourceProperty,
new Binding()
{
Source = node1,
Path = new PropertyPath(Node.AnchorPointProperty)
});
//conn.Destination = node2.AnchorPoint;
conn.SetBinding(Connector.DestinationProperty,
new Binding()
{
Source = node2,
Path = new PropertyPath(Node.AnchorPointProperty)
});
myCanvas.Children.Add(conn);

How to create Windows 8 style app bar in WPF?

I intended to create a Windows 8 Style App (Metro), but found out there is no support for using dual screen which is a demand for my app.
Now I am redesigning my app as a desktop application in WPF.
But I still like to mimic some nice design features from Windows 8 Apps.
One of the design features is the fly out bars typically used in a Windows 8 style app:
Bottom App bar for commands
Top Navigational bar
Right Charm that is common for all apps
The design they all have in common is a temporary flyout panel that is layered on top of the current window layout.
My question is: How can I create something similar in WPF?
I have no problem to create a main grid with a hidden bottom row that is made visible to display some common command buttons. But it would be nice to have it fly out on top of my standard layout, not squeeze it.
I know it is possible to open a new window on top of the current but that creates a bad code design and is hard to get nice looking. I would prefer to do it in the same window.
Cool question! I've actually done the charm bar fairly recently..
ideally what you need is something like
<Grid x:Name="LayoutRoot">
<Grid x:Name="Overlay" Panel.ZIndex="1000" Visibility="Collapsed">
<!-- This is where your slide out control is going to go -->
</Grid>
<!-- Use whatever layout you need -->
<ContentControl x:Name="MainContent" />
</Grid>
Now rather than squeezing the content - the Overlay grid will be on top of it similar to the charm bar! all with XAML
If you have anymore questions about this, give me a shout!
Edit; my Charm implementation - feel free to use for inspriation!
public class SlidePanel : ContentControl
{
static SlidePanel()
{
DefaultStyleKeyProperty.OverrideMetadata(typeof(SlidePanel), new FrameworkPropertyMetadata(typeof(SlidePanel)));
}
public SlidePanel()
{
EventManager.RegisterClassHandler(typeof(SlidePanel), SlidePanel.MouseEnterEvent,
new RoutedEventHandler(OnLocalMouseEnter));
EventManager.RegisterClassHandler(typeof(SlidePanel), SlidePanel.MouseLeaveEvent,
new RoutedEventHandler(OnLocalMouseLeave));
}
#region Mouse Handlers
private static void OnLocalMouseEnter(object sender, RoutedEventArgs e)
{
SetExpanded(sender, true);
}
private static void OnLocalMouseLeave(object sender, RoutedEventArgs e)
{
SetExpanded(sender, false);
}
private static void SetExpanded(object sender, bool expanded)
{
SlidePanel panel = sender as SlidePanel;
if (panel != null)
{
panel.IsExpanded = expanded;
}
}
#endregion Mouse Handlers
#region Panel Width
public double PanelWidth
{
get { return (double)GetValue(PanelWidthProperty); }
set { SetValue(PanelWidthProperty, value); }
}
// Using a DependencyProperty as the backing store for PanelWidth. This enables animation, styling, binding, etc...
public static readonly DependencyProperty PanelWidthProperty =
DependencyProperty.Register("PanelWidth", typeof(double), typeof(SlidePanel), new UIPropertyMetadata(5.0));
#endregion Panel Width
#region Closed Width
public double ClosedWidth
{
get { return (double)GetValue(ClosedWidthProperty); }
set { SetValue(ClosedWidthProperty, value); }
}
// Using a DependencyProperty as the backing store for ClosedWidth. This enables animation, styling, binding, etc...
public static readonly DependencyProperty ClosedWidthProperty =
DependencyProperty.Register("ClosedWidth", typeof(double), typeof(SlidePanel), new UIPropertyMetadata(5.0, new PropertyChangedCallback(OnClosedWidthChange)));
#endregion Closed Width
#region Expanded Property
public bool IsExpanded
{
get { return (bool)GetValue(IsExpandedProperty); }
set { SetValue(IsExpandedProperty, value); }
}
// Using a DependencyProperty as the backing store for IsExpanded. This enables animation, styling, binding, etc...
public static readonly DependencyProperty IsExpandedProperty =
DependencyProperty.Register("IsExpanded", typeof(bool), typeof(SlidePanel), new UIPropertyMetadata(false, new PropertyChangedCallback(OnExpandedChanged)));
#endregion Expanded Property
#region Property Changes
private static void OnExpandedChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
if (e.NewValue == e.OldValue)
return;
SlidePanel panel = d as SlidePanel;
if (panel == null)
return;
bool newVal = (bool)e.NewValue;
panel.IsExpanded = newVal;
bool expanded = (bool)panel.GetValue(IsExpandedProperty);
Storyboard widthAnimation = AnimationHelper.CreateDoubleAnimation<SlidePanel>(panel, expanded,
(p, a) =>
{
a.From = (double)p.GetValue(SlidePanel.ClosedWidthProperty);
a.To = (double)p.GetValue(SlidePanel.PanelWidthProperty);
},
(p, a) =>
{
a.From = (double)p.GetValue(SlidePanel.WidthProperty);
a.To = (double)p.GetValue(SlidePanel.ClosedWidthProperty);
}, new TimeSpan(0, 0, 0, 0, 300), WidthProperty);
Timeline opacity = AnimationHelper.DoubleAnimation(0.0, 1.0, expanded,
new TimeSpan(0, 0, 0, 0, 300), OpacityProperty);
Storyboard.SetTargetName(opacity, panel.Name);
Storyboard.SetTargetProperty(opacity, new PropertyPath(OpacityProperty));
widthAnimation.Children.Add(opacity);
widthAnimation.Begin(panel);
}
private static void OnClosedWidthChange(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
SlidePanel panel = d as SlidePanel;
if (panel != null)
panel.Width = (double)e.NewValue;
}
#endregion Property Changes
}
A little trick I found was to have the opacity set to 0 when it wasnt expanded but set the width to 10, this then allows the user to put the mouse at the side of the screen and then it will appear after a second or so..
cheers.
Edit - As requested.. AnimationHelper.
public class AnimationHelper
{
public static Timeline DoubleAnimation(double from, double to, bool modifier, TimeSpan duration, DependencyProperty property)
{
DoubleAnimation animation = new DoubleAnimation();
if (modifier)
{
animation.From = from;
animation.To = to;
}
else
{
animation.To = from;
animation.From = to;
}
animation.Duration = new Duration(duration);
return animation;
}
public static Storyboard CreateDoubleAnimation<T>(T control, bool modifier, double from, double to, TimeSpan duration, DependencyProperty property) where T : Control
{
return
AnimationHelper.CreateDoubleAnimation<T>(control, modifier,
(p, a) =>
{
a.From = from;
a.To = to;
},
(p, a) =>
{
a.From = to;
a.To = from;
}, duration, property);
}
public static Storyboard CreateDoubleAnimation<T>(T control, bool modifier, Action<T, DoubleAnimation> onTrue, Action<T, DoubleAnimation> onFalse, TimeSpan duration, DependencyProperty property) where T : Control
{
if (control == null)
throw new ArgumentNullException("control");
DoubleAnimation panelAnimation = new DoubleAnimation();
if (modifier)
{
if (onTrue != null)
onTrue.Invoke(control, panelAnimation);
}
else
{
if (onFalse != null)
onFalse.Invoke(control, panelAnimation);
}
panelAnimation.Duration = new Duration(duration);
Storyboard sb = new Storyboard();
Storyboard.SetTargetName(panelAnimation, control.Name);
Storyboard.SetTargetProperty(panelAnimation, new PropertyPath(property));
sb.Children.Add(panelAnimation);
return sb;
}
}

GridLength animation using keyframes?

I want to know are there any classes that I can animate a GridLength value using KeyFrames? I have seen the following sites, but none of them were with KeyFrames:
http://windowsclient.net/learn/video.aspx?v=70654
http://marlongrech.wordpress.com/2007/08/20/gridlength-animation/
Any advice?
Create an attached behavior and animate it instead.
Sure, GridLength clearly is not a numeric type and as such it's not clear how it can be animated. To compnesate that I can create an attached behavior like:
public class AnimatableProperties
{
public static readonly DependencyProperty WidthProperty =
DependencyProperty.RegisterAttached("Width",
typeof(double),
typeof(DependencyObject),
new PropertyMetadata(-1, (o, e) =>
{
AnimatableProperties.OnWidthChanged((Grid)o, (double)e.NewValue);
}));
public static void SetWidth(DependencyObject o,
double e)
{
o.SetValue(AnimatableProperties.WidthProperty, e);
}
public static double GetWidth(DependencyObject o)
{
return (double)o.GetValue(AnimatableProperties.WidthProperty);
}
private static void OnWidthChanged(DependencyObject target,
double e)
{
target.SetValue(Grid.WidthProperty, new GridLength(e));
}
}
That will re-inroduce Grid width as numeric property of double type. Having that in place you can freely animate it.
P.S. Obviously it doesn't make much sense to use Grid's Width as it's already double. any other GridLength based properties can be wrpapped with double wrappers as per the sample above and then animated via that wrappers.
It is fairly straight forward but you need to use an adapter because you can't directly animate Width on the ColumnDefinition class with a DoubleAnimator because ColumnDefinition is not a double. Here's my code:
public class ColumnDefinitionDoubleAnimationAdapter : Control
{
#region Dependency Properties
public static readonly DependencyProperty WidthProperty = DependencyProperty.Register(nameof(Width), typeof(double), typeof(ColumnDefinitionDoubleAnimationAdapter), new PropertyMetadata((double)0, WidthChanged));
private static void WidthChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
var columnDefinitionDoubleAnimationAdapter = (ColumnDefinitionDoubleAnimationAdapter)d;
columnDefinitionDoubleAnimationAdapter.Width = (double)e.NewValue;
}
#endregion
#region Fields
private ColumnDefinition _ColumnDefinition;
#endregion
#region Constructor
public ColumnDefinitionDoubleAnimationAdapter(ColumnDefinition columnDefinition)
{
_ColumnDefinition = columnDefinition;
}
#endregion
#region Public Properties
public double Width
{
get
{
return (double)GetValue(WidthProperty);
}
set
{
SetValue(WidthProperty, value);
_ColumnDefinition.Width = new GridLength(value);
}
}
#endregion
}
Unfortunately the above is pretty inefficient because it creates a GridLength again and again because ColumnDefinition.Width.Value should be read only.
Here is a method to do the animation. It's important that it uses Task based async because otherwise the storyboard will go out of scope and cause bad behaviour. This is good practice anyway so you can await the animation if you need to:
public async static Task AnimateColumnWidth(ColumnDefinition columnDefinition, double from, double to, TimeSpan duration, IEasingFunction ease)
{
var taskCompletionSource = new TaskCompletionSource<bool>();
var storyboard = new Storyboard();
var animation = new DoubleAnimation();
animation.EasingFunction = ease;
animation.Duration = new Duration(duration);
storyboard.Children.Add(animation);
animation.From = from;
animation.To = to;
var columnDefinitionDoubleAnimationAdapter = new ColumnDefinitionDoubleAnimationAdapter(columnDefinition);
Storyboard.SetTarget(animation, columnDefinitionDoubleAnimationAdapter);
Storyboard.SetTargetProperty(animation, new PropertyPath(ColumnDefinitionDoubleAnimationAdapter.WidthProperty));
storyboard.Completed += (a, b) =>
{
taskCompletionSource.SetResult(true);
};
storyboard.Begin();
await taskCompletionSource.Task;
}
And an example usage:
private async void TheMenu_HamburgerToggled(object sender, EventArgs e)
{
TheMenu.IsOpen = !TheMenu.IsOpen;
var twoSeconds = TimeSpan.FromMilliseconds(120);
var ease = new CircleEase { EasingMode = TheMenu.IsOpen ? EasingMode.EaseIn : EasingMode.EaseOut };
if (TheMenu.IsOpen)
{
await UIUtilities.AnimateColumnWidth(MenuColumn, 40, 320, twoSeconds, ease);
}
else
{
await UIUtilities.AnimateColumnWidth(MenuColumn, 320, 40, twoSeconds, ease);
}
}

Convert WPF control in Silverlight

There is an very old WPF application of Hyper Tree - http://blogs.msdn.com/b/llobo/archive/2007/10/31/mindmap-app-using-hyperbolic-tree.aspx.
The source code can be found at codeplax.com -
http://hypertree.codeplex.com/releases/view/11524
I wanted to use this tree control in my silverlight application. Now the issue is that i am new to silverlight, and the code is using some WPF specific things.
Please suggest me to solve my problem.
Thanks in advance.
Abhinav
Update:
things like
FrameworkPropertyMetadata and FrameworkPropertyMetadataOptions, InvalidateVisual(), OnRender override, child UIElements.
Code Added:
public class SmartBorder : Decorator
{
#region Dependency Properties
public static readonly DependencyProperty GlowBrushProperty =
DependencyProperty.Register("GlowBrush", typeof(Brush), typeof(SmartBorder), new FrameworkPropertyMetadata(null, FrameworkPropertyMetadataOptions.AffectsRender));
......
#region Dependency Property backing CLR properties
......
#endregion
// if the button is pressed, this fires
private static void OnRenderIsPressedChanged(DependencyObject o, DependencyPropertyChangedEventArgs e)
{
SmartBorder border = o as SmartBorder;
if (border != null)
{
if ((bool)e.NewValue == true)
{
border.BorderBrush = Brushes.Transparent;
border.BorderWidth = 2;
}
else
{
border.BorderBrush = Brushes.Red;
border.BorderWidth = 2;
}
border.InvalidateVisual();
}
}
// if the mouse is over the control, this fires
private static void OnRenderIsMouseOverChanged(DependencyObject o, DependencyPropertyChangedEventArgs e)
{
SmartBorder border = o as SmartBorder;
if (border != null)
{
border.InvalidateVisual();
}
}
// a series of methods which all make getting the default or currently selected brush easier
protected override void OnRender(DrawingContext dc)
{
Rect rc = new Rect(0, 0, this.ActualWidth, this.ActualHeight);
LinearGradientBrush gradientOverlay = GetGradientOverlay();
Brush glowBrush = GetGlowBrush();
Brush backBrush = GetBackgroundBrush();
Brush borderBrush = GetBorderBrush();
Pen borderPen = new Pen(borderBrush, BorderWidth);
double cornerRadiusCache = CornerRadius;
// draw the highlight as necessary
if (RenderIsMouseOver)
{
Rect rcGlow = rc;
double glowMove = BorderWidth * 2;
rcGlow.Inflate(glowMove, glowMove);
glowMove = 0;
rcGlow.Offset(new Vector(glowMove, glowMove));
dc.DrawRoundedRectangle(GetOuterGlowBrush(), null, rcGlow, cornerRadiusCache, cornerRadiusCache);
}
// we want to clip anything that might errantly draw outside of the smart border control
dc.PushClip(new RectangleGeometry(rc, cornerRadiusCache, cornerRadiusCache));
dc.DrawRoundedRectangle(backBrush, borderPen, rc, cornerRadiusCache, cornerRadiusCache);
dc.DrawRoundedRectangle(gradientOverlay, borderPen, rc, cornerRadiusCache, cornerRadiusCache);
if (!RenderIsPressed)
{
double clipBorderSize = BorderWidth * -4.0;
Rect rcClip = rc;
rcClip.Offset(clipBorderSize, clipBorderSize);
rcClip.Inflate(-clipBorderSize, -clipBorderSize);
dc.PushClip(new RectangleGeometry(rcClip, cornerRadiusCache, cornerRadiusCache));
dc.DrawEllipse(glowBrush, null, new Point(this.ActualWidth / 2, this.ActualHeight * 0.10), this.ActualWidth * 0.80, this.ActualHeight * 0.40);
dc.Pop();
}
// just draw the border now to make sure it overlaps everything nicely
dc.DrawRoundedRectangle(null, borderPen, rc, cornerRadiusCache, cornerRadiusCache);
dc.Pop();
//base.OnRender(drawingContext);
}
protected override Size MeasureOverride(Size constraint)
{
UIElement child = this.Child as UIElement;
double borderThickness = BorderWidth * 2.0;
if (child != null)
{
...
}
return new Size(Math.Min(borderThickness, constraint.Width), Math.Min(borderThickness, constraint.Height));
}
}
Regarding FrameworkPropertyMetadata and FrameworkPropertyMetadataOptions and value coercions etc. for Silverlight see the WPF_Compatibility solution under the ClipFlair codebase (http://clipflair.codeplex.com)

WPF - sequential animation simple example

I'm learning about WPF animation, and am confused about how to apply animations sequentially. As a simple example, I've got four rectangles in a uniform grid, and would like to change the color of each one sequentially. Here's what I have so far:
public partial class Window1 : Window
{
Rectangle blueRect;
Rectangle redRect;
Rectangle greenRect;
Rectangle yellowRect;
public Window1()
{
InitializeComponent();
blueRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Blue, Name="Blue"};
redRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Red, Name="Yellow"};
greenRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Green, Name="Green" };
yellowRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Yellow, Name="Yellow" };
UniformGrid1.Children.Add(blueRect);
UniformGrid1.Children.Add(redRect);
UniformGrid1.Children.Add(greenRect);
UniformGrid1.Children.Add(yellowRect);
}
private void Window_Loaded(object sender, RoutedEventArgs e)
{
animateCell(blueRect, Colors.Blue);
animateCell(redRect, Colors.Red);
}
private void animateCell(Rectangle rectangle, Color fromColor)
{
Color toColor = Colors.White;
ColorAnimation ani = new ColorAnimation(toColor, new Duration(TimeSpan.FromMilliseconds(300)));
ani.AutoReverse = true;
SolidColorBrush newBrush = new SolidColorBrush(fromColor);
ani.BeginTime = TimeSpan.FromSeconds(2);
rectangle.Fill = newBrush;
newBrush.BeginAnimation(SolidColorBrush.ColorProperty, ani);
//NameScope.GetNameScope(this).RegisterName(rectangle.Name, rectangle);
//Storyboard board = new Storyboard();
//board.Children.Add(ani);
//Storyboard.SetTargetName(rectangle, rectangle.Name);
//Storyboard.SetTargetProperty(ani, new PropertyPath(SolidColorBrush.ColorProperty));
//board.Begin();
}
What's the easiest way of accomplishing this? The code in the comments is my first guess, but it's not working correctly.
There should be an event ani.Completed - handle that event and start the next phase of the animation, then start the first one running and each phase will trigger the next.
ColorAnimation ani = // whatever...
ani.Completed += (s, e) =>
{
ColorAnimation ani2 = // another one...
// and so on
};
newBrush.BeginAnimation(SolidColorBrush.ColorProperty, ani);
UPDATE:
public partial class Window1 : Window
{
Rectangle blueRect;
Rectangle redRect;
Rectangle greenRect;
Rectangle yellowRect;
public Window1()
{
InitializeComponent();
blueRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Blue, Name = "Blue" };
redRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Red, Name = "Yellow" };
greenRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Green, Name = "Green" };
yellowRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Yellow, Name = "Yellow" };
UniformGrid1.Children.Add(blueRect);
UniformGrid1.Children.Add(redRect);
UniformGrid1.Children.Add(greenRect);
UniformGrid1.Children.Add(yellowRect);
}
IEnumerable<Action<Action>> AnimationSequence()
{
for (; ; )
{
yield return AnimateCell(blueRect, Colors.Blue);
yield return AnimateCell(redRect, Colors.Red);
yield return AnimateCell(greenRect, Colors.Green);
yield return AnimateCell(yellowRect, Colors.Yellow);
}
}
private IEnumerator<Action<Action>> _actions;
private void RunNextAction()
{
if (_actions.MoveNext())
_actions.Current(RunNextAction);
}
private void Window_Loaded(object sender, RoutedEventArgs e)
{
_actions = AnimationSequence().GetEnumerator();
RunNextAction();
}
private Action<Action> AnimateCell(Rectangle rectangle, Color fromColor)
{
return completed =>
{
Color toColor = Colors.White;
ColorAnimation ani = new ColorAnimation(toColor,
new Duration(TimeSpan.FromMilliseconds(300)));
ani.AutoReverse = true;
ani.Completed += (s, e) => completed();
SolidColorBrush newBrush = new SolidColorBrush(fromColor);
ani.BeginTime = TimeSpan.FromSeconds(2);
rectangle.Fill = newBrush;
newBrush.BeginAnimation(SolidColorBrush.ColorProperty, ani);
};
}
}
Try pasting the above into your program. It does what you need, but in a way that may be useful to you in other contexts. It's still event driven, but it uses an "iterator method" (with yield return) to create the impression that it is sequential coding that blocks while the animation is going on.
The nice thing about this is that you can play around with the AnimationSequence method in a very intuitive way - you could write out the timeline of the animation in a series of statements, or use loops, or whatever you want.
The solution I've tried is to use a Queue like so. This will let you add to the animation chain dynamically. I'm not sure if the lock is necessary, but I left it in just to be safe.
Queue<Object[]> animationQueue = new Queue<Object[]>();
void sequentialAnimation(DoubleAnimation da, Animatable a, DependencyProperty dp)
{
da.Completed += new EventHandler(da_Completed);
lock (animationQueue)
{
if (animationQueue.Count == 0) // no animation pending
{
animationQueue.Enqueue(new Object[] { da, a, dp });
a.BeginAnimation(dp, da);
}
else
{
animationQueue.Enqueue(new Object[] { da, a, dp });
}
}
}
void da_Completed(object sender, EventArgs e)
{
lock (animationQueue)
{
Object[] completed = animationQueue.Dequeue();
if (animationQueue.Count > 0)
{
Object[] next = animationQueue.Peek();
DoubleAnimation da = (DoubleAnimation)next[0];
Animatable a = (Animatable)next[1];
DependencyProperty dp = (DependencyProperty)next[2];
a.BeginAnimation(dp, da);
}
}
}
This can be accomplished by using a class with the contradictory name ParallelTimeline and carefully adjusting the BeginTime property. Note in the example below how the BeginTime property of the second DoubleAnimation is set to the duration of the first.
<ParallelTimeline>
<DoubleAnimation
Storyboard.TargetName="FlashRectangle"
Storyboard.TargetProperty="Opacity"
From="0.0" To="1.0" Duration="0:0:1"/>
<DoubleAnimation BeginTime="0:0:0.05"
Storyboard.TargetName="FlashRectangle"
Storyboard.TargetProperty="Opacity"
From="1.0" To="0.0" Duration="0:0:2"/>
</ParallelTimeline>

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