I am storing a set of controls in an array and i am trying to animate all the controls one by one in a loop but I can see only last one animating ?
for (int i = 0; i < 4; i++)
{
Dispatcher.BeginInvoke(() =>
{
var sb = new Storyboard();
sb = CreateStoryboard(1.0, 0.0, this.Lights[0, i]);
sb.Begin();
});
}
private Storyboard CreateStoryboard(double from, double to, DependencyObject targetControl)
{
Storyboard result = new Storyboard();
DoubleAnimation animation = new DoubleAnimation();
animation.From = from;
animation.To = to;
animation.Duration = TimeSpan.FromSeconds(1);
animation.BeginTime = TimeSpan.FromSeconds(1);
animation.AutoReverse = false;
Storyboard.SetTarget(animation, targetControl);
Storyboard.SetTargetProperty(animation, new PropertyPath(UIElement.OpacityProperty));
result.Children.Add(animation);
return result;
}
I'm at a loss to explain that behaviour. Without the Dispatcher.BeginInvoke you would just get all items fading at the same time. However I can't see why you wouldn't get the same when using BeginInvoke. Still neither is what you are after. You need to sequence the animations one after another.
Probably the best way to do this is to use a single StoryBoard with multiple animations, the sequencing of animations is afterall the whole point of a Storyboard.
private DoubleAnimation CreateAnimation(double from, double to, DependencyObject targetControl, int index)
{
DoubleAnimation animation = new DoubleAnimation();
animation.From = from;
animation.To = to;
animation.Duration = TimeSpan.FromSeconds(1);
animation.BeginTime = TimeSpan.FromSeconds(1 * index);
animation.AutoReverse = false;
Storyboard.SetTarget(animation, targetControl);
Storyboard.SetTargetProperty(animation, new PropertyPath(UIElement.OpacityProperty));
return animation;
}
Note the extra index parameter and that is use to specify when the animation should begin.
Now your code is simply:-
var sb = new Storyboard();
for (int i = 0; i < 4; i++)
{
sb.Children.Add(CreateAnimation(1.0, 0.0, this.Lights[0, i], i);
}
sb.Begin();
Related
I want to add a simple double animation with code-behind to apply a fadein to n objects created at runtime:
foreach (var rect in howmanyrect) {
Rectangle bbox = new Rectangle {
Width = rect.Width,
Height = rect.Height,
Stroke = Brushes.BlueViolet,
Opacity = 0D
};
DoubleAnimation da = new DoubleAnimation {
From = 0D,
To = 1D,
Duration = TimeSpan.FromMilliseconds(500D),
RepeatBehavior = new RepeatBehavior(1),
AutoReverse = false
};
GridContainer.Children.Add(bbox);
Canvas.SetLeft(bbox, rect.Left);
Canvas.SetTop(bbox, rect.Top);
bbox.Tag = da; // <- Look HERE
bbox.BeginAnimation(OpacityProperty, da);
After this, when requested, delete the objects collection with fadeout:
foreach (var child in GridContainer.Children) {
Rectangle bbox = (Rectangle) child;
DoubleAnimation da = (DoubleAnimation) bbox.Tag; // <- Look HERE
da.From = 1D;
da.To = 0D;
var childCopy = child; // This copy grants the object reference access for removing inside a forech statement
da.Completed += (obj, arg) => viewerGrid.Children.Remove((UIElement) childCopy);
bbox.BeginAnimation(OpacityProperty, da);
}
This code works perfectly but it's a workaround. In my first revision I created a new Doubleanimation object in the delete method but when I started the animation every object excetutes the first and the second animation before being deleted.
So I decide to pass a reference to the DoubleAnimation instance with the Tag property and change the animation properties.
Is there another way to obtain a reference to the DoubleAnimation object attached with BeginAnimation or to avoid the first animation to be repeated?
Thanks
Lox
Is it possible to animate the "old school" way, in codebehind, instead of xaml?
I just want an arrow that points to something with a 'bounce effect' which I could easily do in my own for loop. But I do not know how to refresh or do a timer delay, inside the loop. I already placed the image into position in codebehind. All I want to do is this simple animation...
public void validationArrow()
{
var validationArrow = new Image();
validationArrow.Source = new BitmapImage(new Uri("/SlProject;component/arrow.png", UriKind.RelativeOrAbsolute));
LayoutRoot.Children.Add(validationArrow);
validationArrow.Stretch = Stretch.None;
validationArrow.VerticalAlignment = System.Windows.VerticalAlignment.Top;
validationArrow.HorizontalAlignment = System.Windows.HorizontalAlignment.Left;
var arrowPosition = new TranslateTransform { X = 0, Y = 0 };
validationArrow.RenderTransform = arrowPosition;
validationArrow.Name = "validationArrow";
for (int i = 150; i >= 0; i--)
{
arrowPosition.X = i;
validationArrow.RenderTransform = arrowPosition;
// how can I refresh screen and do some timing here?
}
}
There's no school like the old school ;)
Here, this should help you on your way. You can play with the millisecond and Y translation values being passed to the BuildEasing method to change the 'bounce' effect's speed and distance.
private void RunStoryboard()
{
var arrowImage = new Image();
arrowImage.RenderTransform = new CompositeTransform();
arrowImage.Source = new BitmapImage(new Uri("/SlProject;component/arrow.png", UriKind.RelativeOrAbsolute));
LayoutRoot.Children.Add(arrowImage);
Storyboard storyboard = new Storyboard();
storyboard.Children.Add(BuildKeyFrame(arrowImage));
storyboard.Begin();
}
private DoubleAnimationUsingKeyFrames BuildKeyFrame(Image target)
{
DoubleAnimationUsingKeyFrames kf = new DoubleAnimationUsingKeyFrames();
Storyboard.SetTarget(kf, target);
Storyboard.SetTargetProperty(kf, new PropertyPath("(UIElement.RenderTransform).(CompositeTransform.TranslateY)"));
kf.KeyFrames.Add(BuildEasing(100, 10));
kf.KeyFrames.Add(BuildEasing(200, 0));
kf.KeyFrames.Add(BuildEasing(300, 10));
kf.KeyFrames.Add(BuildEasing(400, 0));
kf.KeyFrames.Add(BuildEasing(500, 10));
kf.KeyFrames.Add(BuildEasing(600, 0));
return kf;
}
private EasingDoubleKeyFrame BuildEasing(int ms, int value)
{
return new EasingDoubleKeyFrame()
{
KeyTime = KeyTime.FromTimeSpan(new TimeSpan(0, 0, 0, 0, ms)),
Value = value
};
}
This is kind of a weird problem I am having right now. What I am trying to do is animate a Run element to essentially flash/blink. The parent is a Hyperlink which contains multiple Inlines of type Run and Image. Now I am trying to animate the Foreground color of the element but it does not seem to work.
Here is my code for a hyperlink.
CallbackHyperLink callbackLink = new CallbackHyperLink();
ToolTipService.SetShowDuration(callbackLink, 3600000);
ToolTipService.SetInitialShowDelay(callbackLink, 0);
callbackLink.Foreground = new SolidColorBrush(Colors.Magenta); // Default text color of the link
callbackLink.TextDecorations = null; // Disable the underline until mouse over
callbackLink.ToolTip = f.Tooltip; // Set the tooltip string
DoubleAnimation opacityAnim = new DoubleAnimation();
opacityAnim.From = 1.0;
opacityAnim.To = 0.0;
opacityAnim.FillBehavior = FillBehavior.Stop;
opacityAnim.Duration = TimeSpan.FromSeconds(BlinkDurationOff);
opacityAnim.AutoReverse = true;
_blinkAnimation.Children.Add(opacityAnim);
Storyboard.SetTarget(opacityAnim, callbackLink.Foreground);
Storyboard.SetTargetProperty(opacityAnim, new PropertyPath(SolidColorBrush.OpacityProperty));
_blinkAnimation.Stop();
_blinkAnimation.Begin();
So that gets put in a storyboard which get fired. However the foreground is not getting animated and I am not seeing any warnings that im trying to animate something I shouldn't. Anybody have any ideas?
Thanks
This works:
Storyboard.SetTarget(opacityAnim, callbackLink);
Storyboard.SetTargetProperty(opacityAnim, new PropertyPath(UIElement.OpacityProperty));
Edit full working example with a TextBlock stolen from here :
void MainWindow_Loaded(object sender, RoutedEventArgs e)
{
TextBlock callbackLink = new TextBlock();
callbackLink.HorizontalAlignment = HorizontalAlignment.Center;
callbackLink.VerticalAlignment = VerticalAlignment.Center;
callbackLink.Text = "Test";
this.Content = callbackLink;
NameScope.SetNameScope(this, new NameScope());
var b = new SolidColorBrush(Colors.Magenta);
callbackLink.Foreground = b;
this.RegisterName("MyAnimatedBrush", b);
DoubleAnimation opacityAnimation = new DoubleAnimation();
opacityAnimation.To = 0.0;
opacityAnimation.Duration = TimeSpan.FromSeconds(0.5);
opacityAnimation.AutoReverse = true;
opacityAnimation.RepeatBehavior = RepeatBehavior.Forever;
Storyboard.SetTargetName(opacityAnimation, "MyAnimatedBrush");
Storyboard.SetTargetProperty(
opacityAnimation, new PropertyPath(SolidColorBrush.OpacityProperty));
Storyboard mouseLeftButtonDownStoryboard = new Storyboard();
mouseLeftButtonDownStoryboard.Children.Add(opacityAnimation);
callbackLink.MouseEnter += delegate(object sender2, MouseEventArgs ee)
{
mouseLeftButtonDownStoryboard.Begin(this, true);
};
callbackLink.MouseLeave += delegate(object sender2, MouseEventArgs ee)
{
mouseLeftButtonDownStoryboard.Stop(this);
};
}
Also another way to link to the foreground opacity call without registering the name of the brush is the following.
Storyboard.SetTarget(opacityAnim, callbackLink);
Storyboard.SetTargetProperty(opacityAnim, new PropertyPath("Foreground.Opacity"));
This seems to finally work for me. Still tweaking my solution as I am doing a lot of Stop/Begin calls on the animation which I believe is not good way of doing things.
I want to simply animate a text-box such that it fades in and also moves to the left (or any x/y position). How can I achieve that?
Also will it matter if it's inside a Grid?
Here's a sketchy method i just wrote for fading in any kind of UIElement:
public static void FadeIn(UIElement element, int xOffset, TimeSpan duration)
{
Transform tempTrans = element.RenderTransform;
TranslateTransform trans = new TranslateTransform(xOffset, 0);
TransformGroup group = new TransformGroup();
if (tempTrans != null) group.Children.Add(tempTrans);
group.Children.Add(trans);
DoubleAnimation animTranslate = new DoubleAnimation(0, (Duration)duration);
animTranslate.EasingFunction = new CubicEase() { EasingMode = EasingMode.EaseOut };
DoubleAnimation animFadeIn = new DoubleAnimation(0, 1, (Duration)duration) { FillBehavior = FillBehavior.Stop };
animTranslate.Completed += delegate
{
element.RenderTransform = tempTrans;
};
element.RenderTransform = trans;
element.BeginAnimation(UIElement.OpacityProperty, animFadeIn);
trans.BeginAnimation(TranslateTransform.XProperty, animTranslate);
}
If some of the workings are not clear feel free to ask.
I'm trying to fade in a new control to my application's "app" area which is programmatically added after the existing controls are removed. My code looks like this:
void settingsButton_Clicked(object sender, EventArgs e)
{
ContentCanvas.Children.Clear();
// Fade in settings panel
NameScope.SetNameScope(this, new NameScope());
SettingsPane s = new SettingsPane();
s.Name = "settingsPane";
this.RegisterName(s.Name, s);
this.Resources.Add(s.Name, s);
Storyboard sb = new Storyboard();
DoubleAnimation settingsFade = new DoubleAnimation();
settingsFade.From = 0;
settingsFade.To = 1;
settingsFade.Duration = new Duration(TimeSpan.FromSeconds(0.33));
settingsFade.RepeatBehavior = new RepeatBehavior(1);
Storyboard.SetTargetName(settingsFade, s.Name);
Storyboard.SetTargetProperty(settingsFade, new PropertyPath(UserControl.OpacityProperty));
ContentCanvas.Children.Add(s);
sb.Children.Add(settingsFade);
sb.Begin();
}
However, when I run this code, I get the error "No applicable name scope exists to resolve the name 'settingsPane'."
What am I possibly doing wrong? I'm pretty sure I've registered everything properly :(
I wouldn't hassle with the NameScopes etc. and would rather use Storyboard.SetTarget instead.
var b = new Button() { Content = "abcd" };
stack.Children.Add(b);
var fade = new DoubleAnimation()
{
From = 0,
To = 1,
Duration = TimeSpan.FromSeconds(5),
};
Storyboard.SetTarget(fade, b);
Storyboard.SetTargetProperty(fade, new PropertyPath(Button.OpacityProperty));
var sb = new Storyboard();
sb.Children.Add(fade);
sb.Begin();
I solved the problem using this as parameter in the begin method, try:
sb.Begin(this);
Because the name is registered in the window.
I agree, the namescopes are probably the wrong thing to use for this scenario. Much simpler and easier to use SetTarget rather than SetTargetName.
In case it helps anyone else, here's what I used to highlight a particular cell in a table with a highlight that decays to nothing. It's a little like the StackOverflow highlight when you add a new answer.
TableCell cell = table.RowGroups[0].Rows[row].Cells[col];
// The cell contains just one paragraph; it is the first block
Paragraph p = (Paragraph)cell.Blocks.FirstBlock;
// Animate the paragraph: fade the background from Yellow to White,
// once, through a span of 6 seconds.
SolidColorBrush brush = new SolidColorBrush(Colors.Yellow);
p.Background = brush;
ColorAnimation ca1 = new ColorAnimation()
{
From = Colors.Yellow,
To = Colors.White,
Duration = new Duration(TimeSpan.FromSeconds(6.0)),
RepeatBehavior = new RepeatBehavior(1),
AutoReverse = false,
};
brush.BeginAnimation(SolidColorBrush.ColorProperty, ca1);
It is possible odd thing but my solution is to use both methods:
Storyboard.SetTargetName(DA, myObjectName);
Storyboard.SetTarget(DA, myRect);
sb.Begin(this);
In this case there is no error.
Have a look at the code where I have used it.
int n = 0;
bool isWorking;
Storyboard sb;
string myObjectName;
UIElement myElement;
int idx = 0;
void timer_Tick(object sender, EventArgs e)
{
if (isWorking == false)
{
isWorking = true;
try
{
myElement = stackObj.Children[idx];
var possibleIDX = idx + 1;
if (possibleIDX == stackObj.Children.Count)
idx = 0;
else
idx++;
var myRect = (Rectangle)myElement;
// Debug.WriteLine("TICK: " + myRect.Name);
var dur = TimeSpan.FromMilliseconds(2000);
var f = CreateVisibility(dur, myElement, false);
sb.Children.Add(f);
Duration d = TimeSpan.FromSeconds(2);
DoubleAnimation DA = new DoubleAnimation() { From = 1, To = 0, Duration = d };
sb.Children.Add(DA);
myObjectName = myRect.Name;
Storyboard.SetTargetName(DA, myObjectName);
Storyboard.SetTarget(DA, myRect);
Storyboard.SetTargetProperty(DA, new PropertyPath("Opacity"));
sb.Begin(this);
n++;
}
catch (Exception ex)
{
Debug.WriteLine(ex.Message + " " + DateTime.Now.TimeOfDay);
}
isWorking = false;
}
}