I found below code to let my image(indicator1) rotation.
But it's nothing happened when I click the button.
Anyone know how to solve it?
private void Button_Click(object sender, RoutedEventArgs e)
{
RotateTransform rotateTransform = indicator1.RenderTransform as RotateTransform;
DoubleAnimation doubleAnimation = new DoubleAnimation();
doubleAnimation.From = 0;
doubleAnimation.To = 360;
doubleAnimation.Duration = new Duration(TimeSpan.FromMilliseconds(10000));
Storyboard.SetTarget(doubleAnimation, rotateTransform);
Storyboard.SetTargetProperty(doubleAnimation, new PropertyPath(RotateTransform.AngleProperty));
Storyboard storyboard = new Storyboard();
storyboard.RepeatBehavior = RepeatBehavior.Forever;
storyboard.Children.Add(doubleAnimation);
storyboard.Begin(this);
}
You don't need the Storyboard. Using a Storyboard from code behind requires a workaround to get the target name lookup to to work. I haven't researched the exact cause of this, or whether or not it's always an issue. The code below works.
Note that you'll be setting RepeatBehavior on the DoubleAnimation now.
private void Button_Click(object sender, RoutedEventArgs e)
{
RotateTransform rotateTransform = indicator1.RenderTransform as RotateTransform;
DoubleAnimation doubleAnimation = new DoubleAnimation();
doubleAnimation.From = 0;
doubleAnimation.To = 360;
doubleAnimation.Duration = new Duration(TimeSpan.FromMilliseconds(10000));
doubleAnimation.RepeatBehavior = RepeatBehavior.Forever;
rotateTransform.BeginAnimation(RotateTransform.AngleProperty, doubleAnimation);
}
Related
private void Window_MouseEnter(object sender, System.Windows.Input.MouseEventArgs e)
{
DoubleAnimation rightAnimation = new DoubleAnimation();
rightAnimation.Duration = TimeSpan.FromSeconds(2);
rightAnimation.From = 0;
rightAnimation.To = 200;
Storyboard.SetTarget(rightAnimation , rect1);
Storyboard.SetTargetProperty(rightAnimation, new PropertyPath("(0).(1)", new DependencyProperty[]{UIElement.RenderTransformProperty, TranslateTransform.XProperty}));
Storyboard sb = new Storyboard();
sb.AccelerationRatio = 0.8;
sb.Children.Add(rightAnimation);
sb.Begin();
}
I want to accelerate the rect1 to the right.. When i run it nothing happens.
You can use TransformGroup to animate all transform types.
DoubleAnimation rightAnimation = new DoubleAnimation();
rightAnimation.Duration = TimeSpan.FromSeconds(2);
rightAnimation.From = 0;
rightAnimation.To = 200;
TransformGroup transGroup = new TransformGroup();
transGroup.Children.Add(new TranslateTransform());
rect1.RenderTransform = transGroup;
Storyboard.SetTarget(rightAnimation, rect1);
Storyboard.SetTargetProperty(rightAnimation, new PropertyPath("RenderTransform.Children[0].X"));
Storyboard sb = new Storyboard();
sb.AccelerationRatio = 0.8;
sb.Children.Add(rightAnimation);
sb.Begin();
I want a resizing animation when stackpanel visibility is set to visible state, but instead of that, I'm getting neverending flickering of border containing stackpanel.I don't think I'm doing it wrong.
Stack panel contains an instance of TextBlock.
private void MyBorder_SizeChanged_1(object sender, SizeChangedEventArgs e)
{
if (!first)
{
DoubleAnimation anim = new DoubleAnimation();
anim.From = e.PreviousSize.Height;
anim.To = e.NewSize.Height;
anim.Duration = new Duration(TimeSpan.FromSeconds(1));
Storyboard.SetTarget(anim, MyBorder);
Storyboard.SetTargetProperty(anim, new PropertyPath(Border.HeightProperty));
Storyboard st = new Storyboard();
st.Children.Add(anim);
st.Begin();
}
first = false;
}
private void MyBorder_Tap_1(object sender, GestureEventArgs e)
{
if (MyPanel.Visibility == Visibility.Collapsed)
MyPanel.Visibility = Visibility.Visible;
else
MyPanel.Visibility = Visibility.Collapsed;
}
The problem is that when you animate the height of the border it will trigger the SizeChanged event so you have a loop: size changed event>animate height>size changed event> ..
Also when the sized changed event is fired, the size change has already taken placed so even if that was working you will get a little flicking when it go back to do the animation.
Finally using HEight in an animation force a rendering update so that is not hardware accelerated.
Probably the best would be to either do a Translate Transform or a Scale Transform.
For exemple you could do a scale transform between 0 and 1 directly on MyPanel in the tap event.
This might help you to. It is a work around
private void MyBorder_SizeChanged_1(object sender, SizeChangedEventArgs e)
{
if (!first)
{
DoubleAnimation anim = new DoubleAnimation();
anim.From = e.PreviousSize.Height;
anim.To = e.NewSize.Height;
anim.Duration = new Duration(TimeSpan.FromSeconds(1));
Storyboard.SetTarget(anim, MyBorder);
Storyboard.SetTargetProperty(anim, new PropertyPath(Border.HeightProperty));
Storyboard st = new Storyboard();
st.Children.Add(anim);
st.Completed += st_Completed;
MyBorder.SizeChanged -= MyBorder_SizeChanged_1;
st.Begin();
}
first = false;
}
void st_Completed(object sender, EventArgs e)
{
MyBorder.SizeChanged += MyBorder_SizeChanged_1;
}
private void MyBorder_Tap_1(object sender, GestureEventArgs e)
{
if (MyPanel.Visibility == Visibility.Collapsed)
MyPanel.Visibility = Visibility.Visible;
else
MyPanel.Visibility = Visibility.Collapsed;
}
With reference to the fact that border is getting resized even in the storyboard its better to remove the event of size changed. Try animating the parent container on chld size changed some thing kind of this
I've solved this problem. Silly my, I thought that Measure method of StackPanel is private, and didn't bother to make sure about it, here's solution code for expanding StackPanel on Click.
private void MyBorder_Tap_1(object sender, GestureEventArgs e)
{
if (MyPanel.Visibility == Visibility.Collapsed)
{
MyPanel.Visibility = Visibility.Visible;
MyPanel.Measure(new Size(Double.PositiveInfinity, Double.PositiveInfinity));
DoubleAnimation anim = new DoubleAnimation();
anim.From = MyBorder.ActualHeight;
anim.To = MyBorder.ActualHeight + MyPanel.DesiredSize.Height;
anim.Duration = new Duration(TimeSpan.FromSeconds(0.25));
Storyboard.SetTarget(anim, MyBorder);
Storyboard.SetTargetProperty(anim, new PropertyPath(Border.HeightProperty));
Storyboard st = new Storyboard();
st.Children.Add(anim);
st.Begin();
}
else
{
MyPanel.Measure(new Size(Double.PositiveInfinity, Double.PositiveInfinity));
DoubleAnimation anim = new DoubleAnimation();
anim.From = MyBorder.ActualHeight;
anim.To = MyBorder.ActualHeight - MyPanel.DesiredSize.Height;
anim.Duration = new Duration(TimeSpan.FromSeconds(0.25));
Storyboard.SetTarget(anim, MyBorder);
Storyboard.SetTargetProperty(anim, new PropertyPath(Border.HeightProperty));
Storyboard st = new Storyboard();
st.Children.Add(anim);
st.Completed += (a,b) => { MyPanel.Visibility = Visibility.Collapsed; };
st.Begin();
}
}
I am currently removing an element from the user interface by fading it out. This works as expected.
public void HideShape()
{
if (this.TangibleShape != null)
{
DoubleAnimation animation = new DoubleAnimation();
animation.From = 1.0;
animation.To = 0.0;
animation.AutoReverse = false;
animation.Duration = TimeSpan.FromSeconds(1.5);
Storyboard s = new Storyboard();
s.Children.Add(animation);
Storyboard.SetTarget(animation, this.TangibleShape.Shape);
Storyboard.SetTargetProperty(animation, new PropertyPath(ScatterViewItem.OpacityProperty));
s.Begin(this.TangibleShape.Shape);
s.Completed += delegate(object sender, EventArgs e)
{
// call UIElementManager to finally hide the element
UIElementManager.GetInstance().Hide(this.TangibleShape);
};
}
}
The problem is that I want to set the opacity to 1 again in some cases but the TangibleShape.Shape (it's a ScatterViewItem) ignores the command. If I fade out again, the element becomes visible and immediately starts fading out. I don't know how to fix this problem. Does anyone have a hint for me?
public void HideShape()
{
if (this.TangibleShape != null)
{
DoubleAnimation animation = new DoubleAnimation();
animation.From = 1.0;
animation.To = 0.0;
animation.AutoReverse = false;
animation.Duration = TimeSpan.FromSeconds(1.5);
animation.FillBehavior = FillBehavior.Stop; // needed
Storyboard s = new Storyboard();
s.Children.Add(animation);
Storyboard.SetTarget(animation, this.TangibleShape.Shape);
Storyboard.SetTargetProperty(animation, new PropertyPath(ScatterViewItem.OpacityProperty));
s.Completed += delegate(object sender, EventArgs e)
{
// call UIElementManager to finally hide the element
UIElementManager.GetInstance().Hide(this.TangibleShape);
this.TangibleShape.Shape.Opacity = 0.0; // otherwise Opacity will be reset to 1
};
s.Begin(this.TangibleShape.Shape); // moved to the end
}
}
Answer found here: http://social.msdn.microsoft.com/Forums/en-US/7d33ca82-2c02-4004-8b37-47edf4cca34e/scatterviewitem-and-
The following code works fine in Silverlight:
private void Button_Click_1(object sender, RoutedEventArgs e)
{
Storyboard storyboard = new Storyboard();
DoubleAnimation doubleAnimation = new DoubleAnimation();
doubleAnimation.From = 50;
doubleAnimation.To = 100;
doubleAnimation.RepeatBehavior = RepeatBehavior.Forever;
doubleAnimation.AutoReverse = true;
doubleAnimation.Duration = new Duration(TimeSpan.FromMilliseconds(200));
storyboard.Children.Add(doubleAnimation);
Storyboard.SetTarget(doubleAnimation, button1);
Storyboard.SetTargetProperty(doubleAnimation, new PropertyPath("Width"));
storyboard.Begin();
}
In WinRT/Metro it needs one minor change to make it compile:
Storyboard.SetTargetProperty(doubleAnimation, "Width");
but when you run it, nothing happens.
If you change the property from "Width" to "Opacity" (also change From=0 and To=1) that works.
What is the problem with "Width"?
You need to add the following:
doubleAnimation.EnableDependentAnimation = true;
That seems to fix the problem.
I'm not sure but try to use:
Storyboard.SetTargetProperty(doubleAnimation, Button.WidthProperty);
Instead of
Storyboard.SetTargetProperty(doubleAnimation, "Width");
I have a button containing an image, and I want that image rotates while some code is executed, then stop at the end of this processing.
My code almost works if I begin the storyboard, but when I add the line sb.Stop(), the animation never begins.
Here is my code:
private void refreshPostIt(int postItIndex)
{
Button btn = // Button to rotate
Storyboard sb = new Storyboard();
DoubleAnimation rotate = new DoubleAnimation();
rotate.From = 0;
rotate.To = 360;
rotate.RepeatBehavior = RepeatBehavior.Forever;
RotateTransform rt = new RotateTransform();
btn.RenderTransformOrigin = new Point(0.5, 0.5);
btn.RenderTransform = rt;
Storyboard.SetTarget(rotate, btn);
Storyboard.SetTargetName(rotate, btn.Name);
Storyboard.SetTargetProperty(rotate, new PropertyPath("(UIElement.RenderTransform).(RotateTransform.Angle)"));
sb.Children.Add(rotate);
sb.Begin(this, true);
// Some code which can take several seconds
sb.Stop();
}
I'm stuck.
I have a solution that works for me.
private void refreshPostIt()
{
// Button btn; is defined somewhere else
Storyboard sb = new Storyboard();
DoubleAnimation rotate = new DoubleAnimation();
rotate.From = 0;
rotate.To = 360;
rotate.RepeatBehavior = RepeatBehavior.Forever;
RotateTransform rt = new RotateTransform();
btn.RenderTransformOrigin = new Point(0.5, 0.5);
btn.RenderTransform = rt;
Storyboard.SetTarget(rotate, btn);
Storyboard.SetTargetName(rotate, btn.Name);
Storyboard.SetTargetProperty(rotate, new PropertyPath("(UIElement.RenderTransform).(RotateTransform.Angle)"));
sb.Children.Add(rotate);
sb.Begin(btn, true);
// Do your stuff here (Not in the UI Thread)
// Maybe use a semaphore to lock the sb.Stop(btn)
sb.Stop(btn);
}
whole example code:
public partial class Window1 : Window
{
Button btn;
Storyboard sb;
public Window1()
{
btn = new Button();
InitializeComponent();
this.grid.Children.Add(btn);
refreshPostIt();
}
private void refreshPostIt()
{
// Button btn; is defined somewhere else
sb = new Storyboard();
DoubleAnimation rotate = new DoubleAnimation();
rotate.From = 0;
rotate.To = 360;
rotate.RepeatBehavior = RepeatBehavior.Forever;
RotateTransform rt = new RotateTransform();
btn.RenderTransformOrigin = new Point(0.5, 0.5);
btn.RenderTransform = rt;
Storyboard.SetTarget(rotate, btn);
Storyboard.SetTargetName(rotate, btn.Name);
Storyboard.SetTargetProperty(rotate, new PropertyPath("(UIElement.RenderTransform).(RotateTransform.Angle)"));
sb.Children.Add(rotate);
sb.Begin(btn, true);
BackgroundWorker asd = new BackgroundWorker();
asd.DoWork += new DoWorkEventHandler(asd_DoWork);
asd.RunWorkerCompleted += new RunWorkerCompletedEventHandler(asd_RunWorkerCompleted);
asd.RunWorkerAsync();
}
void asd_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
if (sb != null)
{
sb.Stop(btn);
}
}
void asd_DoWork(object sender, DoWorkEventArgs e)
{
Thread.Sleep(2000);
}
}
Ok, I want to explain what I think is your problem here. When you use the UI-Thread to do your "work" it can't update your UI and though won't animate the rotating, when its done with your "work", between starting and stopping the animation, and finally would have time to update the UI, you call to stop animating. That leads to not showing any animation. You need to put your work in a different thread to prevent this from happening.
Hope that helps.