Add RotateTransform animation to Storyboard in code-behind - c#

I have the following animation defined in code-behind:
DoubleAnimation dbAscending = new DoubleAnimation(0, 15, new Duration(TimeSpan.FromMilliseconds(300)));
(myImage.RenderTransform as RotateTransform).BeginAnimation(RotateTransform.AngleProperty, dbAscending);
This works fine, when started it rotates myImage by 15 degrees. Now I just need to create new Storyboard and add the animation into it, because I need to use its Completed event. I have a little problem with that, I noticed that I can add the animation to Storyboard.Children, but I didn't managed to define the object and property I want to apply this animation to...
Thanks in advance for any help, until now I created storyboards only in XAML...

You need to set the Storyboard-attached properties on the animation, something like:
DoubleAnimation dbAscending = new DoubleAnimation(0, 15, new Duration(TimeSpan.FromMilliseconds(300)));
Storyboard storyboard = new Storyboard();
storyboard.Children.Add(dbAscending);
Storyboard.SetTarget(dbAscending, myImage);
Storyboard.SetTargetProperty(dbAscending, new PropertyPath("RenderTransform.Angle"));
(untested; could also directly target the transform and reduce path to angle)

Related

Why isn't my DoubleAnimation working?

I'm trying to make a custom hamburger menu for my app. I have the layout all setup, but, for some reason, my DoubleAnimation isn't working as I expect. I'm trying to accomplish something similar to Cortana's hamburger menu on Windows 10. I'm creating my Storyboard and DoubleAnimation in my code (I still have the same problem even if my animation is created in XAML). Here's what I have:
menuButton.Click += (s, e) => {
if (menuIsOpen) {
Animate(
menuPanel,
"Width",
ActualWidth, //Page.ActualWidth
50,
0.1,
new Duration(new TimeSpan(TimeSpan.TicksPerSecond)));
}
else {
Animate(
menuPanel,
"Width",
50,
ActualWidth, //Page.ActualWidth
0.1,
new Duration(new TimeSpan(TimeSpan.TicksPerSecond)));
}
menuIsOpen = !menuIsOpen;
};
This is the signature for Animate():
private void Animate(DependencyObject item, string property, double from, double to, double? by, Duration duration) {
var storyboard = new Storyboard();
var animation = new DoubleAnimation();
animation.From = from;
animation.To = to;
animation.Duration = duration;
animation.EasingFunction = new SineEase() { EasingMode = EasingMode.EaseInOut };
animation.By = by;
Storyboard.SetTarget(animation, item);
Storyboard.SetTargetProperty(animation, property);
storyboard.Children.Add(animation);
storyboard.Begin();
}
I used a little Debug.WriteLine() to see if the Storyboard is actually running, which it is. The menuPanel's width does not change at all. I've used a similar approach with some of my other projects and it works fine there.
EDIT:
I thought I'd add a little bit more detail.
My app is targeting Windows 10
and I'm able to change the width of menuPanel freely if I don't use Storyboards and DoubleAnimations.
I found this answer on a similar question, and my animation works just fine now.
I figured it out myself. All I had to do was to Enable Dependent Animation (EnableDependentAnimation) on the DoubleAnimation as this animation affects the layout. And then it worked perfectly.

animating a custom grid via code behind in wp8.1

i am trying to create a animation using grid. it's a login screen. whenever user taps forget password i want the second grid to animate from top and slide till it stops at center and on tap it's visibility changes. i know how to do it using blend but the thing is i hav a compulsion for doing it from code behind. For that i am using doublekeyframe class. Having real trouble in knowing where is the issue in code behind for animating the second grid. Don't know what the issue and how to animate so serious help needed.
here is my code behind:
Grid gd= this.FindName("SecondaryGrid") as Grid;
DoubleAnimationUsingKeyFrames dm=new DoubleAnimationUsingKeyFrames();
LinearDoubleKeyFrame l1=new LinearDoubleKeyFrame();
LinearDoubleKeyFrame l2=new LinearDoubleKeyFrame();
l1.Value=-703.203;
l1.KeyTime=TimeSpan.FromSeconds(0);
l2.Value=0;
l2.KeyTime=TimeSpan.FromSeconds(1);
dm.KeyFrames.Add(l1);
dm.KeyFrames.Add(l2);
dm.Duration=new Duration(TimeSpan.FromMilliseconds(3000));
Storyboard sb = new Storyboard();
sb.Children.Add(dm);
Storyboard.SetTarget(dm, gd);
Storyboard.SetTargetName(dm, gd.Name);
Storyboard.SetTargetProperty(dm, "Position");
sb.Begin();
SecondaryGrid.Visibility = Visibility.Visible;
Grid gd = this.FindName("SecondaryGrid") as Grid;
DoubleAnimationUsingKeyFrames dm = new DoubleAnimationUsingKeyFrames();
LinearDoubleKeyFrame l1 = new LinearDoubleKeyFrame();
LinearDoubleKeyFrame l2 = new LinearDoubleKeyFrame();
l1.Value = -703.203;
l1.KeyTime = TimeSpan.FromSeconds(0);
l2.Value = 0;
l2.KeyTime = TimeSpan.FromSeconds(1);
dm.KeyFrames.Add(l1);
dm.KeyFrames.Add(l2);
dm.Duration = new Duration(TimeSpan.FromMilliseconds(30000));
Storyboard sb = new Storyboard();
sb.Children.Add(dm);
Storyboard.SetTarget(dm, gd);
Storyboard.SetTargetName(dm, gd.Name);
Storyboard.SetTargetProperty(dm, "(UIElement.RenderTransform).(CompositeTransform.TranslateY)");
sb.Begin();
Enjoy :)
EDIT
Well what I did was went to XAML and created a SecondaryGrid now in its properties went to render transform and clicked on edit and set Y value as 1 then I saw in XAML that we get
<Grid.RenderTransform>
<CompositeTransform TranslateX="0" TranslateY="1"/>
</Grid.RenderTransform>
So from this I knew that since there is no position property so I need to set targetProperty as render transform and in that I should Change the Y property since it needs to come from top to bottom which is present inside Composite Transform.TranslateY

Double Animation Forcing Translation

I am trying to implement a translation animation on a Grid in Windows Phone 8.
The behavior that I want to implement is that when the user drags from left to right a new panel comes from the left(in animation) and reverse happens when the user drags from right to left.
For this I have implemented the following code which is called on Manipulation_Completed :
public Storyboard AnimateContent(int direction)
{
DoubleAnimation animation = new DoubleAnimation();
if (direction == 1)
{ //content_trans is the object of composite transform of grid
animation.From =content_trans.TranslateX;
animation.To = 370;
}
else if(direction==0)
{
animation.From = content_trans.TranslateX;
animation.To = 0;
}
animation.Duration = new TimeSpan(0,0,0,0,500);
Storyboard.SetTarget(animation, Content);
Storyboard.SetTargetProperty(animation, new PropertyPath("(UIElement.RenderTransform).(CompositeTransform.TranslateX)"));
Storyboard sb = new Storyboard();
sb.Children.Add(animation);
return sb;
}
Now problem I am facing is that after calling this function(and calling begin() on storyboard object), when I am writing
content_trans.TranslateX=250;//or any other value of my choice
it is not being reflected on the screen.
I want to change these values because I writing this line of code in Manipulation_Delta , so that the user can have a feeling of dragging something, but it is not being reflected after animation.
This is because animated values take precedence over local values. See Dependency Property Value Precedence
If you want to set the value yourself, you will need to stop the animation first.
EDIT: If you want to be able to drag after the animation, then set the END location manually just before animating, and tell the animation to stop applying itself when it finishes with:
animation.FillBehaviour = FillBehaviour.Stop;
This means that when the animation finishes, your local values will apply.

Animation follows drag movement

The purpose of the code below is that a thumb follows a horizontal mouse movement. The code is called upon a mouse event, so the target value of the animation gets updated continuously.
In the code, offset is the current mouse horizontal position. The problem is, that the animation of the thumb doesn't fully animate to the specified offset, but always seems to be stopping at a value smaller or higher (depending if the mouse is dragged left or right).
The SeekAlignedToLastTick() influences the behavior of the animation, although I couldn't figure out what this function does by reading the documentation.
How can I animate the thumb, so that it follows smoothly the drag event?
private Storyboard _thumbStoryboard;
private DoubleAnimation _thumbAnimation = new DoubleAnimation();;
private CompositeTransform _thumbTransform = new CompositeTransform();
private void UpdateUserInterface(double offset)
{
var thumbItem = Thumb as FrameworkElement;
if (_thumbStoryboard == null)
{
Storyboard.SetTarget(_thumbAnimation, _thumbTransform);
_thumbStoryboard = new Storyboard();
_thumbStoryboard.Children.Add(_thumbAnimation);
thumbItem.RenderTransform = _thumbTransform;
_thumbStoryboard.Duration = new Duration(TimeSpan.FromMilliseconds(100));
_thumbAnimation.EasingFunction = new ExponentialEase();
}
double from = _thumbTransform.TranslateX;
_thumbStoryboard.Stop();
Storyboard.SetTargetProperty(_thumbAnimation, new PropertyPath("TranslateX"));
_thumbAnimation.From = from;
_thumbAnimation.To = offset;
_thumbStoryboard.Begin();
_thumbStoryboard.SeekAlignedToLastTick(TimeSpan.Zero);
}
I've tried to solve your issue, So I've created a Silverlight application and added a Border element for testing.
<Border x:Name="Thumb" VerticalAlignment="Top" HorizontalAlignment="Left" Width="50" height="25" Background="#ff0000" />
There was no need to set the "From" Property, since the DoubleAnimation object could automatically continue from the current Value to the "To" Property.
And you were setting the Duration to the Storyboard, which causes the DoubleAnimation to Cutoff its animation without reaching the "To" Value, You need to set the Duration Property to the DoubleAnimation itself instead.
Also there was no need to call _thumbStoryboard.Stop(), because it will reset the current animation to the first TranslateX Value.
Here is the updated "UpdateUserInterface" function code with comments:
private void UpdateUserInterface(double offset) {
var thumbItem = Thumb as FrameworkElement;
if ( _thumbStoryboard == null ) {
// UpdateLayout Method is update the ActualWidth Properity of the UI Elements
this.UpdateLayout();
// Applying the CompositeTransform on "thumbItem" UI Element
thumbItem.RenderTransform = _thumbTransform;
// Setting the Render Transform Origin to be the Center of X and Y
thumbItem.RenderTransformOrigin = new Point(0.5d, 0.5d);
// Setting the target of the DoubleAnimation to be the Thumb CompositeTransform
Storyboard.SetTarget(_thumbAnimation, _thumbTransform);
// Setting the Targeted Properity of the DoubleAnimation to be The "TranslateX" Properity
Storyboard.SetTargetProperty(_thumbAnimation, new PropertyPath("TranslateX"));
// Used QuinticEase instead of ExponentialEase
// and Added EaseOut to make the animation be more smoother.
_thumbAnimation.EasingFunction = new QuinticEase(){ EasingMode = EasingMode.EaseOut };
// Initializing the Storyboard
_thumbStoryboard = new Storyboard();
// Specifing the Duration of the DoubleAnimation not the StoryBoard
_thumbAnimation.Duration = new Duration(TimeSpan.FromMilliseconds(500));
// Adding the DoubleAnimation to the Children of the Storyboard
_thumbStoryboard.Children.Add(_thumbAnimation);
}
// Calculate the New Centered Position
double newPos = offset - (thumbItem.ActualWidth / 2);
// Set the New DoubleAnimation "To" Value,
// There is no need to set the "From" Value since it'll automatically continue from the current TranslateX Value
_thumbAnimation.To = newPos;
// Begin the animation.
_thumbStoryboard.Begin();
}
Hope that helps you :)
Regards,
Monir Abu Hilal

Path animation that advances by 'steps'

I am trying to produce a path animation in WPF. It's composed of 3 points that form a triangle. And along that path is a dot that is being animated.
So far that is all working, however, it runs smoothly as the duration progresses (as you would expect!
What I would like to happen is the animation progresses incrementally, in discrete steps.
I thought I could use some kind of discrete key frame animation, but have had no luck.
So far I've got the path and the Storyboard which is (unfortunately!) working a bit too smoothly.
Is there a way to only update the animation every x seconds?
// Construct the animation path.
var pFigure = new PathFigure
{
StartPoint = pathToWalk[0],
Segments = new PathSegmentCollection
{
new LineSegment(pathToWalk[1], false),
new LineSegment(pathToWalk[2], false),
new LineSegment(pathToWalk[0], false)
}
};
var animationPath = new PathGeometry();
animationPath.Figures.Add(pFigure);
// Freeze the PathGeometry for performance
animationPath.Freeze();
// Create a PointAnimationgUsingPath to move the Dot(EllipseGeometry)
// along the animation path.
var dotAnimation = new PointAnimationUsingPath
{
PathGeometry = animationPath,
Duration = TimeSpan.FromSeconds(5),
RepeatBehavior = RepeatBehavior.Forever
};
// Set the animation to target the Center property of the
// Dot(EllipseGeometry) named "theDotToAnimate".
Storyboard.SetTargetName(dotAnimation, "theDotToAnimate");
Storyboard.SetTargetProperty(dotAnimation, new PropertyPath(EllipseGeometry.CenterProperty));
// Create a Storyboard to contain and apply the animation.
var pathAnimationStoryboard = new Storyboard
{
RepeatBehavior = RepeatBehavior.Forever,
AutoReverse = true
};
pathAnimationStoryboard.Children.Add(dotAnimation);
// Start the Storyboard when ellipsePath is loaded.
dotPath.Loaded += (sender, e) => pathAnimationStoryboard.Begin(theWindowToAddto);
I thought about getting the Animation Clock from the animation and pausing and un-pausing it in a look. That might work, but it would be the ugliest thing ever!
Can anyone help?
EDIT: I also noticed IsAdditive="True" as an option, maybe there's a way of just nudging it along a bit each time?

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