Exemple #1
0
 /// <summary>
 ///     Allows subclasses to override the GoToState logic.
 /// </summary>
 protected virtual bool GoToStateCore(Control control, FrameworkElement templateRoot, string stateName, VisualStateGroup group, VisualState state, bool useTransitions)
 {
     return(GoToStateInternal(control, templateRoot, group, state, useTransitions));
 }
Exemple #2
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        /// <summary>
        /// Get the most appropriate transition between two states.
        /// </summary>
        /// <param name="element">Element being transitioned.</param>
        /// <param name="group">Group being transitioned.</param>
        /// <param name="from">VisualState being transitioned from.</param>
        /// <param name="to">VisualState being transitioned to.</param>
        /// <returns>
        /// The most appropriate transition between the desired states.
        /// </returns>
        internal static VisualTransition GetTransition(FrameworkElement element, VisualStateGroup group, VisualState from, VisualState to)
        {
            if (element == null)
            {
                throw new ArgumentNullException("element");
            }

            if (group == null)
            {
                throw new ArgumentNullException("group");
            }

            if (to == null)
            {
                throw new ArgumentNullException("to");
            }

            VisualTransition best = null;
            VisualTransition defaultTransition = null;
            int bestScore = -1;

            IList <VisualTransition> transitions = (IList <VisualTransition>)group.Transitions;

            if (transitions != null)
            {
                foreach (VisualTransition transition in transitions)
                {
                    if (defaultTransition == null && transition.IsDefault)
                    {
                        defaultTransition = transition;
                        continue;
                    }

                    int score = -1;

                    VisualState transitionFromState = group.GetState(transition.From);
                    VisualState transitionToState   = group.GetState(transition.To);

                    if (from == transitionFromState)
                    {
                        score += 1;
                    }
                    else if (transitionFromState != null)
                    {
                        continue;
                    }

                    if (to == transitionToState)
                    {
                        score += 2;
                    }
                    else if (transitionToState != null)
                    {
                        continue;
                    }

                    if (score > bestScore)
                    {
                        bestScore = score;
                        best      = transition;
                    }
                }
            }

            return(best ?? defaultTransition);
        }
Exemple #3
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        private static Storyboard GenerateDynamicTransitionAnimations(FrameworkElement root, VisualStateGroup group, VisualState newState, VisualTransition transition)
        {
            Storyboard dynamic = new Storyboard();

            if (transition != null && transition.GeneratedDuration != null)
            {
                dynamic.Duration = transition.GeneratedDuration;
            }
            else
            {
                dynamic.Duration = new Duration(TimeSpan.Zero);
            }

            Dictionary <TimelineDataToken, Timeline> currentAnimations    = FlattenTimelines(group.CurrentStoryboards);
            Dictionary <TimelineDataToken, Timeline> transitionAnimations = FlattenTimelines(transition != null ? transition.Storyboard : null);
            Dictionary <TimelineDataToken, Timeline> newStateAnimations   = FlattenTimelines(newState.Storyboard);

            // Remove any animations that the transition already animates.
            // There is no need to create an interstitial animation if one already exists.
            foreach (KeyValuePair <TimelineDataToken, Timeline> pair in transitionAnimations)
            {
                currentAnimations.Remove(pair.Key);
                newStateAnimations.Remove(pair.Key);
            }

            // Generate the "to" animations
            foreach (KeyValuePair <TimelineDataToken, Timeline> pair in newStateAnimations)
            {
                // The new "To" Animation -- the root is passed as a reference point for name
                // lookup.
                Timeline toAnimation = GenerateToAnimation(root, pair.Value, true);

                // If the animation is of a type that we can't generate transition animations
                // for, GenerateToAnimation will return null, and we should just keep going.
                if (toAnimation != null)
                {
                    toAnimation.Duration = dynamic.Duration;
                    dynamic.Children.Add(toAnimation);
                }

                // Remove this from the list of current state animations we have to consider next
                currentAnimations.Remove(pair.Key);
            }

            // Generate the "from" animations
            foreach (KeyValuePair <TimelineDataToken, Timeline> pair in currentAnimations)
            {
                Timeline fromAnimation = GenerateFromAnimation(root, pair.Value);
                if (fromAnimation != null)
                {
                    fromAnimation.Duration = dynamic.Duration;
                    dynamic.Children.Add(fromAnimation);
                }
            }

            return(dynamic);
        }
Exemple #4
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        /// <summary>
        ///   If the stateGroupsRoot or control is removed from the tree, then the new
        ///   storyboards will not be able to resolve target names. Thus,
        ///   if the stateGroupsRoot or control is not in the tree, don't start the new
        ///   storyboards.
        /// </summary>
        private static bool ShouldRunStateStoryboard(FrameworkElement control, FrameworkElement stateGroupsRoot, VisualState state, VisualStateGroup group)
        {
            bool controlInTree         = true;
            bool stateGroupsRootInTree = true;

            // We cannot simply check control.IsLoaded because the control may not be in the visual tree
            // even though IsLoaded is true.  Instead we will check that it can find a PresentationSource
            // which would tell us it's in the visual tree.
            if (control != null)
            {
                // If it's visible then it's in the visual tree, so we don't even have to look for a
                // PresentationSource
                if (!control.IsVisible)
                {
                    controlInTree = (PresentationSource.FromVisual(control) != null);
                }
            }

            if (stateGroupsRoot != null)
            {
                if (!stateGroupsRoot.IsVisible)
                {
                    stateGroupsRootInTree = (PresentationSource.FromVisual(stateGroupsRoot) != null);
                }
            }

            return(controlInTree && stateGroupsRootInTree && (state == group.CurrentState));
        }
Exemple #5
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        private static bool GoToStateInternal(Control control, FrameworkElement element, VisualStateGroup group, VisualState state, bool useTransitions)
        {
            if (element == null)
            {
                throw new ArgumentNullException("element");
            }

            if (state == null)
            {
                throw new ArgumentNullException("state");
            }

            if (group == null)
            {
                throw new InvalidOperationException();
            }

            VisualState lastState = group.CurrentState;

            if (lastState == state)
            {
                return(true);
            }

            // Get the transition Storyboard. Even if there are no transitions specified, there might
            // be properties that we're rolling back to their default values.
            VisualTransition transition = useTransitions ? VisualStateManager.GetTransition(element, group, lastState, state) : null;

            // Generate dynamicTransition Storyboard
            Storyboard dynamicTransition = GenerateDynamicTransitionAnimations(element, group, state, transition);

            // If the transition is null, then we want to instantly snap. The dynamicTransition will
            // consist of everything that is being moved back to the default state.
            // If the transition.Duration and explicit storyboard duration is zero, then we want both the dynamic
            // and state Storyboards to happen in the same tick, so we start them at the same time.
            if (transition == null || (transition.GeneratedDuration == DurationZero &&
                                       (transition.Storyboard == null || transition.Storyboard.Duration == DurationZero)))
            {
                // Start new state Storyboard and stop any previously running Storyboards
                if (transition != null && transition.Storyboard != null)
                {
                    group.StartNewThenStopOld(element, transition.Storyboard, state.Storyboard);
                }
                else
                {
                    group.StartNewThenStopOld(element, state.Storyboard);
                }

                // Fire both CurrentStateChanging and CurrentStateChanged events
                group.RaiseCurrentStateChanging(element, lastState, state, control);
                group.RaiseCurrentStateChanged(element, lastState, state, control);
            }
            else
            {
                // In this case, we have an interstitial storyboard of duration > 0 and/or
                // explicit storyboard of duration >0 , so we need
                // to run them first, and then we'll run the state storyboard.
                // we have to wait for both storyboards to complete before
                // starting the steady state animations.
                transition.DynamicStoryboardCompleted = false;

                // Hook up generated Storyboard's Completed event handler
                dynamicTransition.Completed += delegate(object sender, EventArgs e)
                {
                    if (transition.Storyboard == null || transition.ExplicitStoryboardCompleted)
                    {
                        if (ShouldRunStateStoryboard(control, element, state, group))
                        {
                            group.StartNewThenStopOld(element, state.Storyboard);
                        }

                        group.RaiseCurrentStateChanged(element, lastState, state, control);
                    }
                    transition.DynamicStoryboardCompleted = true;
                };

                if (transition.Storyboard != null && transition.ExplicitStoryboardCompleted == true)
                {
                    EventHandler transitionCompleted = null;
                    transitionCompleted = new EventHandler(delegate(object sender, EventArgs e)
                    {
                        if (transition.DynamicStoryboardCompleted)
                        {
                            if (ShouldRunStateStoryboard(control, element, state, group))
                            {
                                group.StartNewThenStopOld(element, state.Storyboard);
                            }
                            group.RaiseCurrentStateChanged(element, lastState, state, control);
                        }
                        transition.Storyboard.Completed       -= transitionCompleted;
                        transition.ExplicitStoryboardCompleted = true;
                    });

                    // hook up explicit storyboard's Completed event handler
                    transition.ExplicitStoryboardCompleted = false;
                    transition.Storyboard.Completed       += transitionCompleted;
                }

                // Start transition and dynamicTransition Storyboards
                // Stop any previously running Storyboards
                group.StartNewThenStopOld(element, transition.Storyboard, dynamicTransition);

                group.RaiseCurrentStateChanging(element, lastState, state, control);
            }

            group.CurrentState = state;

            return(true);
        }
Exemple #6
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        internal static bool TryGetState(IList <VisualStateGroup> groups, string stateName, out VisualStateGroup group, out VisualState state)
        {
            for (int groupIndex = 0; groupIndex < groups.Count; ++groupIndex)
            {
                VisualStateGroup g = groups[groupIndex];
                VisualState      s = g.GetState(stateName);
                if (s != null)
                {
                    group = g;
                    state = s;
                    return(true);
                }
            }

            group = null;
            state = null;
            return(false);
        }