Exemplo n.º 1
0
        public void AppliesEasingFunction()
        {
            const double defaultOrigin      = 0;
            const double defaultDestination = 100;
            var          defaultAnimation   = new FromToByDoubleAnimation();
            var          easingAnimation    = new FromToByDoubleAnimation();
            var          clock          = new ControllableAnimationClock();
            var          easingFunction = new QuadraticEase();

            easingAnimation.EasingFunction = easingFunction;

            for (double progress = 0d; progress <= 1d; progress += 0.01)
            {
                // Manually apply the easing function.
                double easedProgress = easingFunction.Ease(progress);
                clock.CurrentProgress = easedProgress;
                double expectedResult = defaultAnimation.GetCurrentValue(defaultOrigin, defaultDestination, clock);

                // Then test if the animation does it on its own.
                clock.CurrentProgress = progress;
                double easedResult = easingAnimation.GetCurrentValue(defaultOrigin, defaultDestination, clock);

                Assert.Equal(expectedResult, easedResult);
            }
        }
Exemplo n.º 2
0
        public void AnimationRespectsIsAdditive(FromToByAnimationData animationData)
        {
            var animation = new FromToByDoubleAnimation(
                animationData.From,
                animationData.To,
                animationData.By
                );
            var clock = new ControllableAnimationClock();

            animation.IsAdditive = true;

            for (double progress = 0d; progress <= 1d; progress += 0.01)
            {
                clock.CurrentProgress = progress;

                double result = animation.GetCurrentValue(
                    animationData.DefaultOrigin,
                    animationData.DefaultDestination,
                    clock
                    );
                double expectedResult = animationData.GetExpectedValueForProgress(clock.CurrentProgress.Value);

                // If the animation supports IsAdditive, we add the DefaultOrigin value to the expected result.
                // IsAdditive only gets supported, if both From and To/By are set.
                // See https://docs.microsoft.com/en-us/dotnet/api/system.windows.media.animation.doubleanimation.isadditive?view=netframework-4.7.2
                // for details.
                if (animationData.From.HasValue &&
                    (animationData.To.HasValue || animationData.By.HasValue))
                {
                    expectedResult += animationData.DefaultOrigin;
                }

                Assert.Equal(expectedResult, result);
            }
        }
Exemplo n.º 3
0
        public void ReturnsExpectedIntermediaryValues(FromToByAnimationData animationData)
        {
            var animation = new FromToByDoubleAnimation(
                animationData.From,
                animationData.To,
                animationData.By
                );
            var clock = new ControllableAnimationClock();

            // We want to test for intermediary values, meaning that we loop the progress from
            // 0 to 1 in small steps.
            // In each step, we assert that the animation returns the correct value.

            for (double progress = 0d; progress <= 1d; progress += 0.01)
            {
                clock.CurrentProgress = progress;

                double result = animation.GetCurrentValue(
                    animationData.DefaultOrigin,
                    animationData.DefaultDestination,
                    clock
                    );
                double expectedResult = animationData.GetExpectedValueForProgress(clock.CurrentProgress.Value);

                Assert.Equal(expectedResult, result);
            }
        }
Exemplo n.º 4
0
        public void ThrowsIfInputValuesHaveWrongType(object from, object to)
        {
            var animation = new SimpleDoubleAnimation();
            var clock     = new ControllableAnimationClock();

            Assert.Throws <InvalidOperationException>(() =>
                                                      animation.GetCurrentValue(from, to, clock));
        }
Exemplo n.º 5
0
        public void ReturnsExpectedValueWhenFinished(FromToByAnimationData animationData)
        {
            var animation = new FromToByDoubleAnimation(
                animationData.From,
                animationData.To,
                animationData.By
                );
            var clock = ControllableAnimationClock.NewFinished();

            double result = animation.GetCurrentValue(
                animationData.DefaultOrigin,
                animationData.DefaultDestination,
                clock
                );
            double expectedResult = animationData.GetExpectedValueForProgress(clock.CurrentProgress.Value);

            Assert.Equal(expectedResult, result);
        }
Exemplo n.º 6
0
        public void AnimationRespectsIsCumulative(FromToByAnimationData animationData)
        {
            const int repeatCount = 10;

            var animation = new FromToByDoubleAnimation(
                animationData.From,
                animationData.To,
                animationData.By
                );
            var clock = new ControllableAnimationClock();

            animation.IsCumulative   = true;
            animation.RepeatBehavior = new RepeatBehavior(repeatCount);

            // IsCumulative only works, if the animation repeats.
            // In each iteration, the previously calculated value gets set as the starting value
            // of the next iteration.
            // This basically means that an animation doesn't get reset after each repetition.
            //
            // WPF's CurrentIteration always starts from 1, not 0!
            for (int iteration = 1; iteration <= repeatCount; iteration++)
            {
                for (double progress = 0d; progress <= 1d; progress += 0.01)
                {
                    clock.CurrentProgress  = progress;
                    clock.CurrentIteration = iteration;

                    double result = animation.GetCurrentValue(
                        animationData.DefaultOrigin,
                        animationData.DefaultDestination,
                        clock
                        );
                    double expectedResult = animationData.GetExpectedValueForProgress(clock.CurrentProgress.Value);

                    // Calculate the value which should be added on top of the expected result for the current
                    // iteration.
                    double toFromDiff       = animationData.ActualTo - animationData.ActualFrom;
                    double accumulatedValue = toFromDiff * (iteration - 1);
                    expectedResult += accumulatedValue;

                    Assert.Equal(expectedResult, result);
                }
            }
        }