private void Viewport_ManipulationStateChanged(object sender, ManipulationStateChangedEventArgs e) { // Viewport sometimes does not animate correctly back to the content area, // so here we fix it if that happens if (Viewport.ManipulationState == ManipulationState.Idle) { if (Viewport.Viewport.X < 0) { Viewport.SetViewportOrigin(new Point(0, Viewport.Viewport.Y)); } else if (Viewport.Viewport.X > Image.Width - Viewport.Viewport.Width) { Viewport.SetViewportOrigin(new Point(Image.Width - Viewport.Width, Viewport.Viewport.Y)); } if (Viewport.Viewport.Y < 0) { Viewport.SetViewportOrigin(new Point(Viewport.Viewport.X, 0)); } else if (Viewport.Viewport.Y > Image.Height - Viewport.Viewport.Height) { Viewport.SetViewportOrigin(new Point(Viewport.Viewport.X, Image.Height - Viewport.Height)); } } }
private void _vpCtrl_ManipulationStateChanged(object sender, ManipulationStateChangedEventArgs e) { if (this.OnScrollStateChanged == null) { return; } this.OnScrollStateChanged(this._vpCtrl.ManipulationState > 0, this._vpCtrl.ManipulationState == ManipulationState.Manipulating); }
private void _viewport_ManipulationStateChanged(object sender, ManipulationStateChangedEventArgs e) { this._preventPullUntilNextManipulationStateChange = false; ViewportControl viewport = this._viewport; if (viewport.ManipulationState == ManipulationState.Manipulating && this.ScrollPosition == 0.0) { this.LockBoundsForPull(viewport); } else { this.UnlockBounds(); } }
private void ViewportControl_OnManipulationStateChanged(object sender, ManipulationStateChangedEventArgs e) { if (this._isAnimating || this._viewportControl.ManipulationState != ManipulationState.Idle) { return; } this.UpdateSystemTrayAndAppBarIfNeeded(); this._isAnimating = true; if (this.ShouldHide()) { this.Hide(this._viewportControl.Viewport.Y < this._ucHeader.ActualHeight); } else { this.Show(true); } }
void OnManipulationStateChanged(object o, ManipulationStateChangedEventArgs args) { switch (ViewportControl.ManipulationState) { case ManipulationState.Idle: // thing is rested IsInPullToRefresh = false; break; case ManipulationState.Manipulating: // user interaction IsInPullToRefresh = ViewportAtTop; break; case ManipulationState.Animating: // user let go IsInPullToRefresh = false; break; default: throw new ArgumentOutOfRangeException(); } }
private void OnManipulationStateChanged(object sender, ManipulationStateChangedEventArgs e) { }
private void Viewport_ManipulationStateChanged(object sender, ManipulationStateChangedEventArgs e) { // Viewport sometimes does not animate correctly back to the content area, // so here we fix it if that happens if (Viewport.ManipulationState == ManipulationState.Idle) { if (Viewport.Viewport.X < 0) { Viewport.SetViewportOrigin(new Point(0, Viewport.Viewport.Y)); } else if (Viewport.Viewport.X > Image.Width - Viewport.Viewport.Width) { Viewport.SetViewportOrigin(new Point(Image.Width - Viewport.Width, Viewport.Viewport.Y)); } if (Viewport.Viewport.Y < 0) { Viewport.SetViewportOrigin(new Point(Viewport.Viewport.X, 0)); } else if (Viewport.Viewport.Y > Image.Height - Viewport.Viewport.Height) { Viewport.SetViewportOrigin(new Point(Viewport.Viewport.X, Image.Height - Viewport.Height)); } } }
// this event fires when manupulation changes void _viewportControl_ManipulationStateChanged(object sender, ManipulationStateChangedEventArgs e) { //fire the event. PositionChanged(_viewportControl, new EventArgs()); }
// this event fires when manupulation changes void _viewportControl_ManipulationStateChanged(object sender, ManipulationStateChangedEventArgs e) { //fire the event. PositionChanged(_viewportControl, new EventArgs()); }