廢話不多說(shuō),先上效果
沒(méi)有做成安卓那種圓形的原因是...人家真的不會(huì)嘛...
好了下面是正文:
首先在工程中引入Behavior的庫(kù),我們使用Nuget。
在項(xiàng)目->引用上點(diǎn)擊右鍵,點(diǎn)擊管理Nuget程序包,然后瀏覽里搜索Microsoft.Xaml.Behaviors.Uwp.Managed
或者在程序包管理控制臺(tái)里(如果輸出右邊沒(méi)有這個(gè)標(biāo)簽,使用工具->Nuget包管理器->程序包管理控制臺(tái)打開(kāi)),輸入命令
Install-Package Microsoft.Xaml.Behaviors.Uwp.Managed
回車(chē),坐等,引入成功。
然后我們新建一個(gè)類(lèi),名字叫ButtonBehavior,繼承IBehavior接口,并且實(shí)現(xiàn)Attach和Detach方法(不用傻傻的敲,自動(dòng)補(bǔ)全就可以)。
這時(shí)文檔的結(jié)構(gòu)是這樣的:
namespace MyBehavior { public class Base : DependencyObject, IBehavior { public DependencyObject AssociatedObject { get; set; } public void Attach(DependencyObject associatedObject) { AssociatedObject = associatedObject; //這里寫(xiě)代碼 } public void Detach() { } } }
給控件設(shè)置Behavior時(shí),程序會(huì)通過(guò)Attach方法,將控件傳到我們的類(lèi)里,也就是associatedObject。
接著,當(dāng)然是使用Composition了。。。我又不會(huì)別的。
先聲明一堆準(zhǔn)備用的對(duì)象:
double SizeValue;double ScaleValue; Compositor compositor; Visual hostVisual; ContainerVisual containerVisual; SpriteVisual rectVisual; ScalarKeyFrameAnimation PressSizeAnimation; ScalarKeyFrameAnimation PressOffsetAnimation; ScalarKeyFrameAnimation PressOpacityAnimation; CompositionAnimationGroup PressAnimationGroup; ScalarKeyFrameAnimation ReleaseSizeAnimation; ScalarKeyFrameAnimation ReleaseOffsetAnimation; ScalarKeyFrameAnimation ReleaseOpacityAnimation; CompositionAnimationGroup ReleaseAnimationGroup;
然后該處理一下可愛(ài)的AssociatedObject了:
public virtual void Attach(DependencyObject associatedObject) { AssociatedObject = associatedObject; if (AssociatedObject is FrameworkElement element) { if (element.ActualWidth > 0 && element.ActualHeight > 0) Init(); else element.Loaded += Element_Loaded; hostVisual = ElementCompositionPreview.GetElementVisual(element); compositor = hostVisual.Compositor; element.AddHandler(UIElement.PointerPressedEvent, new PointerEventHandler(Element_PointerPressed), true); element.AddHandler(UIElement.PointerReleasedEvent, new PointerEventHandler(Element_PointerReleased), true); } else return; }
這里掛上Loaded事件是因?yàn)椋绻丶](méi)有加載完成之前設(shè)置了Behavior,我們?cè)贏ttach里獲取到的數(shù)據(jù)就不全了。
然后是Init方法,這是整個(gè)Behavior的核心:
void Init() { if (AssociatedObject is FrameworkElement element) { hostVisual = ElementCompositionPreview.GetElementVisual(element); //獲取控件Visual compositor = hostVisual.Compositor; //獲取Compositor,Composition的大多數(shù)對(duì)象都需要他來(lái)創(chuàng)建 var temp = ElementCompositionPreview.GetElementChildVisual(element); if (temp is ContainerVisual tempContainerVisual) containerVisual = tempContainerVisual; else { containerVisual = compositor.CreateContainerVisual(); //創(chuàng)建ContainerVisual ElementCompositionPreview.SetElementChildVisual(element, containerVisual); //把ContainerVisual設(shè)置成控件的子Visual } } }
這里有個(gè)小坑,ElementCompositionPreview類(lèi)里,只有SetElementChildVisual方法,卻并沒(méi)有RemoveChildVisual的方法。所以我們給按鈕插入一個(gè)子ContainerVisual,ContainerVisual可以所謂容器盛放其他Visual,并且,可以移除。如果不這么做,移除Behavior的時(shí)候會(huì)爆錯(cuò)。
然后寫(xiě)動(dòng)畫(huà),動(dòng)畫(huà)分為兩部分,分別是按下和釋放。我的思路是這樣,鼠標(biāo)按下時(shí),獲取到起始坐標(biāo),把讓特效Visual移動(dòng)到起始橫坐標(biāo)的位置,然后讓特效Visual的寬度從0到和控件寬度一樣大,與此同時(shí),特效Visual從起始位置((0,0)的右邊)慢慢向左移動(dòng),這樣就能制作出一個(gè)向外擴(kuò)散的效果。
思路有了,繼續(xù)寫(xiě)Init方法:
void Init() { if (AssociatedObject is FrameworkElement element) { hostVisual = ElementCompositionPreview.GetElementVisual(element); //獲取控件Visual compositor = hostVisual.Compositor; //獲取Compositor,Composition的大多數(shù)對(duì)象都需要他來(lái)創(chuàng)建 var temp = ElementCompositionPreview.GetElementChildVisual(element); if (temp is ContainerVisual tempContainerVisual) containerVisual = tempContainerVisual; else { containerVisual = compositor.CreateContainerVisual(); //創(chuàng)建ContainerVisual ElementCompositionPreview.SetElementChildVisual(element, containerVisual); //把ContainerVisual設(shè)置成控件的子Visual } rectVisual = compositor.CreateSpriteVisual(); //創(chuàng)建我們的正主,特效Visual var bindSizeAnimation = compositor.CreateExpressionAnimation("hostVisual.Size.Y"); bindSizeAnimation.SetReferenceParameter("hostVisual", hostVisual); rectVisual.StartAnimation("Size.Y", bindSizeAnimation); //創(chuàng)建一個(gè)表達(dá)式動(dòng)畫(huà),把我們自己創(chuàng)建的特效Visual的高度和控件Visual的高度綁定到一起 rectVisual.Brush = compositor.CreateColorBrush(Windows.UI.Colors.Black); //設(shè)置特效Visual的筆刷 rectVisual.Opacity = 0f; //設(shè)置特效Visual的初始透明度 containerVisual.Children.InsertAtTop(rectVisual); 把特效Visual插入到ContainerVisual的頂部 var easeIn = compositor.CreateCubicBezierEasingFunction(new Vector2(0.5f, 0.0f), new Vector2(1.0f, 1.0f)); //創(chuàng)建一個(gè)關(guān)鍵幀動(dòng)畫(huà)用到的貝塞爾曲線 PressSizeAnimation = compositor.CreateScalarKeyFrameAnimation(); PressSizeAnimation.InsertKeyFrame(0f, 0f, easeIn); PressSizeAnimation.InsertExpressionKeyFrame(1f, "hostVisual.Size.X", easeIn); PressSizeAnimation.SetReferenceParameter("hostVisual", hostVisual); PressSizeAnimation.Duration = TimeSpan.FromSeconds(1); PressSizeAnimation.StopBehavior = AnimationStopBehavior.LeaveCurrentValue; //動(dòng)畫(huà)中途暫停時(shí),將動(dòng)畫(huà)的當(dāng)前值設(shè)定到對(duì)象上 PressSizeAnimation.Target = "Size.X"; //創(chuàng)建按下后,特效Visual的寬度的關(guān)鍵幀動(dòng)畫(huà),持續(xù)1秒 PressOffsetAnimation = compositor.CreateScalarKeyFrameAnimation(); PressOffsetAnimation.InsertExpressionKeyFrame(0f, "This.CurrentValue", easeIn); PressOffsetAnimation.InsertKeyFrame(1f, 0f, easeIn); PressOffsetAnimation.Duration = TimeSpan.FromSeconds(1); PressOffsetAnimation.StopBehavior = AnimationStopBehavior.LeaveCurrentValue; PressOffsetAnimation.Target = "Offset.X"; //創(chuàng)建按下后,特效Visual的橫向偏移的關(guān)鍵幀動(dòng)畫(huà),持續(xù)1秒 PressOpacityAnimation = compositor.CreateScalarKeyFrameAnimation(); PressOpacityAnimation.InsertKeyFrame(0f, 0.3f, easeIn); PressOpacityAnimation.InsertKeyFrame(1f, 0.5f, easeIn); PressOpacityAnimation.Duration = TimeSpan.FromSeconds(1); PressOpacityAnimation.StopBehavior = AnimationStopBehavior.LeaveCurrentValue; PressOpacityAnimation.Target = "Opacity"; //創(chuàng)建按下后,特效Visual的透明度的關(guān)鍵幀動(dòng)畫(huà),持續(xù)1秒 PressAnimationGroup = compositor.CreateAnimationGroup(); PressAnimationGroup.Add(PressSizeAnimation); PressAnimationGroup.Add(PressOffsetAnimation); PressAnimationGroup.Add(PressOpacityAnimation); //創(chuàng)建一個(gè)動(dòng)畫(huà)組,把上面三個(gè)動(dòng)畫(huà)放在一起,類(lèi)似Storyboard ReleaseSizeAnimation = compositor.CreateScalarKeyFrameAnimation(); ReleaseSizeAnimation.InsertExpressionKeyFrame(0f, "This.CurrentValue", easeIn); //This.CurrentValue是表達(dá)式動(dòng)畫(huà)中的一個(gè)特殊用法,可以將設(shè)置的屬性的當(dāng)前值傳遞給動(dòng)畫(huà) ReleaseSizeAnimation.InsertExpressionKeyFrame(1f, "hostVisual.Size.X", easeIn); ReleaseSizeAnimation.SetReferenceParameter("hostVisual", hostVisual); ReleaseSizeAnimation.Duration = TimeSpan.FromSeconds(0.2); ReleaseSizeAnimation.StopBehavior = AnimationStopBehavior.LeaveCurrentValue; ReleaseSizeAnimation.Target = "Size.X"; //創(chuàng)建釋放后,特效Visual的寬度的關(guān)鍵幀動(dòng)畫(huà),持續(xù)0.2秒。 ReleaseOffsetAnimation = compositor.CreateScalarKeyFrameAnimation(); ReleaseOffsetAnimation.InsertExpressionKeyFrame(0f, "This.CurrentValue", easeIn); ReleaseOffsetAnimation.InsertKeyFrame(1f, 0f, easeIn); ReleaseOffsetAnimation.Duration = TimeSpan.FromSeconds(0.2); ReleaseOffsetAnimation.StopBehavior = AnimationStopBehavior.LeaveCurrentValue; ReleaseOffsetAnimation.Target = "Offset.X"; //創(chuàng)建釋放后,特效Visual的橫向偏移的關(guān)鍵幀動(dòng)畫(huà),持續(xù)0.2秒。 ReleaseOpacityAnimation = compositor.CreateScalarKeyFrameAnimation(); ReleaseOpacityAnimation.InsertExpressionKeyFrame(0f, "This.CurrentValue", easeIn); ReleaseOpacityAnimation.InsertKeyFrame(1f, 0f, easeIn); ReleaseOpacityAnimation.Duration = TimeSpan.FromSeconds(0.2); ReleaseOpacityAnimation.DelayTime = TimeSpan.FromSeconds(0.2); ReleaseOpacityAnimation.StopBehavior = AnimationStopBehavior.LeaveCurrentValue; ReleaseOpacityAnimation.Target = "Opacity"; //創(chuàng)建釋放后,特效Visual的透明度的關(guān)鍵幀動(dòng)畫(huà),持續(xù)0.2秒。 ReleaseAnimationGroup = compositor.CreateAnimationGroup(); ReleaseAnimationGroup.Add(ReleaseSizeAnimation); ReleaseAnimationGroup.Add(ReleaseOffsetAnimation); ReleaseAnimationGroup.Add(ReleaseOpacityAnimation); //創(chuàng)建動(dòng)畫(huà)組 } }
萬(wàn)事俱備,只欠東風(fēng),還記得Attach方法里給控件掛上的PointerPressed和PointerReleased方法不?
這里不能用+=和-=,因?yàn)镻ointer的事件很特殊(怎么個(gè)說(shuō)法記不清了),必須要用到AddHandler的最后一個(gè)參數(shù),HandlerEventToo為true,才能正確的處理。
private void Element_PointerPressed(object sender, PointerRoutedEventArgs e) { if (AssociatedObject is FrameworkElement element) { var point = e.GetCurrentPoint(element).Position.ToVector2(); //獲取點(diǎn)擊相對(duì)于控件的坐標(biāo) rectVisual.StopAnimationGroup(PressAnimationGroup); rectVisual.StopAnimationGroup(ReleaseAnimationGroup); //停止正在播放的動(dòng)畫(huà) rectVisual.Offset = new Vector3(point.X, 0f, 0f); //設(shè)置特效Visual的起始橫坐標(biāo)為點(diǎn)擊的橫坐標(biāo),縱坐標(biāo)為0 rectVisual.StartAnimationGroup(PressAnimationGroup); //開(kāi)始按下的動(dòng)畫(huà) } }private void Element_PointerReleased(object sender, PointerRoutedEventArgs e) { rectVisual.StopAnimationGroup(PressAnimationGroup); rectVisual.StopAnimationGroup(ReleaseAnimationGroup); //停止正在播放的動(dòng)畫(huà) rectVisual.StartAnimationGroup(ReleaseAnimationGroup); //開(kāi)始釋放的動(dòng)畫(huà)}
最后再寫(xiě)一個(gè)Detach方法擦屁股就大功告成了:
public void Detach() { if (AssociatedObject is UIElement element) { element.RemoveHandler(UIElement.PointerPressedEvent, new PointerEventHandler(Element_PointerPressed)); element.RemoveHandler(UIElement.PointerReleasedEvent, new PointerEventHandler(Element_PointerReleased)); } //卸載事件 rectVisual.StopAnimationGroup(PressAnimationGroup); rectVisual.StopAnimationGroup(ReleaseAnimationGroup); //停止動(dòng)畫(huà) containerVisual.Children.Remove(rectVisual); //移除特效Visual}
很輕松,不是嗎?
使用方法也很簡(jiǎn)單:
<Page ... xmlns:Interactivity="using:Microsoft.Xaml.Interactivity" xmlns:MyBehaviors="using:MyBehaviors" ... <Button> <Interactivity:Interaction.Behaviors> <MyBehaviors:ButtonBehavior /> </Interactivity:Interaction.Behaviors> </Button>
把大象關(guān)冰箱,統(tǒng)共分幾步?
1、設(shè)置behavior,獲取到控件對(duì)象;
2、在behavior中操作控件對(duì)象;
3、移除behavior。
就這么簡(jiǎn)單。接下來(lái)又到了挖坑時(shí)間(話說(shuō)上次滑動(dòng)返回的坑還沒(méi)填...):
http://www.cnblogs.com/blue-fire/p/7237158.html