ModAnimation.vb 49 KB

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  1. '动画引擎模块
  2. '使用 Ani 作为方法或属性的开头,使用 Aa 作为单个动画对象的开头(便于自动补全)
  3. Public Module ModAnimation
  4. #Region "声明"
  5. ''' <summary>
  6. ''' 动画速度。最大为 200。
  7. ''' </summary>
  8. Public AniSpeed As Double = 1
  9. ''' <summary>
  10. ''' 动画组列表。
  11. ''' </summary>
  12. Public AniGroups As New Dictionary(Of String, AniGroupEntry)
  13. Public Class AniGroupEntry
  14. Public Data As List(Of AniData)
  15. Public StartTick As Long
  16. Public Uuid As Integer = GetUuid()
  17. End Class
  18. ''' <summary>
  19. ''' 上一次记刻的时间。
  20. ''' </summary>
  21. Private AniLastTick As Long
  22. ''' <summary>
  23. ''' 动画模块是否正在运行。
  24. ''' </summary>
  25. Public AniRunning As Boolean = False
  26. Private _AniControlEnabled As Integer = 0
  27. Private ReadOnly AniControlEnabledLock As New Object
  28. ''' <summary>
  29. ''' 控件动画执行是否开启。先 +1,再 -1。
  30. ''' </summary>
  31. Public Property AniControlEnabled() As Integer
  32. Get
  33. Return _AniControlEnabled
  34. End Get
  35. Set(value As Integer)
  36. SyncLock AniControlEnabledLock
  37. _AniControlEnabled = value
  38. End SyncLock
  39. End Set
  40. End Property
  41. #End Region
  42. #Region "类与枚举"
  43. ''' <summary>
  44. ''' 单个动画对象。
  45. ''' </summary>
  46. ''' <remarks></remarks>
  47. Public Structure AniData
  48. ''' <summary>
  49. ''' 动画种类。
  50. ''' </summary>
  51. ''' <remarks></remarks>
  52. Public TypeMain As AniType
  53. ''' <summary>
  54. ''' 动画副种类。
  55. ''' </summary>
  56. ''' <remarks></remarks>
  57. Public TypeSub As AniTypeSub
  58. ''' <summary>
  59. ''' 动画总长度。
  60. ''' </summary>
  61. ''' <remarks></remarks>
  62. Public TimeTotal As Integer
  63. ''' <summary>
  64. ''' 已经执行的动画长度。如果为负数则为延迟。
  65. ''' </summary>
  66. ''' <remarks></remarks>
  67. Public TimeFinished As Integer
  68. ''' <summary>
  69. ''' 已经完成的百分比。
  70. ''' </summary>
  71. ''' <remarks></remarks>
  72. Public TimePercent As Double
  73. ''' <summary>
  74. ''' 是否为“以后”。
  75. ''' </summary>
  76. ''' <remarks></remarks>
  77. Public IsAfter As Boolean
  78. ''' <summary>
  79. ''' 插值器类型。
  80. ''' </summary>
  81. ''' <remarks></remarks>
  82. Public Ease As AniEase
  83. ''' <summary>
  84. ''' 动画对象。
  85. ''' </summary>
  86. ''' <remarks></remarks>
  87. Public Obj As Object
  88. ''' <summary>
  89. ''' 动画值。
  90. ''' </summary>
  91. ''' <remarks></remarks>
  92. Public Value As Object
  93. ''' <summary>
  94. ''' 上次执行时的动画值。
  95. ''' </summary>
  96. ''' <remarks></remarks>
  97. Public ValueLast As Object
  98. Public Overrides Function ToString() As String
  99. Return GetStringFromEnum(TypeMain) & " | " & TimeFinished & "/" & TimeTotal & "(" & Math.Round(TimePercent * 100) & "%)" & If(Obj Is Nothing, "", " | " & Obj.ToString & "(" & Obj.GetType.Name & ")")
  100. End Function
  101. End Structure
  102. ''' <summary>
  103. ''' 动画基础种类。
  104. ''' </summary>
  105. Public Enum AniType
  106. ''' <summary>
  107. ''' 单个Double的动画,包括位置、长宽、透明度等。这需要附属类型。
  108. ''' </summary>
  109. ''' <remarks></remarks>
  110. Number
  111. ''' <summary>
  112. ''' 颜色属性的动画。这需要附属类型。
  113. ''' </summary>
  114. ''' <remarks></remarks>
  115. Color
  116. ''' <summary>
  117. ''' 缩放控件大小。比起4个DoubleAnimation来说效率更高。
  118. ''' </summary>
  119. ''' <remarks></remarks>
  120. Scale
  121. ''' <summary>
  122. ''' 文字一个个出现。
  123. ''' </summary>
  124. ''' <remarks></remarks>
  125. TextAppear
  126. ''' <summary>
  127. ''' 执行代码。
  128. ''' </summary>
  129. ''' <remarks></remarks>
  130. Code
  131. ''' <summary>
  132. ''' 以 WPF 方式缩放控件。
  133. ''' </summary>
  134. ScaleTransform
  135. ''' <summary>
  136. ''' 以 WPF 方式旋转控件。
  137. ''' </summary>
  138. RotateTransform
  139. End Enum
  140. ''' <summary>
  141. ''' 动画扩展种类。
  142. ''' </summary>
  143. Public Enum AniTypeSub
  144. X
  145. Y
  146. Width
  147. Height
  148. Opacity
  149. Value
  150. Radius
  151. BorderThickness
  152. StrokeThickness
  153. TranslateX
  154. TranslateY
  155. [Double]
  156. DoubleParam
  157. GridLengthWidth
  158. End Enum
  159. #End Region
  160. #Region "种类"
  161. 'DoubleAnimation
  162. ''' <summary>
  163. ''' 移动X轴的动画。
  164. ''' </summary>
  165. ''' <param name="Obj">动画的对象。</param>
  166. ''' <param name="Value">进行移动的值。</param>
  167. ''' <param name="Time">动画长度(毫秒)。</param>
  168. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  169. ''' <param name="Ease">插值器类型。</param>
  170. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  171. ''' <returns></returns>
  172. ''' <remarks></remarks>
  173. Public Function AaX(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  174. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.X,
  175. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  176. End Function
  177. ''' <summary>
  178. ''' 移动Y轴的动画。
  179. ''' </summary>
  180. ''' <param name="Obj">动画的对象。</param>
  181. ''' <param name="Value">进行移动的值。</param>
  182. ''' <param name="Time">动画长度(毫秒)。</param>
  183. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  184. ''' <param name="Ease">插值器类型。</param>
  185. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  186. ''' <returns></returns>
  187. ''' <remarks></remarks>
  188. Public Function AaY(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  189. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Y,
  190. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  191. End Function
  192. ''' <summary>
  193. ''' 改变宽度的动画。
  194. ''' </summary>
  195. ''' <param name="Obj">动画的对象。</param>
  196. ''' <param name="Value">宽度改变的值。</param>
  197. ''' <param name="Time">动画长度(毫秒)。</param>
  198. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  199. ''' <param name="Ease">插值器类型。</param>
  200. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  201. ''' <returns></returns>
  202. ''' <remarks></remarks>
  203. Public Function AaWidth(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  204. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Width,
  205. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  206. End Function
  207. ''' <summary>
  208. ''' 改变高度的动画。
  209. ''' </summary>
  210. ''' <param name="Obj">动画的对象。</param>
  211. ''' <param name="Value">高度改变的值。</param>
  212. ''' <param name="Time">动画长度(毫秒)。</param>
  213. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  214. ''' <param name="Ease">插值器类型。</param>
  215. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  216. ''' <returns></returns>
  217. ''' <remarks></remarks>
  218. Public Function AaHeight(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  219. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Height,
  220. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  221. End Function
  222. ''' <summary>
  223. ''' 改变透明度的动画。
  224. ''' </summary>
  225. ''' <param name="Obj">动画的对象。</param>
  226. ''' <param name="Value">透明度改变的值。</param>
  227. ''' <param name="Time">动画长度(毫秒)。</param>
  228. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  229. ''' <param name="Ease">插值器类型。</param>
  230. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  231. ''' <returns></returns>
  232. ''' <remarks></remarks>
  233. Public Function AaOpacity(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  234. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Opacity,
  235. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  236. End Function
  237. ''' <summary>
  238. ''' 改变对象的Value属性的动画。
  239. ''' </summary>
  240. ''' <param name="Obj">动画的对象。</param>
  241. ''' <param name="Value">Value属性改变的值。</param>
  242. ''' <param name="Time">动画长度(毫秒)。</param>
  243. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  244. ''' <param name="Ease">插值器类型。</param>
  245. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  246. ''' <returns></returns>
  247. ''' <remarks></remarks>
  248. Public Function AaValue(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  249. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Value,
  250. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  251. End Function
  252. ''' <summary>
  253. ''' 改变对象的Radius属性的动画。
  254. ''' </summary>
  255. ''' <param name="Obj">动画的对象。</param>
  256. ''' <param name="Value">Radius属性改变的值。</param>
  257. ''' <param name="Time">动画长度(毫秒)。</param>
  258. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  259. ''' <param name="Ease">插值器类型。</param>
  260. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  261. ''' <returns></returns>
  262. ''' <remarks></remarks>
  263. Public Function AaRadius(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  264. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Radius,
  265. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  266. End Function
  267. ''' <summary>
  268. ''' 改变对象的BorderThickness属性的动画。
  269. ''' </summary>
  270. ''' <param name="Obj">动画的对象。</param>
  271. ''' <param name="Value">BorderThickness属性改变的值。</param>
  272. ''' <param name="Time">动画长度(毫秒)。</param>
  273. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  274. ''' <param name="Ease">插值器类型。</param>
  275. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  276. ''' <returns></returns>
  277. ''' <remarks></remarks>
  278. Public Function AaBorderThickness(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  279. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.BorderThickness,
  280. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  281. End Function
  282. ''' <summary>
  283. ''' 改变对象的StrokeThickness属性的动画。
  284. ''' </summary>
  285. ''' <param name="Obj">动画的对象。</param>
  286. ''' <param name="Value">StrokeThickness属性改变的值。</param>
  287. ''' <param name="Time">动画长度(毫秒)。</param>
  288. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  289. ''' <param name="Ease">插值器类型。</param>
  290. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  291. Public Function AaStrokeThickness(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  292. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.StrokeThickness,
  293. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  294. End Function
  295. ''' <summary>
  296. ''' 改变 Width 的 GridLength 属性的动画。必须为 Star。
  297. ''' </summary>
  298. ''' <param name="Obj">动画的对象。</param>
  299. ''' <param name="Value">GridLength.Value 改变的值。</param>
  300. ''' <param name="Time">动画长度(毫秒)。</param>
  301. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  302. ''' <param name="Ease">插值器类型。</param>
  303. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  304. Public Function AaGridLengthWidth(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  305. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.GridLengthWidth,
  306. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  307. End Function
  308. 'DoubleAnimation(Obj, Prop, [Res])
  309. ''' <summary>
  310. ''' 改变数字属性的动画。
  311. ''' </summary>
  312. ''' <param name="Obj">动画的对象。</param>
  313. ''' <param name="Prop">动画的依赖属性。</param>
  314. ''' <param name="Value">改变的值。</param>
  315. ''' <param name="Time">动画长度(毫秒)。</param>
  316. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  317. ''' <param name="Ease">插值器类型。</param>
  318. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  319. ''' <returns></returns>
  320. ''' <remarks></remarks>
  321. Public Function AaDouble(Obj As Object, Prop As DependencyProperty, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  322. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Double, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = {Obj, Prop, ""}, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  323. End Function
  324. ''' <summary>
  325. ''' 获取数字动画值。
  326. ''' </summary>
  327. ''' <param name="Value">改变的值。</param>
  328. ''' <param name="Time">动画长度(毫秒)。</param>
  329. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  330. ''' <param name="Ease">插值器类型。</param>
  331. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  332. ''' <returns></returns>
  333. ''' <remarks></remarks>
  334. Public Function AaDouble(Lambda As ParameterizedThreadStart, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  335. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.DoubleParam, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Lambda, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  336. End Function
  337. 'ColorAnimation(Obj, Prop, [Res])
  338. ''' <summary>
  339. ''' 改变颜色属性的动画。
  340. ''' </summary>
  341. ''' <param name="Obj">动画的对象。</param>
  342. ''' <param name="Prop">动画的依赖属性。</param>
  343. ''' <param name="Value">颜色改变的值。以RGB加减法进行计算。不用担心超额。</param>
  344. ''' <param name="Time">动画长度(毫秒)。</param>
  345. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  346. ''' <param name="Ease">插值器类型。</param>
  347. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  348. ''' <returns></returns>
  349. ''' <remarks></remarks>
  350. Public Function AaColor(Obj As FrameworkElement, Prop As DependencyProperty, Value As MyColor, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  351. Return New AniData With {.TypeMain = AniType.Color, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = {Obj, Prop, ""}, .Value = Value, .IsAfter = After, .TimeFinished = -Delay, .ValueLast = New MyColor(0, 0, 0, 0)}
  352. End Function
  353. ''' <summary>
  354. ''' 改变颜色属性为一个资源的动画。
  355. ''' </summary>
  356. ''' <param name="Obj">动画的对象。</param>
  357. ''' <param name="Prop">动画的依赖属性。</param>
  358. ''' <param name="Res">要将颜色改变为该资源值。</param>
  359. ''' <param name="Time">动画长度(毫秒)。</param>
  360. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  361. ''' <param name="Ease">插值器类型。</param>
  362. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  363. ''' <returns></returns>
  364. ''' <remarks></remarks>
  365. Public Function AaColor(Obj As FrameworkElement, Prop As DependencyProperty, Res As String, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  366. Return New AniData With {.TypeMain = AniType.Color, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = {Obj, Prop, Res}, .Value = New MyColor(Application.Current.FindResource(Res)) - New MyColor(Obj.GetValue(Prop)), .IsAfter = After, .TimeFinished = -Delay, .ValueLast = New MyColor(0, 0, 0, 0)}
  367. End Function
  368. 'Scale
  369. ''' <summary>
  370. ''' 缩放控件的动画。
  371. ''' </summary>
  372. ''' <param name="Obj">动画的对象。</param>
  373. ''' <param name="Value">大小改变的百分比(如-0.6)或值。</param>
  374. ''' <param name="Time">动画长度(毫秒)。</param>
  375. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  376. ''' <param name="Ease">插值器类型。</param>
  377. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  378. ''' <param name="Absolute">大小改变是否为绝对值。若为 True 则为绝对像素,若为 False 则为相对百分比。</param>
  379. ''' <returns></returns>
  380. ''' <remarks></remarks>
  381. Public Function AaScale(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False, Optional Absolute As Boolean = False) As AniData
  382. Dim ChangeRect As MyRect
  383. If Absolute Then
  384. ChangeRect = New MyRect(-0.5 * Value, -0.5 * Value, Value, Value)
  385. Else
  386. ChangeRect = New MyRect(-0.5 * Obj.ActualWidth * Value, -0.5 * Obj.ActualHeight * Value, Obj.ActualWidth * Value, Obj.ActualHeight * Value)
  387. End If
  388. Return New AniData With {.TypeMain = AniType.Scale, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = ChangeRect, .IsAfter = After, .TimeFinished = -Delay}
  389. End Function
  390. 'TextAppear
  391. ''' <summary>
  392. ''' 让一段文字一个个字出现或消失的动画。
  393. ''' </summary>
  394. ''' <param name="Obj">动画的对象。必须是Label或TextBlock。</param>
  395. ''' <param name="Hide">是否为一个个字隐藏。默认为False(一个个字出现)。这些字必须已经存在了。</param>
  396. ''' <param name="TimePerText">是否采用根据文本长度决定时间的方式。</param>
  397. ''' <param name="Time">动画长度(毫秒)。若TimePerText为True,这代表每个字所占据的时间。</param>
  398. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  399. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  400. ''' <returns></returns>
  401. ''' <remarks></remarks>
  402. Public Function AaTextAppear(Obj As Object, Optional Hide As Boolean = False, Optional TimePerText As Boolean = True, Optional Time As Integer = 70, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  403. 'Are we cool yet?
  404. Return New AniData With {.TypeMain = AniType.TextAppear, .Ease = If(Ease, New AniEaseLinear), .TimeTotal = If(TimePerText, Time * If(TypeOf Obj Is TextBlock, Obj.Text, Obj.Context.ToString).ToString.Length, Time), .Obj = Obj, .Value = {If(TypeOf Obj Is TextBlock, Obj.Text, Obj.Context.ToString), Hide}, .IsAfter = After, .TimeFinished = -Delay}
  405. End Function
  406. 'Code
  407. ''' <summary>
  408. ''' 执行代码。
  409. ''' </summary>
  410. ''' <param name="Code">一个ThreadStart。这将会在执行时在主线程调用。</param>
  411. ''' <param name="Delay">代码延迟执行的时间(毫秒)。</param>
  412. ''' <param name="After">是否等到以前的动画完成后才执行。</param>
  413. ''' <returns></returns>
  414. ''' <remarks></remarks>
  415. Public Function AaCode(Code As ThreadStart, Optional Delay As Integer = 0, Optional After As Boolean = False) As AniData
  416. Return New AniData With {.TypeMain = AniType.Code,
  417. .TimeTotal = 1, .Value = Code, .IsAfter = After, .TimeFinished = -Delay}
  418. End Function
  419. 'ScaleTransform
  420. ''' <summary>
  421. ''' 按照 WPF 方式缩放控件的动画。
  422. ''' </summary>
  423. ''' <param name="Obj">动画的对象。它必须已经拥有了单一的 ScaleTransform 值。</param>
  424. ''' <param name="Value">大小改变的百分比(如-0.6)。</param>
  425. ''' <param name="Time">动画长度(毫秒)。</param>
  426. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  427. ''' <param name="Ease">插值器类型。</param>
  428. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  429. ''' <returns></returns>
  430. ''' <remarks></remarks>
  431. Public Function AaScaleTransform(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  432. Return New AniData With {.TypeMain = AniType.ScaleTransform, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  433. End Function
  434. 'RotateTransform
  435. ''' <summary>
  436. ''' 按照 WPF 方式旋转控件的动画。
  437. ''' </summary>
  438. ''' <param name="Obj">动画的对象。它必须已经拥有了单一的 ScaleTransform 值。</param>
  439. ''' <param name="Value">大小改变的百分比(如-0.6)。</param>
  440. ''' <param name="Time">动画长度(毫秒)。</param>
  441. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  442. ''' <param name="Ease">插值器类型。</param>
  443. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  444. ''' <returns></returns>
  445. ''' <remarks></remarks>
  446. Public Function AaRotateTransform(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  447. Return New AniData With {.TypeMain = AniType.RotateTransform, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  448. End Function
  449. 'TranslateTransform
  450. ''' <summary>
  451. ''' 利用 TranslateTransform 移动 X 轴的动画,这不会造成布局更新。
  452. ''' </summary>
  453. ''' <param name="Obj">动画的对象。</param>
  454. ''' <param name="Value">进行移动的值。</param>
  455. ''' <param name="Time">动画长度(毫秒)。</param>
  456. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  457. ''' <param name="Ease">插值器类型。</param>
  458. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  459. Public Function AaTranslateX(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  460. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.TranslateX,
  461. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  462. End Function
  463. ''' <summary>
  464. ''' 利用 TranslateTransform 移动 Y 轴的动画,这不会造成布局更新。
  465. ''' </summary>
  466. ''' <param name="Obj">动画的对象。</param>
  467. ''' <param name="Value">进行移动的值。</param>
  468. ''' <param name="Time">动画长度(毫秒)。</param>
  469. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  470. ''' <param name="Ease">插值器类型。</param>
  471. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  472. Public Function AaTranslateY(Obj As Object, Value As Double, Optional Time As Integer = 400, Optional Delay As Integer = 0, Optional Ease As AniEase = Nothing, Optional After As Boolean = False) As AniData
  473. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.TranslateY,
  474. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  475. End Function
  476. '特殊
  477. ''' <summary>
  478. ''' 将一个StackPanel中的各个项目依次显示。
  479. ''' </summary>
  480. ''' <remarks></remarks>
  481. Public Function AaStack(Stack As StackPanel, Optional Time As Integer = 100, Optional Delay As Integer = 25) As List(Of AniData)
  482. AaStack = New List(Of AniData)
  483. Dim AniDelay As Integer = 0
  484. For Each Item In Stack.Children
  485. Item.Opacity = 0
  486. AaStack.Add(AaOpacity(Item, 1, Time, AniDelay))
  487. AniDelay += Delay
  488. Next
  489. End Function
  490. #End Region
  491. #Region "缓动函数"
  492. '基类
  493. Public Enum AniEasePower As Integer
  494. Weak = 2
  495. Middle = 3
  496. Strong = 4
  497. ExtraStrong = 5
  498. End Enum
  499. ''' <summary>
  500. ''' 缓动函数基类。
  501. ''' </summary>
  502. Public MustInherit Class AniEase
  503. ''' <summary>
  504. ''' 获取函数值。
  505. ''' </summary>
  506. ''' <param name="t">时间百分比。</param>
  507. Public MustOverride Function GetValue(t As Double) As Double
  508. ''' <summary>
  509. ''' 获取增量值。
  510. ''' </summary>
  511. ''' <param name="t1">较大的 X。</param>
  512. ''' <param name="t0">较小的 X。</param>
  513. Public Overridable Function GetDelta(t1 As Double, t0 As Double) As Double
  514. Return GetValue(t1) - GetValue(t0)
  515. End Function
  516. End Class
  517. ''' <summary>
  518. ''' 渐入渐出组合。
  519. ''' </summary>
  520. Public Class AniEaseInout
  521. Inherits AniEase
  522. Private ReadOnly EaseIn As AniEase, EaseOut As AniEase, EaseInPercent As Double
  523. Public Sub New(EaseIn As AniEase, EaseOut As AniEase, Optional EaseInPercent As Double = 0.5)
  524. Me.EaseIn = EaseIn : Me.EaseOut = EaseOut : Me.EaseInPercent = EaseInPercent
  525. End Sub
  526. Public Overrides Function GetValue(t As Double) As Double
  527. If t < EaseInPercent Then
  528. Return EaseInPercent * EaseIn.GetValue(t / EaseInPercent)
  529. Else
  530. Return (1 - EaseInPercent) * EaseOut.GetValue((t - EaseInPercent) / (1 - EaseInPercent)) + EaseInPercent
  531. End If
  532. End Function
  533. End Class
  534. 'Linear / 线性
  535. ''' <summary>
  536. ''' 线性,无缓动。
  537. ''' </summary>
  538. Public Class AniEaseLinear
  539. Inherits AniEase
  540. Public Overrides Function GetValue(t As Double) As Double
  541. Return MathRange(t, 0, 1)
  542. End Function
  543. Public Overrides Function GetDelta(t1 As Double, t0 As Double) As Double
  544. Return MathRange(t1, 0, 1) - MathRange(t0, 0, 1)
  545. End Function
  546. End Class
  547. 'Fluent / 平滑
  548. ''' <summary>
  549. ''' 平滑开始。
  550. ''' </summary>
  551. Public Class AniEaseInFluent
  552. Inherits AniEase
  553. Private ReadOnly p As AniEasePower
  554. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle)
  555. p = Power
  556. End Sub
  557. Public Overrides Function GetValue(t As Double) As Double
  558. Return MathRange(t, 0, 1) ^ p
  559. End Function
  560. End Class
  561. ''' <summary>
  562. ''' 平滑结束。
  563. ''' </summary>
  564. Public Class AniEaseOutFluent
  565. Inherits AniEase
  566. Private ReadOnly p As AniEasePower
  567. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle)
  568. p = Power
  569. End Sub
  570. Public Overrides Function GetValue(t As Double) As Double
  571. Return 1 - MathRange(1 - t, 0, 1) ^ p
  572. End Function
  573. End Class
  574. ''' <summary>
  575. ''' 平滑开始与结束。
  576. ''' </summary>
  577. Public Class AniEaseInoutFluent
  578. Inherits AniEase
  579. Private Ease As AniEaseInout
  580. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle, Optional Middle As Double = 0.5)
  581. Ease = New AniEaseInout(New AniEaseInFluent(Power), New AniEaseOutFluent(Power), Middle)
  582. End Sub
  583. Public Overrides Function GetValue(t As Double) As Double
  584. Return Ease.GetValue(t)
  585. End Function
  586. End Class
  587. 'Back / 回弹
  588. ''' <summary>
  589. ''' 回弹开始。有效时间为 1/3。
  590. ''' </summary>
  591. Public Class AniEaseInBack
  592. Inherits AniEase
  593. Private ReadOnly p As Double
  594. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle)
  595. p = 3 - Power * 0.5
  596. End Sub
  597. Public Overrides Function GetValue(t As Double) As Double
  598. t = MathRange(t, 0, 1)
  599. Return t ^ p * Math.Cos(1.5 * Math.PI * (1 - t))
  600. End Function
  601. End Class
  602. ''' <summary>
  603. ''' 回弹结束。有效时间为 1/3。
  604. ''' </summary>
  605. Public Class AniEaseOutBack
  606. Inherits AniEase
  607. Private ReadOnly p As Double
  608. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle)
  609. p = 3 - Power * 0.5
  610. End Sub
  611. Public Overrides Function GetValue(t As Double) As Double
  612. t = MathRange(t, 0, 1)
  613. Return 1 - (1 - t) ^ p * Math.Cos(1.5 * Math.PI * t)
  614. End Function
  615. End Class
  616. 'Car / 平滑-回弹
  617. ''' <summary>
  618. ''' 回弹开始,短平滑结束。
  619. ''' </summary>
  620. Public Class AniEaseInCar
  621. Inherits AniEase
  622. Private Ease As AniEaseInout
  623. Public Sub New(Optional Middle As Double = 0.7, Optional Power As AniEasePower = AniEasePower.Middle)
  624. Ease = New AniEaseInout(New AniEaseInBack(Power), New AniEaseOutFluent(Power), Middle)
  625. End Sub
  626. Public Overrides Function GetValue(t As Double) As Double
  627. Return Ease.GetValue(t)
  628. End Function
  629. End Class
  630. ''' <summary>
  631. ''' 短平滑开始,回弹结束。
  632. ''' </summary>
  633. Public Class AniEaseOutCar
  634. Inherits AniEase
  635. Private Ease As AniEaseInout
  636. Public Sub New(Optional Middle As Double = 0.3, Optional Power As AniEasePower = AniEasePower.Middle)
  637. Ease = New AniEaseInout(New AniEaseInFluent(Power), New AniEaseOutBack(Power), Middle)
  638. End Sub
  639. Public Overrides Function GetValue(t As Double) As Double
  640. Return Ease.GetValue(t)
  641. End Function
  642. End Class
  643. 'Elastic / 弹簧
  644. ''' <summary>
  645. ''' 弹簧开始。约在 60% 到达最小值。
  646. ''' </summary>
  647. Public Class AniEaseInElastic
  648. Inherits AniEase
  649. Private ReadOnly p As Integer '6~9
  650. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle)
  651. p = Power + 4
  652. End Sub
  653. Public Overrides Function GetValue(t As Double) As Double
  654. t = MathRange(t, 0, 1)
  655. Return t ^ ((p - 1) * 0.25) * Math.Cos((p - 3.5) * Math.PI * (1 - t) ^ 1.5)
  656. End Function
  657. End Class
  658. ''' <summary>
  659. ''' 弹簧结束。约在 40% 到达最大值。
  660. ''' </summary>
  661. Public Class AniEaseOutElastic
  662. Inherits AniEase
  663. Private ReadOnly p As Integer
  664. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle)
  665. p = Power + 4
  666. End Sub
  667. Public Overrides Function GetValue(t As Double) As Double
  668. t = 1 - MathRange(t, 0, 1)
  669. Return 1 - t ^ ((p - 1) * 0.25) * Math.Cos((p - 3.5) * Math.PI * (1 - t) ^ 1.5)
  670. End Function
  671. End Class
  672. #End Region
  673. #Region "接口(开始、中断、检测)"
  674. ''' <summary>
  675. ''' 开始一个动画组。
  676. ''' </summary>
  677. ''' <param name="AniGroup">由 Aa 开头的函数初始化的 AniData 对象集合。</param>
  678. ''' <param name="Name">动画组的名称。如果重复会直接停止同名动画组。</param>
  679. Public Sub AniStart(AniGroup As IList, Optional Name As String = "", Optional RefreshTime As Boolean = False)
  680. If RefreshTime Then AniLastTick = GetTimeTick() '避免处理动画时已经造成了极大的延迟,导致动画突然结束
  681. '添加到正在执行的动画组
  682. Dim NewEntry As New AniGroupEntry With {.Data = GetFullList(Of AniData)(AniGroup), .StartTick = GetTimeTick()}
  683. If Name = "" Then
  684. Name = NewEntry.Uuid
  685. Else
  686. AniStop(Name)
  687. End If
  688. AniGroups.Add(Name, NewEntry)
  689. End Sub
  690. ''' <summary>
  691. ''' 开始一个动画组。
  692. ''' </summary>
  693. Public Sub AniStart(AniGroup As AniData, Optional Name As String = "", Optional RefreshTime As Boolean = False)
  694. AniStart(New List(Of AniData) From {AniGroup}, Name, RefreshTime)
  695. End Sub
  696. ''' <summary>
  697. ''' 直接停止一个动画组。
  698. ''' </summary>
  699. ''' <param name="name">需要停止的动画组的名称。</param>
  700. Public Sub AniStop(Name As String)
  701. AniGroups.Remove(Name)
  702. End Sub
  703. ''' <summary>
  704. ''' 获取动画是否正在进行中。
  705. ''' </summary>
  706. Public Function AniIsRun(Name As String) As Boolean
  707. Return AniGroups.ContainsKey(Name)
  708. End Function
  709. #End Region
  710. Private AniCount As Integer = 0
  711. Private AniFPSCounter As Integer = 0
  712. Private AniFPSTimer As Long = 0
  713. ''' <summary>
  714. ''' 当前的动画 FPS。
  715. ''' </summary>
  716. Public AniFPS As Integer = 0
  717. ''' <summary>
  718. ''' 开始动画执行。
  719. ''' </summary>
  720. Public Sub AniStartRun()
  721. '初始化计时器
  722. AniLastTick = GetTimeTick()
  723. AniFPSTimer = AniLastTick
  724. AniRunning = True '标记动画执行开始
  725. RunInNewThread(Sub()
  726. Try
  727. Log("[Animation] 动画线程开始")
  728. Do While True
  729. '两帧之间的间隔时间
  730. Dim DeltaTime As Long = MathRange(GetTimeTick() - AniLastTick, 0, 10000)
  731. If DeltaTime < 3 Then GoTo Sleeper
  732. AniLastTick = GetTimeTick()
  733. '记录 FPS
  734. If ModeDebug Then
  735. If MathRange(AniLastTick - AniFPSTimer, 0, 10000) >= 500 Then
  736. AniFPS = AniFPSCounter
  737. AniFPSCounter = 0
  738. AniFPSTimer = AniLastTick
  739. End If
  740. AniFPSCounter += 2
  741. End If
  742. '执行动画
  743. RunInUiWait(Sub()
  744. AniCount = 0
  745. AniTimer(DeltaTime * AniSpeed)
  746. '#If DEBUG Then
  747. ' FrmMain.Title = "F " & AniFPS & ", A " & AniCount & ", R " & NetManage.FileRemain
  748. '#Else
  749. ' If ModeDebug Then FrmMain.Title = "FPS " & AniFPS & ", 动画 " & AniCount & ", 下载中 " & NetManage.FileRemain
  750. '#End If
  751. If RandomInteger(0, 64 * If(ModeDebug, 5, 30)) = 0 AndAlso ((AniFPS < 62 AndAlso AniFPS > 0) OrElse AniCount > 4 OrElse NetManager.FileRemain <> 0) Then
  752. Log("[Report] FPS " & AniFPS & ", 动画 " & AniCount & ", 下载中 " & NetManager.FileRemain & "(" & GetString(NetManager.Speed) & "/s)")
  753. End If
  754. End Sub)
  755. Sleeper:
  756. '控制 FPS
  757. Thread.Sleep(1)
  758. Loop
  759. Catch ex As Exception
  760. Log(ex, "动画帧执行失败", LogLevel.Assert)
  761. End Try
  762. End Sub, "Animation", ThreadPriority.AboveNormal)
  763. End Sub
  764. ''' <summary>
  765. ''' 动画定时器事件。
  766. ''' </summary>
  767. Public Sub AniTimer(DeltaTick As Integer)
  768. Try
  769. If DeltaTick / AniSpeed > 200 Then Log("[Animation] 两个动画帧间隔 " & DeltaTick & " ms", LogLevel.Developer)
  770. Dim i As Integer = -1
  771. '循环每个动画组
  772. Do While i + 1 < AniGroups.Count
  773. i += 1
  774. '初始化
  775. Dim Entry As AniGroupEntry = AniGroups.Values(i)
  776. If Entry.StartTick > AniLastTick Then Continue Do '跳过本刻之后开始的动画
  777. Dim CanRemoveAfter = True '是否应该去除“之后”标记
  778. Dim ii = 0
  779. '循环每个动画
  780. Do While ii < Entry.Data.Count
  781. Dim Anim As AniData = Entry.Data(ii)
  782. '执行种类
  783. If Anim.IsAfter = False Then '之前
  784. CanRemoveAfter = False '取消“之后”标记
  785. '增加执行时间
  786. Anim.TimeFinished += DeltaTick
  787. '执行动画
  788. If Anim.TimeFinished > 0 Then
  789. Anim = AniRun(Anim)
  790. AniCount += 1
  791. End If
  792. '如果当前动画已执行完毕
  793. If Anim.TimeFinished >= Anim.TimeTotal Then
  794. '如果是去向颜色资源的动画,设置引用
  795. If Anim.TypeMain = AniType.Color AndAlso Not Anim.Obj(2) = "" Then Anim.Obj(0).SetResourceReference(Anim.Obj(1), Anim.Obj(2))
  796. '删除
  797. Entry.Data.RemoveAt(ii)
  798. GoTo NextAni
  799. End If
  800. Entry.Data(ii) = Anim
  801. Else '之后
  802. If CanRemoveAfter Then
  803. '之后改为之前
  804. CanRemoveAfter = False
  805. Anim.IsAfter = False
  806. Entry.Data(ii) = Anim
  807. '重新循环该动画
  808. GoTo NextAni
  809. Else
  810. '不能去除该“之后”标记,结束该动画组
  811. Exit Do
  812. End If
  813. End If
  814. ii += 1
  815. NextAni:
  816. Loop
  817. '如果当前动画组都执行完毕则删除
  818. If Entry.Data.Count = 0 Then
  819. '为了避免新添加的动画影响顺序,不能 RemoveAt(i)
  820. '为了允许动画在执行中添加同名动画组,不能按名字移除
  821. For Current = 0 To AniGroups.Count - 1
  822. If AniGroups.ElementAt(Current).Value.Uuid = Entry.Uuid Then
  823. AniGroups.Remove(AniGroups.ElementAt(Current).Key)
  824. Exit For
  825. End If
  826. Next
  827. i -= 1
  828. End If
  829. Loop
  830. Catch ex As Exception
  831. Log(ex, "动画刻执行失败", LogLevel.Hint)
  832. End Try
  833. End Sub
  834. ''' <summary>
  835. ''' 执行一个动画。
  836. ''' </summary>
  837. ''' <param name="Ani">执行的动画对象。</param>
  838. Private Function AniRun(Ani As AniData) As AniData
  839. Try
  840. Select Case Ani.TypeMain
  841. Case AniType.Number
  842. Dim Delta As Double = MathPercent(0, Ani.Value, Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent))
  843. If Delta <> 0 Then
  844. Select Case Ani.TypeSub
  845. Case AniTypeSub.X
  846. DeltaLeft(Ani.Obj, Delta)
  847. Case AniTypeSub.Y
  848. DeltaTop(Ani.Obj, Delta)
  849. Case AniTypeSub.Opacity
  850. Ani.Obj.Opacity = MathRange(Ani.Obj.Opacity + Delta, 0, 1)
  851. Case AniTypeSub.Width
  852. Dim Obj As FrameworkElement = Ani.Obj
  853. Obj.Width = Math.Max(If(Double.IsNaN(Obj.Width), Obj.ActualWidth, Obj.Width) + Delta, 0)
  854. Case AniTypeSub.Height
  855. Dim Obj As FrameworkElement = Ani.Obj
  856. Obj.Height = Math.Max(If(Double.IsNaN(Obj.Height), Obj.ActualHeight, Obj.Height) + Delta, 0)
  857. Case AniTypeSub.Value
  858. Ani.Obj.Value += Delta
  859. Case AniTypeSub.Radius
  860. Ani.Obj.Radius += Delta
  861. Case AniTypeSub.StrokeThickness
  862. Ani.Obj.StrokeThickness = Math.Max(Ani.Obj.StrokeThickness + Delta, 0)
  863. Case AniTypeSub.BorderThickness
  864. Ani.Obj.BorderThickness = New Thickness(CType(Ani.Obj.BorderThickness, Thickness).Bottom + Delta)
  865. Case AniTypeSub.TranslateX
  866. If IsNothing(Ani.Obj.RenderTransform) OrElse TypeOf Ani.Obj.RenderTransform IsNot TranslateTransform Then Ani.Obj.RenderTransform = New TranslateTransform(0, 0)
  867. CType(Ani.Obj.RenderTransform, TranslateTransform).X += Delta
  868. Case AniTypeSub.TranslateY
  869. If IsNothing(Ani.Obj.RenderTransform) OrElse TypeOf Ani.Obj.RenderTransform IsNot TranslateTransform Then Ani.Obj.RenderTransform = New TranslateTransform(0, 0)
  870. CType(Ani.Obj.RenderTransform, TranslateTransform).Y += Delta
  871. Case AniTypeSub.Double
  872. Ani.Obj(0).SetValue(Ani.Obj(1), Ani.Obj(0).GetValue(Ani.Obj(1)) + Delta)
  873. Case AniTypeSub.DoubleParam
  874. CType(Ani.Obj, ParameterizedThreadStart)(Delta)
  875. Case AniTypeSub.GridLengthWidth
  876. Ani.Obj.Width = New GridLength(Math.Max(Ani.Obj.Width.Value + Delta, 0), GridUnitType.Star)
  877. End Select
  878. End If
  879. Case AniType.Color
  880. '利用 Last 记录了余下的小数值
  881. Dim Delta As MyColor = MathPercent(New MyColor(0, 0, 0, 0), Ani.Value, Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent)) + Ani.ValueLast
  882. Dim Obj As FrameworkElement = Ani.Obj(0)
  883. Dim Prop As DependencyProperty = Ani.Obj(1)
  884. Dim NewColor As MyColor = New MyColor(Obj.GetValue(Prop)) + Delta
  885. Obj.SetValue(Prop, If(Prop.PropertyType.Name = "Color", CType(NewColor, Color), CType(NewColor, SolidColorBrush)))
  886. Ani.ValueLast = NewColor - New MyColor(Obj.GetValue(Prop))
  887. Case AniType.Scale
  888. Dim Obj As FrameworkElement = Ani.Obj
  889. Dim Delta As Double = Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent)
  890. Obj.Margin = New Thickness(Obj.Margin.Left + MathPercent(0, Ani.Value.Left, Delta), Obj.Margin.Top + MathPercent(0, Ani.Value.Top, Delta), Obj.Margin.Right + MathPercent(0, Ani.Value.Left, Delta), Obj.Margin.Bottom + MathPercent(0, Ani.Value.Top, Delta))
  891. Obj.Width = Math.Max(Obj.Width + MathPercent(0, Ani.Value.Width, Delta), 0)
  892. Obj.Height = Math.Max(Obj.Height + MathPercent(0, Ani.Value.Height, Delta), 0)
  893. Case AniType.TextAppear
  894. Dim TextCount As Integer = If(Ani.Value(1), Ani.Value(0).ToString.Length, 0) +
  895. Math.Round(Ani.Value(0).ToString.Length * If(Ani.Value(1), -1, 1) * Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, 0))
  896. Dim NewText As String = Mid(Ani.Value(0), 1, TextCount)
  897. '添加乱码
  898. If TextCount < Ani.Value(0).ToString.Length Then
  899. Dim NextText As String = Mid(Ani.Value(0), TextCount + 1, 1)
  900. If Convert.ToInt32(Convert.ToChar(NextText)) >= Convert.ToInt32(Convert.ToChar(128)) Then
  901. NewText &= Encoding.GetEncoding("GB18030").GetString({RandomInteger(16 + 160, 87 + 160), RandomInteger(1 + 160, 89 + 160)})
  902. Else
  903. NewText &= RandomOne("0123456789./*-+\[]{};':/?,!@#$%^&*()_+-=qwwertyuiopasdfghjklzxcvbnmQWERTYUIOPASDFGHJKLZXCVBNM".ToCharArray)
  904. End If
  905. End If
  906. '设置文本
  907. If TypeOf Ani.Obj Is TextBlock Then
  908. Ani.Obj.Text = NewText
  909. Else
  910. Ani.Obj.Context = NewText
  911. End If
  912. Case AniType.Code
  913. CType(Ani.Value, ThreadStart)()
  914. Case AniType.ScaleTransform
  915. Dim Obj As FrameworkElement = Ani.Obj
  916. If TypeOf Obj.RenderTransform IsNot ScaleTransform Then
  917. Obj.RenderTransformOrigin = New Point(0.5, 0.5)
  918. Obj.RenderTransform = New ScaleTransform(1, 1)
  919. End If
  920. Dim Delta As Double = MathPercent(0, Ani.Value, Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent))
  921. CType(Obj.RenderTransform, ScaleTransform).ScaleX = Math.Max(CType(Obj.RenderTransform, ScaleTransform).ScaleX + Delta, 0)
  922. CType(Obj.RenderTransform, ScaleTransform).ScaleY = Math.Max(CType(Obj.RenderTransform, ScaleTransform).ScaleY + Delta, 0)
  923. Case AniType.RotateTransform
  924. Dim Obj As FrameworkElement = Ani.Obj
  925. If TypeOf Obj.RenderTransform IsNot RotateTransform Then
  926. Obj.RenderTransformOrigin = New Point(0.5, 0.5)
  927. Obj.RenderTransform = New RotateTransform(0)
  928. End If
  929. Dim Delta As Double = MathPercent(0, Ani.Value, Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent))
  930. CType(Obj.RenderTransform, RotateTransform).Angle = CType(Obj.RenderTransform, RotateTransform).Angle + Delta
  931. End Select
  932. Ani.TimePercent = Ani.TimeFinished / Ani.TimeTotal '修改执行百分比
  933. Catch ex As Exception
  934. Log(ex, "执行动画失败:" & Ani.ToString, LogLevel.Hint)
  935. End Try
  936. Return Ani
  937. End Function
  938. End Module