ModAnimation.vb 52 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. Imports System.Windows.Media.Effects
  4. Public Module ModAnimation
  5. #Region "声明"
  6. ''' <summary>
  7. ''' 动画速度。最大为 200。
  8. ''' </summary>
  9. Public ReadOnly Property AniSpeed As Double
  10. Get
  11. Dim Setting As Integer = Settings.Get(Of Integer)("SystemDebugAnim")
  12. Return If(Setting >= 30, 200, (Setting * 0.1 + 0.1).Clamp(0.1, 3))
  13. End Get
  14. End Property
  15. ''' <summary>
  16. ''' 动画组列表。
  17. ''' </summary>
  18. Public AniGroups As New Dictionary(Of String, AniGroupEntry)
  19. Public Class AniGroupEntry
  20. Public Data As List(Of AniData)
  21. Public StartTick As Long
  22. Public Uuid As Integer = GetUuid()
  23. End Class
  24. ''' <summary>
  25. ''' 上一次记刻的时间。
  26. ''' </summary>
  27. Private AniLastTick As Long
  28. ''' <summary>
  29. ''' 动画模块是否正在运行。
  30. ''' </summary>
  31. Public AniRunning As Boolean = False
  32. Private _AniControlEnabled As Integer = 0
  33. Private ReadOnly AniControlEnabledLock As New Object
  34. ''' <summary>
  35. ''' 控件动画执行是否开启。先 +1,再 -1。
  36. ''' </summary>
  37. Public Property AniControlEnabled() As Integer
  38. Get
  39. Return _AniControlEnabled
  40. End Get
  41. Set(value As Integer)
  42. SyncLock AniControlEnabledLock
  43. _AniControlEnabled = value
  44. End SyncLock
  45. End Set
  46. End Property
  47. #End Region
  48. #Region "类与枚举"
  49. ''' <summary>
  50. ''' 单个动画对象。
  51. ''' </summary>
  52. ''' <remarks></remarks>
  53. Public Structure AniData
  54. ''' <summary>
  55. ''' 动画种类。
  56. ''' </summary>
  57. ''' <remarks></remarks>
  58. Public TypeMain As AniType
  59. ''' <summary>
  60. ''' 动画副种类。
  61. ''' </summary>
  62. ''' <remarks></remarks>
  63. Public TypeSub As AniTypeSub
  64. ''' <summary>
  65. ''' 动画总长度。
  66. ''' </summary>
  67. ''' <remarks></remarks>
  68. Public TimeTotal As Integer
  69. ''' <summary>
  70. ''' 已经执行的动画长度。如果为负数则为延迟。
  71. ''' </summary>
  72. ''' <remarks></remarks>
  73. Public TimeFinished As Integer
  74. ''' <summary>
  75. ''' 已经完成的百分比。
  76. ''' </summary>
  77. ''' <remarks></remarks>
  78. Public TimePercent As Double
  79. ''' <summary>
  80. ''' 是否为“以后”。
  81. ''' </summary>
  82. ''' <remarks></remarks>
  83. Public IsAfter As Boolean
  84. ''' <summary>
  85. ''' 插值器类型。
  86. ''' </summary>
  87. ''' <remarks></remarks>
  88. Public Ease As AniEase
  89. ''' <summary>
  90. ''' 动画对象。
  91. ''' </summary>
  92. ''' <remarks></remarks>
  93. Public Obj As Object
  94. ''' <summary>
  95. ''' 动画值。
  96. ''' </summary>
  97. ''' <remarks></remarks>
  98. Public Value As Object
  99. ''' <summary>
  100. ''' 上次执行时的动画值。
  101. ''' </summary>
  102. ''' <remarks></remarks>
  103. Public ValueLast As Object
  104. Public Overrides Function ToString() As String
  105. Return TypeMain.ToString() & " | " & TimeFinished & "/" & TimeTotal & "(" & Math.Round(TimePercent * 100) & "%)" & If(Obj Is Nothing, "", " | " & Obj.ToString & "(" & Obj.GetType.Name & ")")
  106. End Function
  107. End Structure
  108. ''' <summary>
  109. ''' 动画基础种类。
  110. ''' </summary>
  111. Public Enum AniType
  112. ''' <summary>
  113. ''' 单个Double的动画,包括位置、长宽、透明度等。这需要附属类型。
  114. ''' </summary>
  115. ''' <remarks></remarks>
  116. Number
  117. ''' <summary>
  118. ''' 颜色属性的动画。这需要附属类型。
  119. ''' </summary>
  120. ''' <remarks></remarks>
  121. Color
  122. ''' <summary>
  123. ''' 缩放控件大小。比起4个DoubleAnimation来说效率更高。
  124. ''' </summary>
  125. ''' <remarks></remarks>
  126. Scale
  127. ''' <summary>
  128. ''' 文字一个个出现。
  129. ''' </summary>
  130. ''' <remarks></remarks>
  131. TextAppear
  132. ''' <summary>
  133. ''' 执行代码。
  134. ''' </summary>
  135. ''' <remarks></remarks>
  136. Code
  137. ''' <summary>
  138. ''' 以 WPF 方式缩放控件。
  139. ''' </summary>
  140. ScaleTransform
  141. ''' <summary>
  142. ''' 以 WPF 方式旋转控件。
  143. ''' </summary>
  144. RotateTransform
  145. End Enum
  146. ''' <summary>
  147. ''' 动画扩展种类。
  148. ''' </summary>
  149. Public Enum AniTypeSub
  150. X
  151. Y
  152. Width
  153. Height
  154. Opacity
  155. Value
  156. Radius
  157. BorderThickness
  158. StrokeThickness
  159. TranslateX
  160. TranslateY
  161. [Double]
  162. DoubleParam
  163. GridLengthWidth
  164. End Enum
  165. #End Region
  166. #Region "种类"
  167. 'DoubleAnimation
  168. ''' <summary>
  169. ''' 移动X轴的动画。
  170. ''' </summary>
  171. ''' <param name="Obj">动画的对象。</param>
  172. ''' <param name="Value">进行移动的值。</param>
  173. ''' <param name="Time">动画长度(毫秒)。</param>
  174. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  175. ''' <param name="Ease">插值器类型。</param>
  176. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  177. ''' <returns></returns>
  178. ''' <remarks></remarks>
  179. 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
  180. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.X,
  181. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  182. End Function
  183. ''' <summary>
  184. ''' 移动Y轴的动画。
  185. ''' </summary>
  186. ''' <param name="Obj">动画的对象。</param>
  187. ''' <param name="Value">进行移动的值。</param>
  188. ''' <param name="Time">动画长度(毫秒)。</param>
  189. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  190. ''' <param name="Ease">插值器类型。</param>
  191. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  192. ''' <returns></returns>
  193. ''' <remarks></remarks>
  194. 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
  195. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Y,
  196. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  197. End Function
  198. ''' <summary>
  199. ''' 改变宽度的动画。
  200. ''' </summary>
  201. ''' <param name="Obj">动画的对象。</param>
  202. ''' <param name="Value">宽度改变的值。</param>
  203. ''' <param name="Time">动画长度(毫秒)。</param>
  204. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  205. ''' <param name="Ease">插值器类型。</param>
  206. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  207. ''' <returns></returns>
  208. ''' <remarks></remarks>
  209. 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
  210. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Width,
  211. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  212. End Function
  213. ''' <summary>
  214. ''' 改变高度的动画。
  215. ''' </summary>
  216. ''' <param name="Obj">动画的对象。</param>
  217. ''' <param name="Value">高度改变的值。</param>
  218. ''' <param name="Time">动画长度(毫秒)。</param>
  219. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  220. ''' <param name="Ease">插值器类型。</param>
  221. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  222. ''' <returns></returns>
  223. ''' <remarks></remarks>
  224. 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
  225. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Height,
  226. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  227. End Function
  228. ''' <summary>
  229. ''' 改变透明度的动画。
  230. ''' </summary>
  231. ''' <param name="Obj">动画的对象。</param>
  232. ''' <param name="Value">透明度改变的值。</param>
  233. ''' <param name="Time">动画长度(毫秒)。</param>
  234. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  235. ''' <param name="Ease">插值器类型。</param>
  236. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  237. ''' <returns></returns>
  238. ''' <remarks></remarks>
  239. 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
  240. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Opacity,
  241. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  242. End Function
  243. ''' <summary>
  244. ''' 改变对象的Value属性的动画。
  245. ''' </summary>
  246. ''' <param name="Obj">动画的对象。</param>
  247. ''' <param name="Value">Value属性改变的值。</param>
  248. ''' <param name="Time">动画长度(毫秒)。</param>
  249. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  250. ''' <param name="Ease">插值器类型。</param>
  251. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  252. ''' <returns></returns>
  253. ''' <remarks></remarks>
  254. 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
  255. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Value,
  256. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  257. End Function
  258. ''' <summary>
  259. ''' 改变对象的Radius属性的动画。
  260. ''' </summary>
  261. ''' <param name="Obj">动画的对象。</param>
  262. ''' <param name="Value">Radius属性改变的值。</param>
  263. ''' <param name="Time">动画长度(毫秒)。</param>
  264. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  265. ''' <param name="Ease">插值器类型。</param>
  266. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  267. ''' <returns></returns>
  268. ''' <remarks></remarks>
  269. 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
  270. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Radius,
  271. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  272. End Function
  273. ''' <summary>
  274. ''' 改变对象的BorderThickness属性的动画。
  275. ''' </summary>
  276. ''' <param name="Obj">动画的对象。</param>
  277. ''' <param name="Value">BorderThickness属性改变的值。</param>
  278. ''' <param name="Time">动画长度(毫秒)。</param>
  279. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  280. ''' <param name="Ease">插值器类型。</param>
  281. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  282. ''' <returns></returns>
  283. ''' <remarks></remarks>
  284. 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
  285. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.BorderThickness,
  286. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  287. End Function
  288. ''' <summary>
  289. ''' 改变对象的StrokeThickness属性的动画。
  290. ''' </summary>
  291. ''' <param name="Obj">动画的对象。</param>
  292. ''' <param name="Value">StrokeThickness属性改变的值。</param>
  293. ''' <param name="Time">动画长度(毫秒)。</param>
  294. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  295. ''' <param name="Ease">插值器类型。</param>
  296. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  297. 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
  298. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.StrokeThickness,
  299. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  300. End Function
  301. ''' <summary>
  302. ''' 改变 Width 的 GridLength 属性的动画。必须为 Star。
  303. ''' </summary>
  304. ''' <param name="Obj">动画的对象。</param>
  305. ''' <param name="Value">GridLength.Value 改变的值。</param>
  306. ''' <param name="Time">动画长度(毫秒)。</param>
  307. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  308. ''' <param name="Ease">插值器类型。</param>
  309. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  310. 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
  311. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.GridLengthWidth,
  312. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  313. End Function
  314. 'DoubleAnimation(Obj, Prop, [Res])
  315. ''' <summary>
  316. ''' 改变数字属性的动画。
  317. ''' </summary>
  318. ''' <param name="Obj">动画的对象。</param>
  319. ''' <param name="Prop">动画的依赖属性。</param>
  320. ''' <param name="Value">改变的值。</param>
  321. ''' <param name="Time">动画长度(毫秒)。</param>
  322. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  323. ''' <param name="Ease">插值器类型。</param>
  324. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  325. ''' <returns></returns>
  326. ''' <remarks></remarks>
  327. 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
  328. 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}
  329. End Function
  330. ''' <summary>
  331. ''' 获取数字动画值。
  332. ''' </summary>
  333. ''' <param name="Value">改变的值。</param>
  334. ''' <param name="Time">动画长度(毫秒)。</param>
  335. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  336. ''' <param name="Ease">插值器类型。</param>
  337. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  338. ''' <returns></returns>
  339. ''' <remarks></remarks>
  340. 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
  341. 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}
  342. End Function
  343. 'ColorAnimation(Obj, Prop, [Res])
  344. ''' <summary>
  345. ''' 改变颜色属性的动画。
  346. ''' </summary>
  347. ''' <param name="Obj">动画的对象。</param>
  348. ''' <param name="Prop">动画的依赖属性。</param>
  349. ''' <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>
  350. ''' <param name="Time">动画长度(毫秒)。</param>
  351. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  352. ''' <param name="Ease">插值器类型。</param>
  353. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  354. ''' <returns></returns>
  355. ''' <remarks></remarks>
  356. 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
  357. 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)}
  358. End Function
  359. ''' <summary>
  360. ''' 改变颜色属性为一个资源的动画。
  361. ''' </summary>
  362. ''' <param name="Obj">动画的对象。</param>
  363. ''' <param name="Prop">动画的依赖属性。</param>
  364. ''' <param name="Res">要将颜色改变为该资源值。</param>
  365. ''' <param name="Time">动画长度(毫秒)。</param>
  366. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  367. ''' <param name="Ease">插值器类型。</param>
  368. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  369. ''' <returns></returns>
  370. ''' <remarks></remarks>
  371. 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
  372. 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)}
  373. End Function
  374. 'Scale
  375. ''' <summary>
  376. ''' 缩放控件的动画。
  377. ''' </summary>
  378. ''' <param name="Obj">动画的对象。</param>
  379. ''' <param name="Value">大小改变的百分比(如-0.6)或值。</param>
  380. ''' <param name="Time">动画长度(毫秒)。</param>
  381. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  382. ''' <param name="Ease">插值器类型。</param>
  383. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  384. ''' <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>
  385. ''' <returns></returns>
  386. ''' <remarks></remarks>
  387. 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
  388. Dim ChangeRect As MyRect
  389. If Absolute Then
  390. ChangeRect = New MyRect(-0.5 * Value, -0.5 * Value, Value, Value)
  391. Else
  392. ChangeRect = New MyRect(-0.5 * Obj.ActualWidth * Value, -0.5 * Obj.ActualHeight * Value, Obj.ActualWidth * Value, Obj.ActualHeight * Value)
  393. End If
  394. Return New AniData With {.TypeMain = AniType.Scale, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = ChangeRect, .IsAfter = After, .TimeFinished = -Delay}
  395. End Function
  396. 'TextAppear
  397. ''' <summary>
  398. ''' 让一段文字一个个字出现或消失的动画。
  399. ''' </summary>
  400. ''' <param name="Obj">动画的对象。必须是Label或TextBlock。</param>
  401. ''' <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>
  402. ''' <param name="TimePerText">是否采用根据文本长度决定时间的方式。</param>
  403. ''' <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>
  404. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  405. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  406. ''' <returns></returns>
  407. ''' <remarks></remarks>
  408. 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
  409. 'Are we cool yet?
  410. 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}
  411. End Function
  412. 'Code
  413. ''' <summary>
  414. ''' 执行代码。
  415. ''' </summary>
  416. ''' <param name="Code">一个ThreadStart。这将会在执行时在主线程调用。</param>
  417. ''' <param name="Delay">代码延迟执行的时间(毫秒)。</param>
  418. ''' <param name="After">是否等到以前的动画完成后才执行。</param>
  419. ''' <returns></returns>
  420. ''' <remarks></remarks>
  421. Public Function AaCode(Code As ThreadStart, Optional Delay As Integer = 0, Optional After As Boolean = False) As AniData
  422. Return New AniData With {.TypeMain = AniType.Code,
  423. .TimeTotal = 1, .Value = Code, .IsAfter = After, .TimeFinished = -Delay}
  424. End Function
  425. 'ScaleTransform
  426. ''' <summary>
  427. ''' 按照 WPF 方式缩放控件的动画。
  428. ''' </summary>
  429. ''' <param name="Obj">动画的对象。它必须已经拥有了单一的 ScaleTransform 值。</param>
  430. ''' <param name="Value">大小改变的百分比(如-0.6)。</param>
  431. ''' <param name="Time">动画长度(毫秒)。</param>
  432. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  433. ''' <param name="Ease">插值器类型。</param>
  434. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  435. ''' <returns></returns>
  436. ''' <remarks></remarks>
  437. 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
  438. Return New AniData With {.TypeMain = AniType.ScaleTransform, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  439. End Function
  440. 'RotateTransform
  441. ''' <summary>
  442. ''' 按照 WPF 方式旋转控件的动画。
  443. ''' </summary>
  444. ''' <param name="Obj">动画的对象。它必须已经拥有了单一的 ScaleTransform 值。</param>
  445. ''' <param name="Value">旋转角度(度)。</param>
  446. ''' <param name="Time">动画长度(毫秒)。</param>
  447. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  448. ''' <param name="Ease">插值器类型。</param>
  449. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  450. ''' <returns></returns>
  451. ''' <remarks></remarks>
  452. 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
  453. Return New AniData With {.TypeMain = AniType.RotateTransform, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  454. End Function
  455. 'TranslateTransform
  456. ''' <summary>
  457. ''' 利用 TranslateTransform 移动 X 轴的动画,这不会造成布局更新。
  458. ''' </summary>
  459. ''' <param name="Obj">动画的对象。</param>
  460. ''' <param name="Value">进行移动的值。</param>
  461. ''' <param name="Time">动画长度(毫秒)。</param>
  462. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  463. ''' <param name="Ease">插值器类型。</param>
  464. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  465. 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
  466. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.TranslateX,
  467. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  468. End Function
  469. ''' <summary>
  470. ''' 利用 TranslateTransform 移动 Y 轴的动画,这不会造成布局更新。
  471. ''' </summary>
  472. ''' <param name="Obj">动画的对象。</param>
  473. ''' <param name="Value">进行移动的值。</param>
  474. ''' <param name="Time">动画长度(毫秒)。</param>
  475. ''' <param name="Delay">动画延迟执行的时间(毫秒)。</param>
  476. ''' <param name="Ease">插值器类型。</param>
  477. ''' <param name="After">是否等到以前的动画完成后才继续本动画。</param>
  478. 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
  479. Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.TranslateY,
  480. .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay}
  481. End Function
  482. '特殊
  483. ''' <summary>
  484. ''' 将一个StackPanel中的各个项目依次显示。
  485. ''' </summary>
  486. ''' <remarks></remarks>
  487. Public Function AaStack(Stack As StackPanel, Optional Time As Integer = 100, Optional Delay As Integer = 25) As List(Of AniData)
  488. Dim Result = New List(Of AniData)
  489. Dim AniDelay As Integer = 0
  490. For Each Item In Stack.Children
  491. Item.Opacity = 0
  492. Result.Add(AaOpacity(Item, 1, Time, AniDelay))
  493. AniDelay += Delay
  494. Next
  495. Return Result
  496. End Function
  497. #End Region
  498. #Region "缓动函数"
  499. '基类
  500. Public Enum AniEasePower As Integer
  501. Weak = 2
  502. Middle = 3
  503. Strong = 4
  504. ExtraStrong = 5
  505. End Enum
  506. ''' <summary>
  507. ''' 缓动函数基类。
  508. ''' </summary>
  509. Public MustInherit Class AniEase
  510. ''' <summary>
  511. ''' 获取函数值。
  512. ''' </summary>
  513. ''' <param name="t">时间百分比。</param>
  514. Public MustOverride Function GetValue(t As Double) As Double
  515. ''' <summary>
  516. ''' 获取增量值。
  517. ''' </summary>
  518. ''' <param name="t1">较大的 X。</param>
  519. ''' <param name="t0">较小的 X。</param>
  520. Public Overridable Function GetDelta(t1 As Double, t0 As Double) As Double
  521. Return GetValue(t1) - GetValue(t0)
  522. End Function
  523. End Class
  524. ''' <summary>
  525. ''' 渐入渐出组合。
  526. ''' </summary>
  527. Public Class AniEaseInout
  528. Inherits AniEase
  529. Private ReadOnly EaseIn As AniEase, EaseOut As AniEase, EaseInPercent As Double
  530. Public Sub New(EaseIn As AniEase, EaseOut As AniEase, Optional EaseInPercent As Double = 0.5)
  531. Me.EaseIn = EaseIn : Me.EaseOut = EaseOut : Me.EaseInPercent = EaseInPercent
  532. End Sub
  533. Public Overrides Function GetValue(t As Double) As Double
  534. If t < EaseInPercent Then
  535. Return EaseInPercent * EaseIn.GetValue(t / EaseInPercent)
  536. Else
  537. Return (1 - EaseInPercent) * EaseOut.GetValue((t - EaseInPercent) / (1 - EaseInPercent)) + EaseInPercent
  538. End If
  539. End Function
  540. End Class
  541. 'Linear / 线性
  542. ''' <summary>
  543. ''' 线性,无缓动。
  544. ''' </summary>
  545. Public Class AniEaseLinear
  546. Inherits AniEase
  547. Public Overrides Function GetValue(t As Double) As Double
  548. Return t.Clamp(0, 1)
  549. End Function
  550. Public Overrides Function GetDelta(t1 As Double, t0 As Double) As Double
  551. Return t1.Clamp(0, 1) - t0.Clamp(0, 1)
  552. End Function
  553. End Class
  554. 'Fluent / 平滑
  555. ''' <summary>
  556. ''' 平滑开始。
  557. ''' </summary>
  558. Public Class AniEaseInFluent
  559. Inherits AniEase
  560. Private ReadOnly p As AniEasePower
  561. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle)
  562. p = Power
  563. End Sub
  564. Public Overrides Function GetValue(t As Double) As Double
  565. Return t.Clamp(0, 1) ^ p
  566. End Function
  567. End Class
  568. ''' <summary>
  569. ''' 平滑结束。
  570. ''' </summary>
  571. Public Class AniEaseOutFluent
  572. Inherits AniEase
  573. Private ReadOnly p As AniEasePower
  574. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle)
  575. p = Power
  576. End Sub
  577. Public Overrides Function GetValue(t As Double) As Double
  578. Return 1 - (1 - t).Clamp(0, 1) ^ p
  579. End Function
  580. End Class
  581. ''' <summary>
  582. ''' 平滑开始与结束。
  583. ''' </summary>
  584. Public Class AniEaseInoutFluent
  585. Inherits AniEase
  586. Private Ease As AniEaseInout
  587. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle, Optional Middle As Double = 0.5)
  588. Ease = New AniEaseInout(New AniEaseInFluent(Power), New AniEaseOutFluent(Power), Middle)
  589. End Sub
  590. Public Overrides Function GetValue(t As Double) As Double
  591. Return Ease.GetValue(t)
  592. End Function
  593. End Class
  594. ''' <summary>
  595. ''' 以特定速度开始的平滑结束。
  596. ''' </summary>
  597. Public Class AniEaseOutFluentWithInitial
  598. Inherits AniEase
  599. Private ReadOnly alpha As Double '(初速度 / 平均速度) – 1
  600. ''' <param name="InitialPixelPerSecond">初速度,px/s</param>
  601. ''' <param name="TotalSecond">总时长,s</param>
  602. ''' <param name="TotalDistance">总路程,px</param>
  603. Public Sub New(InitialPixelPerSecond As Double, TotalSecond As Double, TotalDistance As Double)
  604. Dim v0_norm As Double = InitialPixelPerSecond * TotalSecond / TotalDistance '归一化初速度
  605. alpha = v0_norm - 1.0
  606. If alpha < 0 Then alpha = 0 '初速度小于平均速度时,退化为线性
  607. End Sub
  608. Public Overrides Function GetValue(percent As Double) As Double
  609. Dim p As Double = percent.Clamp(0, 1)
  610. If alpha = 0 Then Return p '退化到线性
  611. Return (alpha + 1) * p / (1 + alpha * p)
  612. End Function
  613. End Class
  614. 'Back / 回弹
  615. ''' <summary>
  616. ''' 回弹开始。有效时间为 1/3。
  617. ''' </summary>
  618. Public Class AniEaseInBack
  619. Inherits AniEase
  620. Private ReadOnly p As Double
  621. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle)
  622. p = 3 - Power * 0.5
  623. End Sub
  624. Public Overrides Function GetValue(t As Double) As Double
  625. t = t.Clamp(0, 1)
  626. Return t ^ p * Math.Cos(1.5 * Math.PI * (1 - t))
  627. End Function
  628. End Class
  629. ''' <summary>
  630. ''' 回弹结束。有效时间为 1/3。
  631. ''' </summary>
  632. Public Class AniEaseOutBack
  633. Inherits AniEase
  634. Private ReadOnly p As Double
  635. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle)
  636. p = 3 - Power * 0.5
  637. End Sub
  638. Public Overrides Function GetValue(t As Double) As Double
  639. t = t.Clamp(0, 1)
  640. Return 1 - (1 - t) ^ p * Math.Cos(1.5 * Math.PI * t)
  641. End Function
  642. End Class
  643. 'Car / 平滑-回弹
  644. ''' <summary>
  645. ''' 回弹开始,短平滑结束。
  646. ''' </summary>
  647. Public Class AniEaseInCar
  648. Inherits AniEase
  649. Private Ease As AniEaseInout
  650. Public Sub New(Optional Middle As Double = 0.7, Optional Power As AniEasePower = AniEasePower.Middle)
  651. Ease = New AniEaseInout(New AniEaseInBack(Power), New AniEaseOutFluent(Power), Middle)
  652. End Sub
  653. Public Overrides Function GetValue(t As Double) As Double
  654. Return Ease.GetValue(t)
  655. End Function
  656. End Class
  657. ''' <summary>
  658. ''' 短平滑开始,回弹结束。
  659. ''' </summary>
  660. Public Class AniEaseOutCar
  661. Inherits AniEase
  662. Private Ease As AniEaseInout
  663. Public Sub New(Optional Middle As Double = 0.3, Optional Power As AniEasePower = AniEasePower.Middle)
  664. Ease = New AniEaseInout(New AniEaseInFluent(Power), New AniEaseOutBack(Power), Middle)
  665. End Sub
  666. Public Overrides Function GetValue(t As Double) As Double
  667. Return Ease.GetValue(t)
  668. End Function
  669. End Class
  670. 'Elastic / 弹簧
  671. ''' <summary>
  672. ''' 弹簧开始。约在 60% 到达最小值。
  673. ''' </summary>
  674. Public Class AniEaseInElastic
  675. Inherits AniEase
  676. Private ReadOnly p As Integer '6~9
  677. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle)
  678. p = Power + 4
  679. End Sub
  680. Public Overrides Function GetValue(t As Double) As Double
  681. t = t.Clamp(0, 1)
  682. Return t ^ ((p - 1) * 0.25) * Math.Cos((p - 3.5) * Math.PI * (1 - t) ^ 1.5)
  683. End Function
  684. End Class
  685. ''' <summary>
  686. ''' 弹簧结束。约在 40% 到达最大值。
  687. ''' </summary>
  688. Public Class AniEaseOutElastic
  689. Inherits AniEase
  690. Private ReadOnly p As Integer
  691. Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle)
  692. p = Power + 4
  693. End Sub
  694. Public Overrides Function GetValue(t As Double) As Double
  695. t = 1 - t.Clamp(0, 1)
  696. Return 1 - t ^ ((p - 1) * 0.25) * Math.Cos((p - 3.5) * Math.PI * (1 - t) ^ 1.5)
  697. End Function
  698. End Class
  699. #End Region
  700. #Region "接口(开始、中断、检测)"
  701. ''' <summary>
  702. ''' 开始一个动画组。
  703. ''' </summary>
  704. ''' <param name="AniGroup">由 Aa 开头的函数初始化的 AniData 对象集合。</param>
  705. ''' <param name="Name">动画组的名称。如果重复会直接停止同名动画组。</param>
  706. Public Sub AniStart(AniGroup As IList, Optional Name As String = "", Optional RefreshTime As Boolean = False)
  707. If RefreshTime Then AniLastTick = GetTimeMs() '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
  708. '添加到正在执行的动画组
  709. Dim AllAnis = New List(Of AniData)
  710. For Each Element In AniGroup
  711. If TypeOf Element Is ICollection Then
  712. AllAnis.AddRange(Element)
  713. Else
  714. AllAnis.Add(Element)
  715. End If
  716. Next
  717. Dim NewEntry As New AniGroupEntry With {.Data = AllAnis, .StartTick = GetTimeMs()}
  718. If Name = "" Then
  719. Name = NewEntry.Uuid
  720. Else
  721. AniStop(Name)
  722. End If
  723. AniGroups.Add(Name, NewEntry)
  724. End Sub
  725. ''' <summary>
  726. ''' 开始一个动画组。
  727. ''' </summary>
  728. Public Sub AniStart(AniGroup As AniData, Optional Name As String = "", Optional RefreshTime As Boolean = False)
  729. AniStart(New List(Of AniData) From {AniGroup}, Name, RefreshTime)
  730. End Sub
  731. ''' <summary>
  732. ''' 直接停止一个动画组。
  733. ''' </summary>
  734. ''' <param name="name">需要停止的动画组的名称。</param>
  735. Public Sub AniStop(Name As String)
  736. AniGroups.Remove(Name)
  737. End Sub
  738. ''' <summary>
  739. ''' 获取动画是否正在进行中。
  740. ''' </summary>
  741. Public Function AniIsRun(Name As String) As Boolean
  742. Return AniGroups.ContainsKey(Name)
  743. End Function
  744. #End Region
  745. Private AniCount As Integer = 0
  746. Private AniFPSCounter As Integer = 0
  747. Private AniFPSTimer As Long = 0
  748. ''' <summary>
  749. ''' 当前的动画 FPS。
  750. ''' </summary>
  751. Public AniFPS As Integer = 0
  752. ''' <summary>
  753. ''' 开始动画执行。
  754. ''' </summary>
  755. Public Sub AniStart()
  756. '初始化计时器
  757. AniLastTick = GetTimeMs()
  758. AniFPSTimer = AniLastTick
  759. AniRunning = True '标记动画执行开始
  760. RunInNewThread(
  761. Sub()
  762. Try
  763. Logger.Info("动画线程开始")
  764. Do While True
  765. '两帧之间的间隔时间
  766. Dim DeltaTime As Long = (GetTimeMs() - AniLastTick).Clamp(0, 100000)
  767. If DeltaTime < 3 Then GoTo Sleeper
  768. AniLastTick = GetTimeMs()
  769. '记录 FPS
  770. If ModeDebug Then
  771. If (AniLastTick - AniFPSTimer).Clamp(0, 100000) >= 500 Then
  772. AniFPS = AniFPSCounter
  773. AniFPSCounter = 0
  774. AniFPSTimer = AniLastTick
  775. End If
  776. AniFPSCounter += 2
  777. End If
  778. '执行动画
  779. RunInUiWait(
  780. Sub()
  781. AniCount = 0
  782. AniTimer(DeltaTime * AniSpeed)
  783. If RandomInteger(0, 64 * If(ModeDebug, 5, 30)) = 0 AndAlso ((AniFPS < 62 AndAlso AniFPS > 0) OrElse AniCount > 4 OrElse NetManager.FileRemain <> 0) Then
  784. Logger.Info($"FPS {AniFPS}, 动画 {AniCount}, 下载中 {NetManager.FileRemain}({StringUtils.FormatByteSize(NetManager.Speed)}/s)")
  785. If NetManager.FileRemain < 5 Then
  786. For Each File In NetManager.AllFiles.Values
  787. If File.State < NetState.Finished Then Logger.Trace($"- {File.State} {StringUtils.FormatByteSize(File.Speed)}/s {File.LocalPath}")
  788. Next
  789. End If
  790. End If
  791. End Sub)
  792. Sleeper:
  793. '控制 FPS
  794. Thread.Sleep(1)
  795. Loop
  796. Catch ex As Exception
  797. Logger.Error(ex, "动画帧执行失败", LogBehavior.AlertThenCrash)
  798. End Try
  799. End Sub, "Animation", ThreadPriority.AboveNormal)
  800. End Sub
  801. ''' <summary>
  802. ''' 动画定时器事件。
  803. ''' </summary>
  804. Public Sub AniTimer(DeltaTick As Integer)
  805. Try
  806. If DeltaTick / AniSpeed > 100 Then Logger.Info($"两个动画帧间隔 {DeltaTick} ms")
  807. Dim i As Integer = -1
  808. '循环每个动画组
  809. Do While i + 1 < AniGroups.Count
  810. i += 1
  811. '初始化
  812. Dim Entry As AniGroupEntry = AniGroups.Values(i)
  813. If Entry.StartTick > AniLastTick Then Continue Do '跳过本刻之后开始的动画
  814. Dim CanRemoveAfter = True '是否应该去除“之后”标记
  815. Dim ii = 0
  816. '循环每个动画
  817. Do While ii < Entry.Data.Count
  818. Dim Anim As AniData = Entry.Data(ii)
  819. '执行种类
  820. If Anim.IsAfter = False Then '之前
  821. CanRemoveAfter = False '取消“之后”标记
  822. '增加执行时间
  823. Anim.TimeFinished += DeltaTick
  824. '执行动画
  825. If Anim.TimeFinished > 0 Then
  826. Anim = AniRun(Anim)
  827. AniCount += 1
  828. End If
  829. '如果当前动画已执行完毕
  830. If Anim.TimeFinished >= Anim.TimeTotal Then
  831. '如果是去向颜色资源的动画,设置引用
  832. If Anim.TypeMain = AniType.Color AndAlso Not Anim.Obj(2) = "" Then Anim.Obj(0).SetResourceReference(Anim.Obj(1), Anim.Obj(2))
  833. '删除
  834. Entry.Data.RemoveAt(ii)
  835. GoTo NextAni
  836. End If
  837. Entry.Data(ii) = Anim
  838. Else '之后
  839. If CanRemoveAfter Then
  840. '之后改为之前
  841. CanRemoveAfter = False
  842. Anim.IsAfter = False
  843. Entry.Data(ii) = Anim
  844. '重新循环该动画
  845. GoTo NextAni
  846. Else
  847. '不能去除该“之后”标记,结束该动画组
  848. Exit Do
  849. End If
  850. End If
  851. ii += 1
  852. NextAni:
  853. Loop
  854. '如果当前动画组都执行完毕则删除
  855. If Not Entry.Data.Any() Then
  856. '为了避免新添加的动画影响顺序,不能 RemoveAt(i)
  857. '为了允许动画在执行中添加同名动画组,不能按名字移除
  858. For Current = 0 To AniGroups.Count - 1
  859. If AniGroups.ElementAt(Current).Value.Uuid = Entry.Uuid Then
  860. AniGroups.Remove(AniGroups.ElementAt(Current).Key)
  861. Exit For
  862. End If
  863. Next
  864. i -= 1
  865. End If
  866. Loop
  867. Catch ex As Exception
  868. Logger.Error(ex, "动画刻执行失败", LogBehavior.Toast)
  869. End Try
  870. End Sub
  871. ''' <summary>
  872. ''' 执行一个动画。
  873. ''' </summary>
  874. ''' <param name="Ani">执行的动画对象。</param>
  875. Private Function AniRun(Ani As AniData) As AniData
  876. Try
  877. Select Case Ani.TypeMain
  878. Case AniType.Number
  879. Dim Delta As Double = MathUtils.Lerp(0, Ani.Value, Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent))
  880. If Delta <> 0 Then
  881. Select Case Ani.TypeSub
  882. Case AniTypeSub.X
  883. If TypeOf Ani.Obj Is Window Then
  884. CType(Ani.Obj, Window).Left += Delta
  885. Else
  886. Select Case Ani.Obj.HorizontalAlignment
  887. Case HorizontalAlignment.Left, HorizontalAlignment.Stretch
  888. Ani.Obj.Margin = New Thickness(Ani.Obj.Margin.Left + Delta, Ani.Obj.Margin.Top, Ani.Obj.Margin.Right, Ani.Obj.Margin.Bottom)
  889. Case HorizontalAlignment.Right
  890. Ani.Obj.Margin = New Thickness(Ani.Obj.Margin.Left, Ani.Obj.Margin.Top, Ani.Obj.Margin.Right - Delta, Ani.Obj.Margin.Bottom)
  891. End Select
  892. End If
  893. Case AniTypeSub.Y
  894. If TypeOf Ani.Obj Is Window Then
  895. CType(Ani.Obj, Window).Top += Delta
  896. Else
  897. Select Case Ani.Obj.VerticalAlignment
  898. Case VerticalAlignment.Top
  899. Ani.Obj.Margin = New Thickness(Ani.Obj.Margin.Left, Ani.Obj.Margin.Top + Delta, Ani.Obj.Margin.Right, Ani.Obj.Margin.Bottom)
  900. Case VerticalAlignment.Bottom
  901. Ani.Obj.Margin = New Thickness(Ani.Obj.Margin.Left, Ani.Obj.Margin.Top, Ani.Obj.Margin.Right, Ani.Obj.Margin.Bottom - Delta)
  902. End Select
  903. End If
  904. Case AniTypeSub.Opacity
  905. If TypeOf Ani.Obj Is UIElement Then
  906. Dim Obj As UIElement = Ani.Obj
  907. Obj.Opacity = (Obj.Opacity + Delta).Clamp(0, 1)
  908. ElseIf TypeOf Ani.Obj Is DropShadowEffect Then
  909. Dim Obj As DropShadowEffect = Ani.Obj
  910. Obj.Opacity = (Obj.Opacity + Delta).Clamp(0, 1)
  911. End If
  912. Case AniTypeSub.Width
  913. Dim Obj As FrameworkElement = Ani.Obj
  914. Obj.Width = Math.Max(If(Double.IsNaN(Obj.Width), Obj.ActualWidth, Obj.Width) + Delta, 0)
  915. Case AniTypeSub.Height
  916. Dim Obj As FrameworkElement = Ani.Obj
  917. Obj.Height = Math.Max(If(Double.IsNaN(Obj.Height), Obj.ActualHeight, Obj.Height) + Delta, 0)
  918. Case AniTypeSub.Value
  919. Ani.Obj.Value += Delta
  920. Case AniTypeSub.Radius
  921. Ani.Obj.Radius += Delta
  922. Case AniTypeSub.StrokeThickness
  923. Ani.Obj.StrokeThickness = Math.Max(Ani.Obj.StrokeThickness + Delta, 0)
  924. Case AniTypeSub.BorderThickness
  925. Ani.Obj.BorderThickness = New Thickness(CType(Ani.Obj.BorderThickness, Thickness).Bottom + Delta)
  926. Case AniTypeSub.TranslateX
  927. If IsNothing(Ani.Obj.RenderTransform) OrElse TypeOf Ani.Obj.RenderTransform IsNot TranslateTransform Then Ani.Obj.RenderTransform = New TranslateTransform(0, 0)
  928. CType(Ani.Obj.RenderTransform, TranslateTransform).X += Delta
  929. Case AniTypeSub.TranslateY
  930. If IsNothing(Ani.Obj.RenderTransform) OrElse TypeOf Ani.Obj.RenderTransform IsNot TranslateTransform Then Ani.Obj.RenderTransform = New TranslateTransform(0, 0)
  931. CType(Ani.Obj.RenderTransform, TranslateTransform).Y += Delta
  932. Case AniTypeSub.Double
  933. Ani.Obj(0).SetValue(Ani.Obj(1), Ani.Obj(0).GetValue(Ani.Obj(1)) + Delta)
  934. Case AniTypeSub.DoubleParam
  935. CType(Ani.Obj, ParameterizedThreadStart)(Delta)
  936. Case AniTypeSub.GridLengthWidth
  937. Ani.Obj.Width = New GridLength(Math.Max(Ani.Obj.Width.Value + Delta, 0), GridUnitType.Star)
  938. End Select
  939. End If
  940. Case AniType.Color
  941. '利用 Last 记录了余下的小数值
  942. Dim Delta As MyColor = MyColor.Lerp(New MyColor(0, 0, 0, 0), Ani.Value, Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent)) + Ani.ValueLast
  943. Dim Obj As FrameworkElement = Ani.Obj(0)
  944. Dim Prop As DependencyProperty = Ani.Obj(1)
  945. Dim NewColor As MyColor = New MyColor(Obj.GetValue(Prop)) + Delta
  946. Obj.SetValue(Prop, If(Prop.PropertyType.Name = "Color", CType(NewColor, Color), CType(NewColor, SolidColorBrush)))
  947. Ani.ValueLast = NewColor - New MyColor(Obj.GetValue(Prop))
  948. Case AniType.Scale
  949. Dim Obj As FrameworkElement = Ani.Obj
  950. Dim Delta As Double = Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent)
  951. Obj.Margin = New Thickness(Obj.Margin.Left + MathUtils.Lerp(0, Ani.Value.Left, Delta), Obj.Margin.Top + MathUtils.Lerp(0, Ani.Value.Top, Delta), Obj.Margin.Right + MathUtils.Lerp(0, Ani.Value.Left, Delta), Obj.Margin.Bottom + MathUtils.Lerp(0, Ani.Value.Top, Delta))
  952. Obj.Width = Math.Max(Obj.Width + MathUtils.Lerp(0, Ani.Value.Width, Delta), 0)
  953. Obj.Height = Math.Max(Obj.Height + MathUtils.Lerp(0, Ani.Value.Height, Delta), 0)
  954. Case AniType.TextAppear
  955. Dim Text As String = Ani.Value(0)
  956. Dim TextCount As Integer = If(Ani.Value(1), Text.Length, 0) +
  957. Math.Round(Text.Length * If(Ani.Value(1), -1, 1) * Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, 0))
  958. Dim NewText As String = Text.Substring(0, TextCount)
  959. '添加乱码
  960. If TextCount < Text.Length Then
  961. Dim NextText As String = Text.Substring(TextCount, 1)
  962. If Convert.ToInt32(Convert.ToChar(NextText)) >= Convert.ToInt32(Convert.ToChar(128)) Then
  963. NewText &= Encoding.GetEncoding("GB18030").GetString({RandomInteger(16 + 160, 87 + 160), RandomInteger(1 + 160, 89 + 160)})
  964. Else
  965. NewText &= RandomInteger(0, 85).ConvertRadix(86)
  966. End If
  967. End If
  968. '设置文本
  969. If TypeOf Ani.Obj Is TextBlock Then
  970. Ani.Obj.Text = NewText
  971. Else
  972. Ani.Obj.Context = NewText
  973. End If
  974. Case AniType.Code
  975. CType(Ani.Value, ThreadStart)()
  976. Case AniType.ScaleTransform
  977. Dim Obj As FrameworkElement = Ani.Obj
  978. If TypeOf Obj.RenderTransform IsNot ScaleTransform Then
  979. If Obj.RenderTransformOrigin = New Point(0, 0) Then Obj.RenderTransformOrigin = New Point(0.5, 0.5)
  980. Obj.RenderTransform = New ScaleTransform(1, 1)
  981. End If
  982. Dim Delta As Double = MathUtils.Lerp(0, Ani.Value, Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent))
  983. CType(Obj.RenderTransform, ScaleTransform).ScaleX = Math.Max(CType(Obj.RenderTransform, ScaleTransform).ScaleX + Delta, 0)
  984. CType(Obj.RenderTransform, ScaleTransform).ScaleY = Math.Max(CType(Obj.RenderTransform, ScaleTransform).ScaleY + Delta, 0)
  985. Case AniType.RotateTransform
  986. Dim Obj As FrameworkElement = Ani.Obj
  987. If TypeOf Obj.RenderTransform IsNot RotateTransform Then
  988. If Obj.RenderTransformOrigin = New Point(0, 0) Then Obj.RenderTransformOrigin = New Point(0.5, 0.5)
  989. Obj.RenderTransform = New RotateTransform(0)
  990. End If
  991. Dim Delta As Double = MathUtils.Lerp(0, Ani.Value, Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent))
  992. CType(Obj.RenderTransform, RotateTransform).Angle = CType(Obj.RenderTransform, RotateTransform).Angle + Delta
  993. End Select
  994. Ani.TimePercent = Ani.TimeFinished / Ani.TimeTotal '修改执行百分比
  995. Catch ex As Exception
  996. Logger.Error(ex, $"执行动画失败:{Ani}", LogBehavior.Toast)
  997. End Try
  998. Return Ani
  999. End Function
  1000. End Module