'动画引擎模块 '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) Public Module ModAnimation #Region "声明" ''' ''' 动画速度。最大为 200。 ''' Public AniSpeed As Double = 1 ''' ''' 动画组列表。 ''' Public AniGroups As New Dictionary(Of String, AniGroupEntry) Public Class AniGroupEntry Public Data As List(Of AniData) Public StartTick As Long Public Uuid As Integer = GetUuid() End Class ''' ''' 上一次记刻的时间。 ''' Private AniLastTick As Long ''' ''' 动画模块是否正在运行。 ''' Public AniRunning As Boolean = False Private _AniControlEnabled As Integer = 0 Private ReadOnly AniControlEnabledLock As New Object ''' ''' 控件动画执行是否开启。先 +1,再 -1。 ''' Public Property AniControlEnabled() As Integer Get Return _AniControlEnabled End Get Set(value As Integer) SyncLock AniControlEnabledLock _AniControlEnabled = value End SyncLock End Set End Property #End Region #Region "类与枚举" ''' ''' 单个动画对象。 ''' ''' Public Structure AniData ''' ''' 动画种类。 ''' ''' Public TypeMain As AniType ''' ''' 动画副种类。 ''' ''' Public TypeSub As AniTypeSub ''' ''' 动画总长度。 ''' ''' Public TimeTotal As Integer ''' ''' 已经执行的动画长度。如果为负数则为延迟。 ''' ''' Public TimeFinished As Integer ''' ''' 已经完成的百分比。 ''' ''' Public TimePercent As Double ''' ''' 是否为“以后”。 ''' ''' Public IsAfter As Boolean ''' ''' 插值器类型。 ''' ''' Public Ease As AniEase ''' ''' 动画对象。 ''' ''' Public Obj As Object ''' ''' 动画值。 ''' ''' Public Value As Object ''' ''' 上次执行时的动画值。 ''' ''' Public ValueLast As Object Public Overrides Function ToString() As String Return GetStringFromEnum(TypeMain) & " | " & TimeFinished & "/" & TimeTotal & "(" & Math.Round(TimePercent * 100) & "%)" & If(Obj Is Nothing, "", " | " & Obj.ToString & "(" & Obj.GetType.Name & ")") End Function End Structure ''' ''' 动画基础种类。 ''' Public Enum AniType ''' ''' 单个Double的动画,包括位置、长宽、透明度等。这需要附属类型。 ''' ''' Number ''' ''' 颜色属性的动画。这需要附属类型。 ''' ''' Color ''' ''' 缩放控件大小。比起4个DoubleAnimation来说效率更高。 ''' ''' Scale ''' ''' 文字一个个出现。 ''' ''' TextAppear ''' ''' 执行代码。 ''' ''' Code ''' ''' 以 WPF 方式缩放控件。 ''' ScaleTransform ''' ''' 以 WPF 方式旋转控件。 ''' RotateTransform End Enum ''' ''' 动画扩展种类。 ''' Public Enum AniTypeSub X Y Width Height Opacity Value Radius BorderThickness StrokeThickness TranslateX TranslateY [Double] DoubleParam GridLengthWidth End Enum #End Region #Region "种类" 'DoubleAnimation ''' ''' 移动X轴的动画。 ''' ''' 动画的对象。 ''' 进行移动的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.X, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function ''' ''' 移动Y轴的动画。 ''' ''' 动画的对象。 ''' 进行移动的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Y, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function ''' ''' 改变宽度的动画。 ''' ''' 动画的对象。 ''' 宽度改变的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Width, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function ''' ''' 改变高度的动画。 ''' ''' 动画的对象。 ''' 高度改变的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Height, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function ''' ''' 改变透明度的动画。 ''' ''' 动画的对象。 ''' 透明度改变的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Opacity, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function ''' ''' 改变对象的Value属性的动画。 ''' ''' 动画的对象。 ''' Value属性改变的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Value, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function ''' ''' 改变对象的Radius属性的动画。 ''' ''' 动画的对象。 ''' Radius属性改变的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.Radius, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function ''' ''' 改变对象的BorderThickness属性的动画。 ''' ''' 动画的对象。 ''' BorderThickness属性改变的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.BorderThickness, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function ''' ''' 改变对象的StrokeThickness属性的动画。 ''' ''' 动画的对象。 ''' StrokeThickness属性改变的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 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 Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.StrokeThickness, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function ''' ''' 改变 Width 的 GridLength 属性的动画。必须为 Star。 ''' ''' 动画的对象。 ''' GridLength.Value 改变的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 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 Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.GridLengthWidth, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function 'DoubleAnimation(Obj, Prop, [Res]) ''' ''' 改变数字属性的动画。 ''' ''' 动画的对象。 ''' 动画的依赖属性。 ''' 改变的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 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} End Function ''' ''' 获取数字动画值。 ''' ''' 改变的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 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} End Function 'ColorAnimation(Obj, Prop, [Res]) ''' ''' 改变颜色属性的动画。 ''' ''' 动画的对象。 ''' 动画的依赖属性。 ''' 颜色改变的值。以RGB加减法进行计算。不用担心超额。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 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)} End Function ''' ''' 改变颜色属性为一个资源的动画。 ''' ''' 动画的对象。 ''' 动画的依赖属性。 ''' 要将颜色改变为该资源值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 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)} End Function 'Scale ''' ''' 缩放控件的动画。 ''' ''' 动画的对象。 ''' 大小改变的百分比(如-0.6)或值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' 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。 ''' ''' 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 Dim ChangeRect As MyRect If Absolute Then ChangeRect = New MyRect(-0.5 * Value, -0.5 * Value, Value, Value) Else ChangeRect = New MyRect(-0.5 * Obj.ActualWidth * Value, -0.5 * Obj.ActualHeight * Value, Obj.ActualWidth * Value, Obj.ActualHeight * Value) End If Return New AniData With {.TypeMain = AniType.Scale, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = ChangeRect, .IsAfter = After, .TimeFinished = -Delay} End Function 'TextAppear ''' ''' 让一段文字一个个字出现或消失的动画。 ''' ''' 动画的对象。必须是Label或TextBlock。 ''' 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。 ''' 是否采用根据文本长度决定时间的方式。 ''' 动画长度(毫秒)。若TimePerText为True,这代表每个字所占据的时间。 ''' 动画延迟执行的时间(毫秒)。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 'Are we cool yet? 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} End Function 'Code ''' ''' 执行代码。 ''' ''' 一个ThreadStart。这将会在执行时在主线程调用。 ''' 代码延迟执行的时间(毫秒)。 ''' 是否等到以前的动画完成后才执行。 ''' ''' Public Function AaCode(Code As ThreadStart, Optional Delay As Integer = 0, Optional After As Boolean = False) As AniData Return New AniData With {.TypeMain = AniType.Code, .TimeTotal = 1, .Value = Code, .IsAfter = After, .TimeFinished = -Delay} End Function 'ScaleTransform ''' ''' 按照 WPF 方式缩放控件的动画。 ''' ''' 动画的对象。它必须已经拥有了单一的 ScaleTransform 值。 ''' 大小改变的百分比(如-0.6)。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 Return New AniData With {.TypeMain = AniType.ScaleTransform, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function 'RotateTransform ''' ''' 按照 WPF 方式旋转控件的动画。 ''' ''' 动画的对象。它必须已经拥有了单一的 ScaleTransform 值。 ''' 大小改变的百分比(如-0.6)。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 ''' ''' 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 Return New AniData With {.TypeMain = AniType.RotateTransform, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function 'TranslateTransform ''' ''' 利用 TranslateTransform 移动 X 轴的动画,这不会造成布局更新。 ''' ''' 动画的对象。 ''' 进行移动的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 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 Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.TranslateX, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function ''' ''' 利用 TranslateTransform 移动 Y 轴的动画,这不会造成布局更新。 ''' ''' 动画的对象。 ''' 进行移动的值。 ''' 动画长度(毫秒)。 ''' 动画延迟执行的时间(毫秒)。 ''' 插值器类型。 ''' 是否等到以前的动画完成后才继续本动画。 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 Return New AniData With {.TypeMain = AniType.Number, .TypeSub = AniTypeSub.TranslateY, .TimeTotal = Time, .Ease = If(Ease, New AniEaseLinear), .Obj = Obj, .Value = Value, .IsAfter = After, .TimeFinished = -Delay} End Function '特殊 ''' ''' 将一个StackPanel中的各个项目依次显示。 ''' ''' Public Function AaStack(Stack As StackPanel, Optional Time As Integer = 100, Optional Delay As Integer = 25) As List(Of AniData) AaStack = New List(Of AniData) Dim AniDelay As Integer = 0 For Each Item In Stack.Children Item.Opacity = 0 AaStack.Add(AaOpacity(Item, 1, Time, AniDelay)) AniDelay += Delay Next End Function #End Region #Region "缓动函数" '基类 Public Enum AniEasePower As Integer Weak = 2 Middle = 3 Strong = 4 ExtraStrong = 5 End Enum ''' ''' 缓动函数基类。 ''' Public MustInherit Class AniEase ''' ''' 获取函数值。 ''' ''' 时间百分比。 Public MustOverride Function GetValue(t As Double) As Double ''' ''' 获取增量值。 ''' ''' 较大的 X。 ''' 较小的 X。 Public Overridable Function GetDelta(t1 As Double, t0 As Double) As Double Return GetValue(t1) - GetValue(t0) End Function End Class ''' ''' 渐入渐出组合。 ''' Public Class AniEaseInout Inherits AniEase Private ReadOnly EaseIn As AniEase, EaseOut As AniEase, EaseInPercent As Double Public Sub New(EaseIn As AniEase, EaseOut As AniEase, Optional EaseInPercent As Double = 0.5) Me.EaseIn = EaseIn : Me.EaseOut = EaseOut : Me.EaseInPercent = EaseInPercent End Sub Public Overrides Function GetValue(t As Double) As Double If t < EaseInPercent Then Return EaseInPercent * EaseIn.GetValue(t / EaseInPercent) Else Return (1 - EaseInPercent) * EaseOut.GetValue((t - EaseInPercent) / (1 - EaseInPercent)) + EaseInPercent End If End Function End Class 'Linear / 线性 ''' ''' 线性,无缓动。 ''' Public Class AniEaseLinear Inherits AniEase Public Overrides Function GetValue(t As Double) As Double Return MathRange(t, 0, 1) End Function Public Overrides Function GetDelta(t1 As Double, t0 As Double) As Double Return MathRange(t1, 0, 1) - MathRange(t0, 0, 1) End Function End Class 'Fluent / 平滑 ''' ''' 平滑开始。 ''' Public Class AniEaseInFluent Inherits AniEase Private ReadOnly p As AniEasePower Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle) p = Power End Sub Public Overrides Function GetValue(t As Double) As Double Return MathRange(t, 0, 1) ^ p End Function End Class ''' ''' 平滑结束。 ''' Public Class AniEaseOutFluent Inherits AniEase Private ReadOnly p As AniEasePower Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle) p = Power End Sub Public Overrides Function GetValue(t As Double) As Double Return 1 - MathRange(1 - t, 0, 1) ^ p End Function End Class ''' ''' 平滑开始与结束。 ''' Public Class AniEaseInoutFluent Inherits AniEase Private Ease As AniEaseInout Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle, Optional Middle As Double = 0.5) Ease = New AniEaseInout(New AniEaseInFluent(Power), New AniEaseOutFluent(Power), Middle) End Sub Public Overrides Function GetValue(t As Double) As Double Return Ease.GetValue(t) End Function End Class 'Back / 回弹 ''' ''' 回弹开始。有效时间为 1/3。 ''' Public Class AniEaseInBack Inherits AniEase Private ReadOnly p As Double Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle) p = 3 - Power * 0.5 End Sub Public Overrides Function GetValue(t As Double) As Double t = MathRange(t, 0, 1) Return t ^ p * Math.Cos(1.5 * Math.PI * (1 - t)) End Function End Class ''' ''' 回弹结束。有效时间为 1/3。 ''' Public Class AniEaseOutBack Inherits AniEase Private ReadOnly p As Double Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle) p = 3 - Power * 0.5 End Sub Public Overrides Function GetValue(t As Double) As Double t = MathRange(t, 0, 1) Return 1 - (1 - t) ^ p * Math.Cos(1.5 * Math.PI * t) End Function End Class 'Car / 平滑-回弹 ''' ''' 回弹开始,短平滑结束。 ''' Public Class AniEaseInCar Inherits AniEase Private Ease As AniEaseInout Public Sub New(Optional Middle As Double = 0.7, Optional Power As AniEasePower = AniEasePower.Middle) Ease = New AniEaseInout(New AniEaseInBack(Power), New AniEaseOutFluent(Power), Middle) End Sub Public Overrides Function GetValue(t As Double) As Double Return Ease.GetValue(t) End Function End Class ''' ''' 短平滑开始,回弹结束。 ''' Public Class AniEaseOutCar Inherits AniEase Private Ease As AniEaseInout Public Sub New(Optional Middle As Double = 0.3, Optional Power As AniEasePower = AniEasePower.Middle) Ease = New AniEaseInout(New AniEaseInFluent(Power), New AniEaseOutBack(Power), Middle) End Sub Public Overrides Function GetValue(t As Double) As Double Return Ease.GetValue(t) End Function End Class 'Elastic / 弹簧 ''' ''' 弹簧开始。约在 60% 到达最小值。 ''' Public Class AniEaseInElastic Inherits AniEase Private ReadOnly p As Integer '6~9 Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle) p = Power + 4 End Sub Public Overrides Function GetValue(t As Double) As Double t = MathRange(t, 0, 1) Return t ^ ((p - 1) * 0.25) * Math.Cos((p - 3.5) * Math.PI * (1 - t) ^ 1.5) End Function End Class ''' ''' 弹簧结束。约在 40% 到达最大值。 ''' Public Class AniEaseOutElastic Inherits AniEase Private ReadOnly p As Integer Public Sub New(Optional Power As AniEasePower = AniEasePower.Middle) p = Power + 4 End Sub Public Overrides Function GetValue(t As Double) As Double t = 1 - MathRange(t, 0, 1) Return 1 - t ^ ((p - 1) * 0.25) * Math.Cos((p - 3.5) * Math.PI * (1 - t) ^ 1.5) End Function End Class #End Region #Region "接口(开始、中断、检测)" ''' ''' 开始一个动画组。 ''' ''' 由 Aa 开头的函数初始化的 AniData 对象集合。 ''' 动画组的名称。如果重复会直接停止同名动画组。 Public Sub AniStart(AniGroup As IList, Optional Name As String = "", Optional RefreshTime As Boolean = False) 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 '添加到正在执行的动画组 Dim NewEntry As New AniGroupEntry With {.Data = GetFullList(Of AniData)(AniGroup), .StartTick = GetTimeTick()} If Name = "" Then Name = NewEntry.Uuid Else AniStop(Name) End If AniGroups.Add(Name, NewEntry) End Sub ''' ''' 开始一个动画组。 ''' Public Sub AniStart(AniGroup As AniData, Optional Name As String = "", Optional RefreshTime As Boolean = False) AniStart(New List(Of AniData) From {AniGroup}, Name, RefreshTime) End Sub ''' ''' 直接停止一个动画组。 ''' ''' 需要停止的动画组的名称。 Public Sub AniStop(Name As String) AniGroups.Remove(Name) End Sub ''' ''' 获取动画是否正在进行中。 ''' Public Function AniIsRun(Name As String) As Boolean Return AniGroups.ContainsKey(Name) End Function #End Region Private AniCount As Integer = 0 Private AniFPSCounter As Integer = 0 Private AniFPSTimer As Long = 0 ''' ''' 当前的动画 FPS。 ''' Public AniFPS As Integer = 0 ''' ''' 开始动画执行。 ''' Public Sub AniStartRun() '初始化计时器 AniLastTick = GetTimeTick() AniFPSTimer = AniLastTick AniRunning = True '标记动画执行开始 RunInNewThread(Sub() Try Log("[Animation] 动画线程开始") Do While True '两帧之间的间隔时间 Dim DeltaTime As Long = MathRange(GetTimeTick() - AniLastTick, 0, 10000) If DeltaTime < 3 Then GoTo Sleeper AniLastTick = GetTimeTick() '记录 FPS If ModeDebug Then If MathRange(AniLastTick - AniFPSTimer, 0, 10000) >= 500 Then AniFPS = AniFPSCounter AniFPSCounter = 0 AniFPSTimer = AniLastTick End If AniFPSCounter += 2 End If '执行动画 RunInUiWait(Sub() AniCount = 0 AniTimer(DeltaTime * AniSpeed) '#If DEBUG Then ' FrmMain.Title = "F " & AniFPS & ", A " & AniCount & ", R " & NetManage.FileRemain '#Else ' If ModeDebug Then FrmMain.Title = "FPS " & AniFPS & ", 动画 " & AniCount & ", 下载中 " & NetManage.FileRemain '#End If If RandomInteger(0, 64 * If(ModeDebug, 5, 30)) = 0 AndAlso ((AniFPS < 62 AndAlso AniFPS > 0) OrElse AniCount > 4 OrElse NetManager.FileRemain <> 0) Then Log("[Report] FPS " & AniFPS & ", 动画 " & AniCount & ", 下载中 " & NetManager.FileRemain & "(" & GetString(NetManager.Speed) & "/s)") End If End Sub) Sleeper: '控制 FPS Thread.Sleep(1) Loop Catch ex As Exception Log(ex, "动画帧执行失败", LogLevel.Assert) End Try End Sub, "Animation", ThreadPriority.AboveNormal) End Sub ''' ''' 动画定时器事件。 ''' Public Sub AniTimer(DeltaTick As Integer) Try If DeltaTick / AniSpeed > 200 Then Log("[Animation] 两个动画帧间隔 " & DeltaTick & " ms", LogLevel.Developer) Dim i As Integer = -1 '循环每个动画组 Do While i + 1 < AniGroups.Count i += 1 '初始化 Dim Entry As AniGroupEntry = AniGroups.Values(i) If Entry.StartTick > AniLastTick Then Continue Do '跳过本刻之后开始的动画 Dim CanRemoveAfter = True '是否应该去除“之后”标记 Dim ii = 0 '循环每个动画 Do While ii < Entry.Data.Count Dim Anim As AniData = Entry.Data(ii) '执行种类 If Anim.IsAfter = False Then '之前 CanRemoveAfter = False '取消“之后”标记 '增加执行时间 Anim.TimeFinished += DeltaTick '执行动画 If Anim.TimeFinished > 0 Then Anim = AniRun(Anim) AniCount += 1 End If '如果当前动画已执行完毕 If Anim.TimeFinished >= Anim.TimeTotal Then '如果是去向颜色资源的动画,设置引用 If Anim.TypeMain = AniType.Color AndAlso Not Anim.Obj(2) = "" Then Anim.Obj(0).SetResourceReference(Anim.Obj(1), Anim.Obj(2)) '删除 Entry.Data.RemoveAt(ii) GoTo NextAni End If Entry.Data(ii) = Anim Else '之后 If CanRemoveAfter Then '之后改为之前 CanRemoveAfter = False Anim.IsAfter = False Entry.Data(ii) = Anim '重新循环该动画 GoTo NextAni Else '不能去除该“之后”标记,结束该动画组 Exit Do End If End If ii += 1 NextAni: Loop '如果当前动画组都执行完毕则删除 If Entry.Data.Count = 0 Then '为了避免新添加的动画影响顺序,不能 RemoveAt(i) '为了允许动画在执行中添加同名动画组,不能按名字移除 For Current = 0 To AniGroups.Count - 1 If AniGroups.ElementAt(Current).Value.Uuid = Entry.Uuid Then AniGroups.Remove(AniGroups.ElementAt(Current).Key) Exit For End If Next i -= 1 End If Loop Catch ex As Exception Log(ex, "动画刻执行失败", LogLevel.Hint) End Try End Sub ''' ''' 执行一个动画。 ''' ''' 执行的动画对象。 Private Function AniRun(Ani As AniData) As AniData Try Select Case Ani.TypeMain Case AniType.Number Dim Delta As Double = MathPercent(0, Ani.Value, Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent)) If Delta <> 0 Then Select Case Ani.TypeSub Case AniTypeSub.X DeltaLeft(Ani.Obj, Delta) Case AniTypeSub.Y DeltaTop(Ani.Obj, Delta) Case AniTypeSub.Opacity Ani.Obj.Opacity = MathRange(Ani.Obj.Opacity + Delta, 0, 1) Case AniTypeSub.Width Dim Obj As FrameworkElement = Ani.Obj Obj.Width = Math.Max(If(Double.IsNaN(Obj.Width), Obj.ActualWidth, Obj.Width) + Delta, 0) Case AniTypeSub.Height Dim Obj As FrameworkElement = Ani.Obj Obj.Height = Math.Max(If(Double.IsNaN(Obj.Height), Obj.ActualHeight, Obj.Height) + Delta, 0) Case AniTypeSub.Value Ani.Obj.Value += Delta Case AniTypeSub.Radius Ani.Obj.Radius += Delta Case AniTypeSub.StrokeThickness Ani.Obj.StrokeThickness = Math.Max(Ani.Obj.StrokeThickness + Delta, 0) Case AniTypeSub.BorderThickness Ani.Obj.BorderThickness = New Thickness(CType(Ani.Obj.BorderThickness, Thickness).Bottom + Delta) Case AniTypeSub.TranslateX If IsNothing(Ani.Obj.RenderTransform) OrElse TypeOf Ani.Obj.RenderTransform IsNot TranslateTransform Then Ani.Obj.RenderTransform = New TranslateTransform(0, 0) CType(Ani.Obj.RenderTransform, TranslateTransform).X += Delta Case AniTypeSub.TranslateY If IsNothing(Ani.Obj.RenderTransform) OrElse TypeOf Ani.Obj.RenderTransform IsNot TranslateTransform Then Ani.Obj.RenderTransform = New TranslateTransform(0, 0) CType(Ani.Obj.RenderTransform, TranslateTransform).Y += Delta Case AniTypeSub.Double Ani.Obj(0).SetValue(Ani.Obj(1), Ani.Obj(0).GetValue(Ani.Obj(1)) + Delta) Case AniTypeSub.DoubleParam CType(Ani.Obj, ParameterizedThreadStart)(Delta) Case AniTypeSub.GridLengthWidth Ani.Obj.Width = New GridLength(Math.Max(Ani.Obj.Width.Value + Delta, 0), GridUnitType.Star) End Select End If Case AniType.Color '利用 Last 记录了余下的小数值 Dim Delta As MyColor = MathPercent(New MyColor(0, 0, 0, 0), Ani.Value, Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent)) + Ani.ValueLast Dim Obj As FrameworkElement = Ani.Obj(0) Dim Prop As DependencyProperty = Ani.Obj(1) Dim NewColor As MyColor = New MyColor(Obj.GetValue(Prop)) + Delta Obj.SetValue(Prop, If(Prop.PropertyType.Name = "Color", CType(NewColor, Color), CType(NewColor, SolidColorBrush))) Ani.ValueLast = NewColor - New MyColor(Obj.GetValue(Prop)) Case AniType.Scale Dim Obj As FrameworkElement = Ani.Obj Dim Delta As Double = Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent) 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)) Obj.Width = Math.Max(Obj.Width + MathPercent(0, Ani.Value.Width, Delta), 0) Obj.Height = Math.Max(Obj.Height + MathPercent(0, Ani.Value.Height, Delta), 0) Case AniType.TextAppear Dim TextCount As Integer = If(Ani.Value(1), Ani.Value(0).ToString.Length, 0) + Math.Round(Ani.Value(0).ToString.Length * If(Ani.Value(1), -1, 1) * Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, 0)) Dim NewText As String = Mid(Ani.Value(0), 1, TextCount) '添加乱码 If TextCount < Ani.Value(0).ToString.Length Then Dim NextText As String = Mid(Ani.Value(0), TextCount + 1, 1) If Convert.ToInt32(Convert.ToChar(NextText)) >= Convert.ToInt32(Convert.ToChar(128)) Then NewText &= Encoding.GetEncoding("GB18030").GetString({RandomInteger(16 + 160, 87 + 160), RandomInteger(1 + 160, 89 + 160)}) Else NewText &= RandomOne("0123456789./*-+\[]{};':/?,!@#$%^&*()_+-=qwwertyuiopasdfghjklzxcvbnmQWERTYUIOPASDFGHJKLZXCVBNM".ToCharArray) End If End If '设置文本 If TypeOf Ani.Obj Is TextBlock Then Ani.Obj.Text = NewText Else Ani.Obj.Context = NewText End If Case AniType.Code CType(Ani.Value, ThreadStart)() Case AniType.ScaleTransform Dim Obj As FrameworkElement = Ani.Obj If TypeOf Obj.RenderTransform IsNot ScaleTransform Then Obj.RenderTransformOrigin = New Point(0.5, 0.5) Obj.RenderTransform = New ScaleTransform(1, 1) End If Dim Delta As Double = MathPercent(0, Ani.Value, Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent)) CType(Obj.RenderTransform, ScaleTransform).ScaleX = Math.Max(CType(Obj.RenderTransform, ScaleTransform).ScaleX + Delta, 0) CType(Obj.RenderTransform, ScaleTransform).ScaleY = Math.Max(CType(Obj.RenderTransform, ScaleTransform).ScaleY + Delta, 0) Case AniType.RotateTransform Dim Obj As FrameworkElement = Ani.Obj If TypeOf Obj.RenderTransform IsNot RotateTransform Then Obj.RenderTransformOrigin = New Point(0.5, 0.5) Obj.RenderTransform = New RotateTransform(0) End If Dim Delta As Double = MathPercent(0, Ani.Value, Ani.Ease.GetDelta(Ani.TimeFinished / Ani.TimeTotal, Ani.TimePercent)) CType(Obj.RenderTransform, RotateTransform).Angle = CType(Obj.RenderTransform, RotateTransform).Angle + Delta End Select Ani.TimePercent = Ani.TimeFinished / Ani.TimeTotal '修改执行百分比 Catch ex As Exception Log(ex, "执行动画失败:" & Ani.ToString, LogLevel.Hint) End Try Return Ani End Function End Module