廢話很少說,先上效果工具
沒有作成安卓那種圓形的緣由是...人家真的不會嘛...動畫
好了下面是正文:spa
首先在工程中引入Behavior的庫,咱們使用Nuget。code
在項目->引用上點擊右鍵,點擊管理Nuget程序包,而後瀏覽裏搜索Microsoft.Xaml.Behaviors.Uwp.Managedxml
或者在程序包管理控制檯裏(若是輸出右邊沒有這個標籤,使用工具->Nuget包管理器->程序包管理控制檯打開),輸入命令對象
Install-Package Microsoft.Xaml.Behaviors.Uwp.Managed
回車,坐等,引入成功。blog
而後咱們新建一個類,名字叫ButtonBehavior,繼承IBehavior接口,而且實現Attach和Detach方法(不用傻傻的敲,自動補全就能夠)。繼承
這時文檔的結構是這樣的:接口
namespace MyBehavior { public class Base : DependencyObject, IBehavior { public DependencyObject AssociatedObject { get; set; } public void Attach(DependencyObject associatedObject) { AssociatedObject = associatedObject; //這裏寫代碼 } public void Detach() { } } }
給控件設置Behavior時,程序會經過Attach方法,將控件傳到咱們的類裏,也就是associatedObject。事件
接着,固然是使用Composition了。。。我又不會別的。
先聲明一堆準備用的對象:
double SizeValue; double ScaleValue; Compositor compositor; Visual hostVisual; ContainerVisual containerVisual; SpriteVisual rectVisual; ScalarKeyFrameAnimation PressSizeAnimation; ScalarKeyFrameAnimation PressOffsetAnimation; ScalarKeyFrameAnimation PressOpacityAnimation; CompositionAnimationGroup PressAnimationGroup; ScalarKeyFrameAnimation ReleaseSizeAnimation; ScalarKeyFrameAnimation ReleaseOffsetAnimation; ScalarKeyFrameAnimation ReleaseOpacityAnimation; CompositionAnimationGroup ReleaseAnimationGroup;
而後該處理一下可愛的AssociatedObject了:
public virtual void Attach(DependencyObject associatedObject) { AssociatedObject = associatedObject; if (AssociatedObject is FrameworkElement element) { if (element.ActualWidth > 0 && element.ActualHeight > 0) Init(); else element.Loaded += Element_Loaded; hostVisual = ElementCompositionPreview.GetElementVisual(element); compositor = hostVisual.Compositor; element.AddHandler(UIElement.PointerPressedEvent, new PointerEventHandler(Element_PointerPressed), true); element.AddHandler(UIElement.PointerReleasedEvent, new PointerEventHandler(Element_PointerReleased), true); } else return; }
這裏掛上Loaded事件是由於,若是控件沒有加載完成以前設置了Behavior,咱們在Attach裏獲取到的數據就不全了。
而後是Init方法,這是整個Behavior的核心:
void Init() { if (AssociatedObject is FrameworkElement element) { hostVisual = ElementCompositionPreview.GetElementVisual(element); //獲取控件Visual compositor = hostVisual.Compositor; //獲取Compositor,Composition的大多數對象都須要他來建立 var temp = ElementCompositionPreview.GetElementChildVisual(element); if (temp is ContainerVisual tempContainerVisual) containerVisual = tempContainerVisual; else { containerVisual = compositor.CreateContainerVisual(); //建立ContainerVisual ElementCompositionPreview.SetElementChildVisual(element, containerVisual); //把ContainerVisual設置成控件的子Visual } } }
這裏有個小坑,ElementCompositionPreview類裏,只有SetElementChildVisual方法,卻並無RemoveChildVisual的方法。因此咱們給按鈕插入一個子ContainerVisual,ContainerVisual能夠所謂容器盛放其餘Visual,而且,能夠移除。若是不這麼作,移除Behavior的時候會爆錯。
而後寫動畫,動畫分爲兩部分,分別是按下和釋放。個人思路是這樣,鼠標按下時,獲取到起始座標,把讓特效Visual移動到起始橫座標的位置,而後讓特效Visual的寬度從0到和控件寬度同樣大,與此同時,特效Visual從起始位置((0,0)的右邊)慢慢向左移動,這樣就能製做出一個向外擴散的效果。
思路有了,繼續寫Init方法:
void Init() { if (AssociatedObject is FrameworkElement element) { hostVisual = ElementCompositionPreview.GetElementVisual(element); //獲取控件Visual compositor = hostVisual.Compositor; //獲取Compositor,Composition的大多數對象都須要他來建立 var temp = ElementCompositionPreview.GetElementChildVisual(element); if (temp is ContainerVisual tempContainerVisual) containerVisual = tempContainerVisual; else { containerVisual = compositor.CreateContainerVisual(); //建立ContainerVisual ElementCompositionPreview.SetElementChildVisual(element, containerVisual); //把ContainerVisual設置成控件的子Visual } rectVisual = compositor.CreateSpriteVisual(); //建立咱們的正主,特效Visual var bindSizeAnimation = compositor.CreateExpressionAnimation("hostVisual.Size.Y"); bindSizeAnimation.SetReferenceParameter("hostVisual", hostVisual); rectVisual.StartAnimation("Size.Y", bindSizeAnimation); //建立一個表達式動畫,把咱們本身建立的特效Visual的高度和控件Visual的高度綁定到一塊兒 rectVisual.Brush = compositor.CreateColorBrush(Windows.UI.Colors.Black); //設置特效Visual的筆刷 rectVisual.Opacity = 0f; //設置特效Visual的初始透明度 containerVisual.Children.InsertAtTop(rectVisual); 把特效Visual插入到ContainerVisual的頂部 var easeIn = compositor.CreateCubicBezierEasingFunction(new Vector2(0.5f, 0.0f), new Vector2(1.0f, 1.0f)); //建立一個關鍵幀動畫用到的貝塞爾曲線 PressSizeAnimation = compositor.CreateScalarKeyFrameAnimation(); PressSizeAnimation.InsertKeyFrame(0f, 0f, easeIn); PressSizeAnimation.InsertExpressionKeyFrame(1f, "hostVisual.Size.X", easeIn); PressSizeAnimation.SetReferenceParameter("hostVisual", hostVisual); PressSizeAnimation.Duration = TimeSpan.FromSeconds(1); PressSizeAnimation.StopBehavior = AnimationStopBehavior.LeaveCurrentValue; //動畫中途暫停時,將動畫的當前值設定到對象上 PressSizeAnimation.Target = "Size.X"; //建立按下後,特效Visual的寬度的關鍵幀動畫,持續1秒 PressOffsetAnimation = compositor.CreateScalarKeyFrameAnimation(); PressOffsetAnimation.InsertExpressionKeyFrame(0f, "This.CurrentValue", easeIn); PressOffsetAnimation.InsertKeyFrame(1f, 0f, easeIn); PressOffsetAnimation.Duration = TimeSpan.FromSeconds(1); PressOffsetAnimation.StopBehavior = AnimationStopBehavior.LeaveCurrentValue; PressOffsetAnimation.Target = "Offset.X"; //建立按下後,特效Visual的橫向偏移的關鍵幀動畫,持續1秒 PressOpacityAnimation = compositor.CreateScalarKeyFrameAnimation(); PressOpacityAnimation.InsertKeyFrame(0f, 0.3f, easeIn); PressOpacityAnimation.InsertKeyFrame(1f, 0.5f, easeIn); PressOpacityAnimation.Duration = TimeSpan.FromSeconds(1); PressOpacityAnimation.StopBehavior = AnimationStopBehavior.LeaveCurrentValue; PressOpacityAnimation.Target = "Opacity"; //建立按下後,特效Visual的透明度的關鍵幀動畫,持續1秒 PressAnimationGroup = compositor.CreateAnimationGroup(); PressAnimationGroup.Add(PressSizeAnimation); PressAnimationGroup.Add(PressOffsetAnimation); PressAnimationGroup.Add(PressOpacityAnimation); //建立一個動畫組,把上面三個動畫放在一塊兒,相似Storyboard ReleaseSizeAnimation = compositor.CreateScalarKeyFrameAnimation(); ReleaseSizeAnimation.InsertExpressionKeyFrame(0f, "This.CurrentValue", easeIn); //This.CurrentValue是表達式動畫中的一個特殊用法,能夠將設置的屬性的當前值傳遞給動畫 ReleaseSizeAnimation.InsertExpressionKeyFrame(1f, "hostVisual.Size.X", easeIn); ReleaseSizeAnimation.SetReferenceParameter("hostVisual", hostVisual); ReleaseSizeAnimation.Duration = TimeSpan.FromSeconds(0.2); ReleaseSizeAnimation.StopBehavior = AnimationStopBehavior.LeaveCurrentValue; ReleaseSizeAnimation.Target = "Size.X"; //建立釋放後,特效Visual的寬度的關鍵幀動畫,持續0.2秒。 ReleaseOffsetAnimation = compositor.CreateScalarKeyFrameAnimation(); ReleaseOffsetAnimation.InsertExpressionKeyFrame(0f, "This.CurrentValue", easeIn); ReleaseOffsetAnimation.InsertKeyFrame(1f, 0f, easeIn); ReleaseOffsetAnimation.Duration = TimeSpan.FromSeconds(0.2); ReleaseOffsetAnimation.StopBehavior = AnimationStopBehavior.LeaveCurrentValue; ReleaseOffsetAnimation.Target = "Offset.X"; //建立釋放後,特效Visual的橫向偏移的關鍵幀動畫,持續0.2秒。 ReleaseOpacityAnimation = compositor.CreateScalarKeyFrameAnimation(); ReleaseOpacityAnimation.InsertExpressionKeyFrame(0f, "This.CurrentValue", easeIn); ReleaseOpacityAnimation.InsertKeyFrame(1f, 0f, easeIn); ReleaseOpacityAnimation.Duration = TimeSpan.FromSeconds(0.2); ReleaseOpacityAnimation.DelayTime = TimeSpan.FromSeconds(0.2); ReleaseOpacityAnimation.StopBehavior = AnimationStopBehavior.LeaveCurrentValue; ReleaseOpacityAnimation.Target = "Opacity"; //建立釋放後,特效Visual的透明度的關鍵幀動畫,持續0.2秒。 ReleaseAnimationGroup = compositor.CreateAnimationGroup(); ReleaseAnimationGroup.Add(ReleaseSizeAnimation); ReleaseAnimationGroup.Add(ReleaseOffsetAnimation); ReleaseAnimationGroup.Add(ReleaseOpacityAnimation); //建立動畫組 } }
萬事俱備,只欠東風,還記得Attach方法裏給控件掛上的PointerPressed和PointerReleased方法不?
這裏不能用+=和-=,由於Pointer的事件很特殊(怎麼個說法記不清了),必需要用到AddHandler的最後一個參數,HandlerEventToo爲true,才能正確的處理。
private void Element_PointerPressed(object sender, PointerRoutedEventArgs e) { if (AssociatedObject is FrameworkElement element) { var point = e.GetCurrentPoint(element).Position.ToVector2(); //獲取點擊相對於控件的座標 rectVisual.StopAnimationGroup(PressAnimationGroup); rectVisual.StopAnimationGroup(ReleaseAnimationGroup); //中止正在播放的動畫 rectVisual.Offset = new Vector3(point.X, 0f, 0f); //設置特效Visual的起始橫座標爲點擊的橫座標,縱座標爲0 rectVisual.StartAnimationGroup(PressAnimationGroup); //開始按下的動畫 } } private void Element_PointerReleased(object sender, PointerRoutedEventArgs e) { rectVisual.StopAnimationGroup(PressAnimationGroup); rectVisual.StopAnimationGroup(ReleaseAnimationGroup); //中止正在播放的動畫 rectVisual.StartAnimationGroup(ReleaseAnimationGroup); //開始釋放的動畫 }
最後再寫一個Detach方法擦屁股就大功告成了:
public void Detach() { if (AssociatedObject is UIElement element) { element.RemoveHandler(UIElement.PointerPressedEvent, new PointerEventHandler(Element_PointerPressed)); element.RemoveHandler(UIElement.PointerReleasedEvent, new PointerEventHandler(Element_PointerReleased)); } //卸載事件 rectVisual.StopAnimationGroup(PressAnimationGroup); rectVisual.StopAnimationGroup(ReleaseAnimationGroup); //中止動畫 containerVisual.Children.Remove(rectVisual); //移除特效Visual }
很輕鬆,不是嗎?
使用方法也很簡單:
<Page ... xmlns:Interactivity="using:Microsoft.Xaml.Interactivity" xmlns:MyBehaviors="using:MyBehaviors" ... <Button> <Interactivity:Interaction.Behaviors> <MyBehaviors:ButtonBehavior /> </Interactivity:Interaction.Behaviors> </Button>
把大象關冰箱,統共分幾步?
一、設置behavior,獲取到控件對象;
二、在behavior中操做控件對象;
三、移除behavior。
就這麼簡單。接下來又到了挖坑時間(話說上次滑動返回的坑還沒填...):