【UWP】实现一个波浪进度条

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羽尘
羽尘 2022-04-04 13:57:32
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【UWP】实现一个波浪进度条

好久没写 blog 了,一个是忙,另外一个是觉得没啥好写。废话不多说,直接上效果图:

可能看到这波浪线你觉得会很难,但看完这篇 blog 后应该你也会像我一样恍然大悟。图上的图形,我们可以考虑是由 3 条直线和 1 条曲线组成。直线没什么难的,难的是曲线。在曲线这一领域,我们有一种特殊的曲线,叫贝塞尔曲线。

在上面这曲线,我们可以对应到的是三次方贝塞尔曲线,它由 4 个点控制,起点、终点和两个控制点。这里我找了一个在线的 demo:https://www.bezier-curve.com/

调整控制点 1(红色)和控制点 2(蓝色)的位置我们可以得到像最开始的图那样的波浪线了。

另外,我们也可以注意到一个性质,假如起点、终点、控制点 1 和控制点 2 都在同一条直线上的话,那么我们这条贝塞尔曲线就是一条直线。

按最开始的图的动画,我们最终状态是一条直线,显然就是需要这 4 个点都在同一直线上,然而在动画过程中,我们需要的是一条曲线,也就是说动画过程中它们不会在同一直线上了。我们也可以注意到,在波浪往上涨的时候,左边部分是凸起来的,而右半部分是凹进去的。这对应了控制点 1 是在直线以上,而控制点 2 在直线以下。那么如何在动画里做到呢,很简单,使用缓动函数就行了,让控制点 1 的值更快到达最终目标值,让控制点 2 的值更慢到达最终目标值即可。(当然,单纯使用时间控制也行,在这里我还是用缓动函数)

理论已经有了,现在让我们开始编码。

 

新建一个 UWP 项目,然后我们创建一个模板控件,叫 WaveProgressBar。之所以不继承自 ProgressBar,是因为 ProgressBar 上有一个 IsIndeterminate 属性,代表不确定状态,我们的 WaveProgressBar 并不需要,简单起见,我们还是从模板控件开始。

接下来我们修改 Generic.xaml 中的控件模板代码

<Style TargetType="local:WaveProgressBar">        <Setter Property="Background" Value="LightBlue" />        <Setter Property="Template">            <Setter.Value>                <ControlTemplate TargetType="local:WaveProgressBar">                    <Viewbox Stretch="Fill">                        <Path                            Width="100"                            Height="100"                            Fill="{TemplateBinding Background}">                            <Path.Data>                                <PathGeometry>                                    <PathGeometry.Figures>                                        <PathFigure StartPoint="0,100">                                            <PathFigure.Segments>                                                <LineSegment x:Name="PART_LineSegment" Point="0,50" />                                                <BezierSegment                                                    x:Name="PART_BezierSegment"                                                    Point1="35,25"                                                    Point2="65,75"                                                    Point3="100,50" />                                                <LineSegment Point="100,100" />                                            </PathFigure.Segments>                                        </PathFigure>                                    </PathGeometry.Figures>                                </PathGeometry>                            </Path.Data>                        </Path>                    </Viewbox>                </ControlTemplate>            </Setter.Value>        </Setter>    </Style>

这里我使用了一个 Viewbox 以适应 Path 缩放。Path 大小我们定义为 100x100,然后先从左下角 0,100 开始绘制,绘制一条直线到 0,50,接下来绘制我们的贝塞尔曲线,Point3 是终点 100,50,最后我们绘制了一条直线从 100,50 到 100,100。另外因为 PathFigure 默认就是会自动封闭的,所以我们不需要画 100,100 到 0,100 的这一条直线。当然以上这些点的坐标都会在运行期间发生变化是了,这里这些坐标仅仅只是先看看效果。

加入如下代码到我们的页面:

<local:WaveProgressBar Width="200" Height="300" />

运行程序应该会看到如下效果:

 

接下来我们就可以考虑我们的进度 Progress 属性了,这里我定义 0 代表 0%,1 代表 100%,那 0.5 就是 50% 了。定义如下依赖属性:

    public class WaveProgressBar : Control    {        public static readonly DependencyProperty ProgressProperty = DependencyProperty.Register(            nameof(Progress), typeof(double), typeof(WaveProgressBar), new PropertyMetadata(0d, OnProgressChanged));        public WaveProgressBar()        {            DefaultStyleKey = typeof(WaveProgressBar);        }        public double Progress        {            get => (double)GetValue(ProgressProperty);            set => SetValue(ProgressProperty, value);        }        private static void OnProgressChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)        {            throw new NotImplementedException();        }    }

由于我们要对 Path 里面的点进行动画,所以先在 OnApplyTemplate 方法中把它们拿出来。

    [TemplatePart(Name = LineSegmentTemplateName, Type = typeof(LineSegment))]    [TemplatePart(Name = BezierSegmentTemplateName, Type = typeof(BezierSegment))]    public class WaveProgressBar : Control    {        public static readonly DependencyProperty ProgressProperty = DependencyProperty.Register(            nameof(Progress), typeof(double), typeof(WaveProgressBar), new PropertyMetadata(0d, OnProgressChanged));        private const string BezierSegmentTemplateName = "PART_BezierSegment";        private const string LineSegmentTemplateName = "PART_LineSegment";        private BezierSegment _bezierSegment;        private LineSegment _lineSegment;        public WaveProgressBar()        {            DefaultStyleKey = typeof(WaveProgressBar);        }        public double Progress        {            get => (double)GetValue(ProgressProperty);            set => SetValue(ProgressProperty, value);        }        protected override void OnApplyTemplate()        {            _lineSegment = (LineSegment)GetTemplateChild(LineSegmentTemplateName);            _bezierSegment = (BezierSegment)GetTemplateChild(BezierSegmentTemplateName);        }        private static void OnProgressChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)        {            throw new NotImplementedException();        }    }

接着我们可以考虑动画部分了,这里应该有两个地方会调用到动画,一个是 OnProgressChanged,Progress 值变动需要触发动画。另一个地方是 OnApplyTemplate,因为控件第一次出现时需要将 Progress 的值立刻同步上去(不然 Progress 跟看上去的不一样),所以这个是瞬时的动画。

配合最开始的理论,我们大致可以编写出如下的动画代码:

        private void PlayAnimation(bool isInit)        {            if (_lineSegment == null || _bezierSegment == null)            {                return;            }            var targetY = 100 * (1 - Progress);            var duration = new Duration(TimeSpan.FromSeconds(isInit ? 0 : 0.7));            var storyboard = new Storyboard();            var point1Animation = new PointAnimation            {                EnableDependentAnimation = true,                Duration = duration,                To = new Point(0, targetY),                EasingFunction = new BackEase                {                    Amplitude = 0.5                }            };            Storyboard.SetTarget(point1Animation, _lineSegment);            Storyboard.SetTargetProperty(point1Animation, nameof(_lineSegment.Point));            storyboard.Children.Add(point1Animation);            var point2Animation = new PointAnimation            {                EnableDependentAnimation = true,                Duration = duration,                To = new Point(35, targetY),                EasingFunction = new BackEase                {                    Amplitude = 1.5                }            };            Storyboard.SetTarget(point2Animation, _bezierSegment);            Storyboard.SetTargetProperty(point2Animation, nameof(_bezierSegment.Point1));            storyboard.Children.Add(point2Animation);            var point3Animation = new PointAnimation            {                EnableDependentAnimation = true,                Duration = duration,                To = new Point(65, targetY),                EasingFunction = new BackEase                {                    Amplitude = 0.1                }            };            Storyboard.SetTarget(point3Animation, _bezierSegment);            Storyboard.SetTargetProperty(point3Animation, nameof(_bezierSegment.Point2));            storyboard.Children.Add(point3Animation);            var point4Animation = new PointAnimation            {                EnableDependentAnimation = true,                Duration = duration,                To = new Point(100, targetY),                EasingFunction = new BackEase                {                    Amplitude = 0.5                }            };            Storyboard.SetTarget(point4Animation, _bezierSegment);            Storyboard.SetTargetProperty(point4Animation, nameof(_bezierSegment.Point3));            storyboard.Children.Add(point4Animation);            storyboard.Begin();        }

对于 OnApplyTemplate 的瞬时动画,我们直接设置 Duration 为 0。

接下来 4 个点的控制,我们通过使用 BackEase 缓动函数,配上不同的强度(Amplitude)来实现控制点 1 先到达目标,然后是起点和终点同时到达目标,最后控制点 2 到达目标。

 

最后 WaveProgressBar 的完整代码应该是这样的:

    [TemplatePart(Name = LineSegmentTemplateName, Type = typeof(LineSegment))]    [TemplatePart(Name = BezierSegmentTemplateName, Type = typeof(BezierSegment))]    public class WaveProgressBar : Control    {        public static readonly DependencyProperty ProgressProperty = DependencyProperty.Register(            nameof(Progress), typeof(double), typeof(WaveProgressBar), new PropertyMetadata(0d, OnProgressChanged));        private const string BezierSegmentTemplateName = "PART_BezierSegment";        private const string LineSegmentTemplateName = "PART_LineSegment";        private BezierSegment _bezierSegment;        private LineSegment _lineSegment;        public WaveProgressBar()        {            DefaultStyleKey = typeof(WaveProgressBar);        }        public double Progress        {            get => (double)GetValue(ProgressProperty);            set => SetValue(ProgressProperty, value);        }        protected override void OnApplyTemplate()        {            _lineSegment = (LineSegment)GetTemplateChild(LineSegmentTemplateName);            _bezierSegment = (BezierSegment)GetTemplateChild(BezierSegmentTemplateName);            PlayAnimation(true);        }        private static void OnProgressChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)        {            var obj = (WaveProgressBar)d;            obj.PlayAnimation(false);        }        private void PlayAnimation(bool isInit)        {            if (_lineSegment == null || _bezierSegment == null)            {                return;            }            var targetY = 100 * (1 - Progress);            var duration = new Duration(TimeSpan.FromSeconds(isInit ? 0 : 0.7));            var storyboard = new Storyboard();            var point1Animation = new PointAnimation            {                EnableDependentAnimation = true,                Duration = duration,                To = new Point(0, targetY),                EasingFunction = new BackEase                {                    Amplitude = 0.5                }            };            Storyboard.SetTarget(point1Animation, _lineSegment);            Storyboard.SetTargetProperty(point1Animation, nameof(_lineSegment.Point));            storyboard.Children.Add(point1Animation);            var point2Animation = new PointAnimation            {                EnableDependentAnimation = true,                Duration = duration,                To = new Point(35, targetY),                EasingFunction = new BackEase                {                    Amplitude = 1.5                }            };            Storyboard.SetTarget(point2Animation, _bezierSegment);            Storyboard.SetTargetProperty(point2Animation, nameof(_bezierSegment.Point1));            storyboard.Children.Add(point2Animation);            var point3Animation = new PointAnimation            {                EnableDependentAnimation = true,                Duration = duration,                To = new Point(65, targetY),                EasingFunction = new BackEase                {                    Amplitude = 0.1                }            };            Storyboard.SetTarget(point3Animation, _bezierSegment);            Storyboard.SetTargetProperty(point3Animation, nameof(_bezierSegment.Point2));            storyboard.Children.Add(point3Animation);            var point4Animation = new PointAnimation            {                EnableDependentAnimation = true,                Duration = duration,                To = new Point(100, targetY),                EasingFunction = new BackEase                {                    Amplitude = 0.5                }            };            Storyboard.SetTarget(point4Animation, _bezierSegment);            Storyboard.SetTargetProperty(point4Animation, nameof(_bezierSegment.Point3));            storyboard.Children.Add(point4Animation);            storyboard.Begin();        }    }

修改项目主页面如下:

<Grid>        <local:WaveProgressBar            Width="200"            Height="300"            Progress="{Binding ElementName=Slider, Path=Value}" />        <Slider            x:Name="Slider"            Width="200"            Margin="0,0,0,20"            HorizontalAlignment="Center"            VerticalAlignment="Bottom"            Maximum="1"            Minimum="0"            StepFrequency="0.01" />    </Grid>

此时再运行的话,你就会看到如本文开头中动图的效果了。

 

本文的代码也可以在这里找到:https://github.com/h82258652/UWPWaveProgressBar

posted @ 2022-04-04 13:06 h82258652 阅读(0) 评论(0) 编辑 收藏 举报
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