A cross-platform UI framework for .NET
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Linq;
using Avalonia.Data;
#nullable enable
namespace Avalonia.Animation
{
/// <summary>
/// Base class for all animatable objects.
/// </summary>
public class Animatable : AvaloniaObject
{
/// <summary>
/// Defines the <see cref="Clock"/> property.
/// </summary>
public static readonly StyledProperty<IClock> ClockProperty =
AvaloniaProperty.Register<Animatable, IClock>(nameof(Clock), inherits: true);
/// <summary>
/// Defines the <see cref="Transitions"/> property.
/// </summary>
public static readonly StyledProperty<Transitions?> TransitionsProperty =
AvaloniaProperty.Register<Animatable, Transitions?>(nameof(Transitions));
private bool _transitionsEnabled = true;
private Dictionary<ITransition, TransitionState>? _transitionState;
/// <summary>
/// Gets or sets the clock which controls the animations on the control.
/// </summary>
public IClock Clock
{
get => GetValue(ClockProperty);
set => SetValue(ClockProperty, value);
}
/// <summary>
/// Gets or sets the property transitions for the control.
/// </summary>
public Transitions? Transitions
{
get => GetValue(TransitionsProperty);
set => SetValue(TransitionsProperty, value);
}
/// <summary>
/// Enables transitions for the control.
/// </summary>
/// <remarks>
/// This method should not be called from user code, it will be called automatically by the framework
/// when a control is added to the visual tree.
/// </remarks>
protected void EnableTransitions()
{
if (!_transitionsEnabled)
{
_transitionsEnabled = true;
if (Transitions is object)
{
AddTransitions(Transitions);
}
}
}
/// <summary>
/// Disables transitions for the control.
/// </summary>
/// <remarks>
/// This method should not be called from user code, it will be called automatically by the framework
/// when a control is added to the visual tree.
/// </remarks>
protected void DisableTransitions()
{
if (_transitionsEnabled)
{
_transitionsEnabled = false;
if (Transitions is object)
{
RemoveTransitions(Transitions);
}
}
}
protected sealed override void OnPropertyChangedCore(AvaloniaPropertyChangedEventArgs change)
{
if (change.Property == TransitionsProperty && change.IsEffectiveValueChange)
{
var e = (AvaloniaPropertyChangedEventArgs<Transitions?>)change;
var oldTransitions = e.OldValue.GetValueOrDefault();
var newTransitions = e.NewValue.GetValueOrDefault();
// When transitions are replaced, we add the new transitions before removing the old
// transitions, so that when the old transition being disposed causes the value to
// change, there is a corresponding entry in `_transitionStates`. This means that we
// need to account for any transitions present in both the old and new transitions
// collections.
if (newTransitions is object)
{
var toAdd = (IList)newTransitions;
if (newTransitions.Count > 0 && oldTransitions?.Count > 0)
{
toAdd = newTransitions.Except(oldTransitions).ToList();
}
newTransitions.CollectionChanged += TransitionsCollectionChanged;
AddTransitions(toAdd);
}
if (oldTransitions is object)
{
var toRemove = (IList)oldTransitions;
if (oldTransitions.Count > 0 && newTransitions?.Count > 0)
{
toRemove = oldTransitions.Except(newTransitions).ToList();
}
oldTransitions.CollectionChanged -= TransitionsCollectionChanged;
RemoveTransitions(toRemove);
}
}
else if (_transitionsEnabled &&
Transitions is object &&
_transitionState is object &&
!change.Property.IsDirect &&
change.Priority > BindingPriority.Animation)
{
for (var i = Transitions.Count -1; i >= 0; --i)
{
var transition = Transitions[i];
if (transition.Property == change.Property &&
_transitionState.TryGetValue(transition, out var state))
{
var oldValue = state.BaseValue;
var newValue = GetAnimationBaseValue(transition.Property);
if (!Equals(oldValue, newValue))
{
state.BaseValue = newValue;
// We need to transition from the current animated value if present,
// instead of the old base value.
var animatedValue = GetValue(transition.Property);
if (!Equals(newValue, animatedValue))
{
oldValue = animatedValue;
}
state.Instance?.Dispose();
state.Instance = transition.Apply(
this,
Clock ?? AvaloniaLocator.Current.GetRequiredService<IGlobalClock>(),
oldValue,
newValue);
return;
}
}
}
}
base.OnPropertyChangedCore(change);
}
private void TransitionsCollectionChanged(object? sender, NotifyCollectionChangedEventArgs e)
{
if (!_transitionsEnabled)
{
return;
}
switch (e.Action)
{
case NotifyCollectionChangedAction.Add:
AddTransitions(e.NewItems!);
break;
case NotifyCollectionChangedAction.Remove:
RemoveTransitions(e.OldItems!);
break;
case NotifyCollectionChangedAction.Replace:
RemoveTransitions(e.OldItems!);
AddTransitions(e.NewItems!);
break;
case NotifyCollectionChangedAction.Reset:
throw new NotSupportedException("Transitions collection cannot be reset.");
}
}
private void AddTransitions(IList items)
{
if (!_transitionsEnabled)
{
return;
}
_transitionState ??= new Dictionary<ITransition, TransitionState>();
for (var i = 0; i < items.Count; ++i)
{
var t = (ITransition)items[i]!;
_transitionState.Add(t, new TransitionState
{
BaseValue = GetAnimationBaseValue(t.Property),
});
}
}
private void RemoveTransitions(IList items)
{
if (_transitionState is null)
{
return;
}
for (var i = 0; i < items.Count; ++i)
{
var t = (ITransition)items[i]!;
if (_transitionState.TryGetValue(t, out var state))
{
state.Instance?.Dispose();
_transitionState.Remove(t);
}
}
}
private object? GetAnimationBaseValue(AvaloniaProperty property)
{
var value = this.GetBaseValue(property, BindingPriority.LocalValue);
if (value == AvaloniaProperty.UnsetValue)
{
value = GetValue(property);
}
return value;
}
private class TransitionState
{
public IDisposable? Instance { get; set; }
public object? BaseValue { get; set; }
}
}
}