好久沒寫 blog 了,一個是忙,另外一個是覺得沒啥好寫。廢話不多說,直接上效果圖:
可能看到這波浪線你覺得會很難,但看完這篇 blog 後應該你也會像我一樣恍然大悟。圖上的圖形,我們可以考慮是由 3 條直線和 1 條曲線組成。直線沒什麼難的,難的是曲線。在曲線這一領域,我們有一種特殊的曲線,叫貝塞爾曲線。
在上面這曲線,我們可以對應到的是三次方貝塞爾曲線,它由 4 個點控制,起點、終點和兩個控制點。這裡我找了一個線上的 demo:https://www.bezier-curve.com/
調整控制點 1(紅色)和控制點 2(藍色)的位置我們可以得到像最開始的圖那樣的波浪線了。
另外,我們也可以注意到一個性質,假如起點、終點、控制點 1 和控制點 2 都在同一條直線上的話,那麼我們這條貝塞爾曲線就是一條直線。
按最開始的圖的動畫,我們最終狀態是一條直線,顯然就是需要這 4 個點都在同一直線上,然而在動畫過程中,我們需要的是一條曲線,也就是說動畫過程中它們不會在同一直線上了。我們也可以注意到,在波浪往上漲的時候,左邊部分是凸起來的,而右半部分是凹進去的。這對應了控制點 1 是在直線以上,而控制點 2 在直線以下。那麼如何在動畫裡做到呢,很簡單,使用緩動函式就行了,讓控制點 1 的值更快到達最終目標值,讓控制點 2 的值更慢到達最終目標值即可。(當然,單純使用時間控制也行,在這裡我還是用緩動函式)
理論已經有了,現在讓我們開始編碼。
新建一個 UWP 專案,然後我們建立一個模板控制元件,叫 WaveProgressBar。之所以不繼承自 ProgressBar,是因為 ProgressBar 上有一個 IsIndeterminate 屬性,代表不確定狀態,我們的 WaveProgressBar 並不需要,簡單起見,我們還是從模板控制元件開始。
接下來我們修改 Generic.xaml 中的控制元件模板程式碼
<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>
這裡我使用了一個 Viewbox 以適應 Path 縮放。Path 大小我們定義為 100x100,然後先從左下角 0,100 開始繪製,繪製一條直線到 0,50,接下來繪製我們的貝塞爾曲線,Point3 是終點 100,50,最後我們繪製了一條直線從 100,50 到 100,100。另外因為 PathFigure 預設就是會自動封閉的,所以我們不需要畫 100,100 到 0,100 的這一條直線。當然以上這些點的座標都會在執行期間發生變化是了,這裡這些座標僅僅只是先看看效果。
加入如下程式碼到我們的頁面:
<local:WaveProgressBar Width="200" Height="300" />
執行程式應該會看到如下效果:
接下來我們就可以考慮我們的進度 Progress 屬性了,這裡我定義 0 代表 0%,1 代表 100%,那 0.5 就是 50% 了。定義如下依賴屬性:
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(); } }
由於我們要對 Path 裡面的點進行動畫,所以先在 OnApplyTemplate 方法中把它們拿出來。
[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(); } }
接著我們可以考慮動畫部分了,這裡應該有兩個地方會呼叫到動畫,一個是 OnProgressChanged,Progress 值變動需要觸發動畫。另一個地方是 OnApplyTemplate,因為控制元件第一次出現時需要將 Progress 的值立刻同步上去(不然 Progress 跟看上去的不一樣),所以這個是瞬時的動畫。
配合最開始的理論,我們大致可以編寫出如下的動畫程式碼:
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(); }
對於 OnApplyTemplate 的瞬時動畫,我們直接設定 Duration 為 0。
接下來 4 個點的控制,我們通過使用 BackEase 緩動函式,配上不同的強度(Amplitude)來實現控制點 1 先到達目標,然後是起點和終點同時到達目標,最後控制點 2 到達目標。
最後 WaveProgressBar 的完整程式碼應該是這樣的:
[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(); } }
修改專案主頁面如下:
<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>
此時再執行的話,你就會看到如本文開頭中動圖的效果了。
本文的程式碼也可以在這裡找到:https://github.com/h82258652/UWPWaveProgressBar