168 строки
5.8 KiB
Markdown
168 строки
5.8 KiB
Markdown
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# Keyframe Animations
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Keyframe animations in Avalonia are heavily inspired by CSS Animations. They can be used to animate any number of properties on a control, using any number of keyframes to define the states that each property must pass through. Keyframe animations can run any number of times, in either direction.
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### Defining A Keyframe Animation <a id="defining-a-keyframe-animation"></a>
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Keyframe animations are applied using styles. They can be defined on any style by adding an `Animation` object to the `Style.Animation` property:
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```markup
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<Window xmlns="https://github.com/avaloniaui">
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<Window.Styles>
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<Style Selector="Rectangle.red">
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<Setter Property="Height" Value="100"/>
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<Setter Property="Width" Value="100"/>
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<Setter Property="Background" Value="Red"/>
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<Style.Animations>
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<Animation Duration="0:0:1">
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<KeyFrame Cue="0%">
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<Setter Property="Opacity" Value="0.0"/>
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</KeyFrame>
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<KeyFrame Cue="100%">
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<Setter Property="Opacity" Value="1.0"/>
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</KeyFrame>
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</Animation>
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</Style.Animations>
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</Style>
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</Window.Styles>
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<Rectangle Classes="red"/>
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</Window>
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```
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The example above animates the target `Control` as defined by its [selector](http://avaloniaui.net/docs/styles/selectors). It will be run immediately when the control is loaded.
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### Triggering Animations <a id="triggering-animations"></a>
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Unlike WPF's `Triggers`, Animations defined in XAML rely on [selectors](http://avaloniaui.net/docs/styles/selectors) for their triggering behavior. Selectors can always apply to a control, or they can conditionally apply \(for example if the control has a style class appled\).
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If the selector isn't conditional then the animation will be triggered when a matching `Control` is spawned into the visual tree. Otherwise, the animations will run whenever its selector is activated. When the selector no longer matches, the currently running animation will be canceled.
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### `KeyFrames` <a id="keyframes"></a>
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The `KeyFrame` objects defines when the target `Setter` objects should be applied on the target `Control`, with value interpolation in-between.
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The `Cue` property of an `KeyFrame` object is based on the `Duration` of the parent animation and can be an absolute time index \(i.e., `"0:0:1"`\) or a percent of the animation's `Duration` \(i.e., `"0%"`, `"100%"`\). However, `Cue`'s value should not exceed the `Duration` specified.
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All `Animation` objects should contain at least one `KeyFrame`, with a `Setter` that has target property and value.
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Multiple properties can be also animated in a single Animation by adding additional `Setter` objects on the desired `KeyFrame`:
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```markup
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<Animation Duration="0:0:1">
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<KeyFrame Cue="0%">
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<Setter Property="Opacity" Value="0.0"/>
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<Setter Property="RotateTransform.Angle" Value="0.0"/>
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</KeyFrame>
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<KeyFrame Cue="100%">
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<Setter Property="Opacity" Value="1.0"/>
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<Setter Property="RotateTransform.Angle" Value="90.0"/>
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</KeyFrame>
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</Animation>
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```
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### Delay <a id="delay"></a>
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You can add a delay in a `Animation` by defining the desired delay time on its `Delay` property:
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```markup
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<Animation Duration="0:0:1"
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Delay="0:0:1">
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...
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</Animation>
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```
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### Repeat <a id="repeat"></a>
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You can set the following repeat behaviors on `IterationCount` property of an `Animation`.
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| Value | Description |
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| :--- | :--- |
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| `0` to N | Play N times. |
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| `INFINITE` | Repeat Indefinitely |
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### Playback Direction <a id="playback-direction"></a>
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The `PlaybackDirection` property defines how should the animation be played, including repeats.
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The following table describes the possible behaviors:
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| Value | Description |
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| :--- | :--- |
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| `Normal` | The animation is played normally. |
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| `Reverse` | The animation is played in reverse direction. |
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| `Alternate` | The animation is played forwards first, then backwards. |
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| `AlternateReverse` | The animation is played backwards first, then forwards. |
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### Value fill modes <a id="value-fill-modes"></a>
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The `FillMode` property defines whether the first or last interpolated value of an animation persist before or after running an animation and on delays in-between runs.
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The following table describes the possible behaviors:
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| Value | Description |
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| :--- | :--- |
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| `None` | Value will not persist after animation nor the first value will be applied when the animation is delayed. |
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| `Forward` | The last interpolated value will be persisted to the target property. |
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| `Backward` | The first interpolated value will be displayed on animation delay. |
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| `Both` | Both `Forward` and `Backward` behaviors will be applied. |
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### Easings <a id="easings"></a>
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Easing functions can be set by setting the name of the desired function to the `Animation`'s `Easing` property:
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```markup
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<Animation Duration="0:0:1"
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Delay="0:0:1"
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Easing="BounceEaseIn">
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...
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</Animation>
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```
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You can also add your custom easing function class like this:
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```markup
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<Animation Duration="0:0:1"
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Delay="0:0:1">
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<Animation.Easing>
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<local:YourCustomEasingClassHere/>
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</Animation.Easing>
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...
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</Animation>
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```
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The following list contains the built-in easing functions.
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* LinearEasing \(Default\)
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* BackEaseIn
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* BackEaseInOut
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* BackEaseOut
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* BounceEaseIn
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* BounceEaseInOut
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* BounceEaseOut
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* CircularEaseIn
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* CircularEaseInOut
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* CircularEaseOut
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* CubicEaseIn
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* CubicEaseInOut
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* CubicEaseOut
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* ElasticEaseIn
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* ElasticEaseInOut
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* ElasticEaseOut
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* ExponentialEaseIn
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* ExponentialEaseInOut
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* ExponentialEaseOut
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* QuadraticEaseIn
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* QuadraticEaseInOut
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* QuadraticEaseOut
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* QuarticEaseIn
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* QuarticEaseInOut
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* QuarticEaseOut
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* QuinticEaseIn
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* QuinticEaseInOut
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* QuinticEaseOut
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* SineEaseIn
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* SineEaseInOut
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* SineEaseOut
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