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大佬教程收集整理的这篇文章主要介绍了【UWP】实现一个波浪进度条大佬教程大佬觉得挺不错的,现在分享给大家,也给大家做个参考。

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:

【UWP】实现一个波浪进度条

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/

【UWP】实现一个波浪进度条

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。

【UWP】实现一个波浪进度条

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。

【UWP】实现一个波浪进度条

接下来我们修改 Generic.xaml 中的控件模板代码

@H_450_43@<Style TargetType@H_450_43@="local:WaveProgressBar"@H_450_43@>
        @H_450_43@<Setter Property@H_450_43@="BACkground" Value@H_450_43@="LightBlue" @H_450_43@/>
        @H_450_43@<Setter Property@H_450_43@="Template"@H_450_43@>
            @H_450_43@<Setter.Value@H_450_43@>
                @H_450_43@<ControlTemplate TargetType@H_450_43@="local:WaveProgressBar"@H_450_43@>
                    @H_450_43@<Viewbox Stretch@H_450_43@="Fill"@H_450_43@>
                        @H_450_43@<Path
                            Width@H_450_43@="100"
                            Height@H_450_43@="100"
                            Fill@H_450_43@="{TemplateBinding BACkgrounD}@H_450_43@"@H_450_43@>
                            @H_450_43@<Path.Data@H_450_43@>
                                @H_450_43@<PathGeometry@H_450_43@>
                                    @H_450_43@<PathGeometry.Figures@H_450_43@>
                                        @H_450_43@<PathFigure StartPoint@H_450_43@="0,100"@H_450_43@>
                                            @H_450_43@<PathFigure.Segments@H_450_43@>
                                                @H_450_43@<Linesegment x:Name@H_450_43@="PART_Linesegment" Point@H_450_43@="0,50" @H_450_43@/>
                                                @H_450_43@<BezierSegment
                                                    x:Name@H_450_43@="PART_BezierSegment"
                                                    Point1@H_450_43@="35,25"
                                                    Point2@H_450_43@="65,75"
                                                    Point3@H_450_43@="100,50" @H_450_43@/>
                                                @H_450_43@<Linesegment Point@H_450_43@="100,100" @H_450_43@/>
                                            @H_450_43@</PathFigure.Segments@H_450_43@>
                                        @H_450_43@</PathFigure@H_450_43@>
                                    @H_450_43@</PathGeometry.Figures@H_450_43@>
                                @H_450_43@</PathGeometry@H_450_43@>
                            @H_450_43@</Path.Data@H_450_43@>
                        @H_450_43@</Path@H_450_43@>
                    @H_450_43@</Viewbox@H_450_43@>
                @H_450_43@</ControlTemplate@H_450_43@>
            @H_450_43@</Setter.Value@H_450_43@>
        @H_450_43@</Setter@H_450_43@>
    @H_450_43@</Style@H_450_43@>

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:

@H_450_43@<local:WaveProgressBar Width@H_450_43@="200" Height@H_450_43@="300" @H_450_43@/>

运行程序应该会看到如下效果:

【UWP】实现一个波浪进度条

 

接下来我们就可以虑我们的进度 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:

@H_450_43@    public @H_450_43@class WaveProgressBar : Control
    {
        @H_450_43@public @H_450_43@static @H_450_43@readonly DependencyProperty ProgressProperty = DependencyProperty.Register(
            nameof(Progress), @H_450_43@typeof(@H_450_43@double), @H_450_43@typeof(WaveProgressBar), @H_450_43@new Propertymetadata(0d, OnProgressChanged));

        @H_450_43@public WaveProgressBar()
        {
            DefaultStyleKey = @H_450_43@typeof(WaveProgressBar);
        }

        @H_450_43@public @H_450_43@double Progress
        {
            @H_450_43@get => (@H_450_43@double)GetValue(ProgressProperty);
            @H_450_43@set => SETVALue(ProgressProperty, @R_450_7548@;
        }

        @H_450_43@private @H_450_43@static @H_450_43@void OnProgressChanged(DependencyObject d, DependencyPropertyChangedEventArgs E)
        {
            @H_450_43@throw @H_450_43@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 = @H_450_43@typeof(Linesegment))]
    [TemplatePart(Name = BezierSegmentTemplatename, Type = @H_450_43@typeof(BezierSegment))]
    @H_450_43@public @H_450_43@class WaveProgressBar : Control
    {
        @H_450_43@public @H_450_43@static @H_450_43@readonly DependencyProperty ProgressProperty = DependencyProperty.Register(
            nameof(Progress), @H_450_43@typeof(@H_450_43@double), @H_450_43@typeof(WaveProgressBar), @H_450_43@new Propertymetadata(0d, OnProgressChanged));

        @H_450_43@private @H_450_43@const @H_450_43@String BezierSegmentTemplatename = "PART_BezierSegment";
        @H_450_43@private @H_450_43@const @H_450_43@String LinesegmentTemplatename = "PART_Linesegment";

        @H_450_43@private BezierSegment _bezierSegment;
        @H_450_43@private Linesegment _linesegment;

        @H_450_43@public WaveProgressBar()
        {
            DefaultStyleKey = @H_450_43@typeof(WaveProgressBar);
        }

        @H_450_43@public @H_450_43@double Progress
        {
            @H_450_43@get => (@H_450_43@double)GetValue(ProgressProperty);
            @H_450_43@set => SETVALue(ProgressProperty, @R_450_7548@;
        }

        @H_450_43@protected @H_450_43@override @H_450_43@void OnApplyTemplate()
        {
            _linesegment = (Linesegment)GetTemplateChild(LinesegmentTemplateName);
            _bezierSegment = (BezierSegment)GetTemplateChild(BezierSegmentTemplateName);
        }

        @H_450_43@private @H_450_43@static @H_450_43@void OnProgressChanged(DependencyObject d, DependencyPropertyChangedEventArgs E)
        {
            @H_450_43@throw @H_450_43@new NotImplementedException();
        }
    }

接着我们可以虑动画部分了,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:

@H_450_43@        private @H_450_43@void PlayAnimation(@H_450_43@bool isInit)
        {
            @H_450_43@if (_linesegment == @H_450_43@null || _bezierSegment == @H_450_43@null)
            {
                @H_450_43@return;
            }

            @H_450_43@var targetY = 100 * (1 - Progress);
            @H_450_43@var duration = @H_450_43@new Duration(TimeSpan.FromSeconds(isInit ? 0 : 0.7));

            @H_450_43@var storyboard = @H_450_43@new Storyboard();

            @H_450_43@var point1Animation = @H_450_43@new PointAnimation
            {
                EnableDependentAnimation = @H_450_43@true,
                Duration = duration,
                To = @H_450_43@new Point(0, targetY),
                EasingFunction = @H_450_43@new BACkEase
                {
                    Amplitude = 0.5
                }
            };
            Storyboard.SetTarget(point1Animation, _linesegment);
            Storyboard.SetTargetProperty(point1Animation, nameof(_linesegment.Point));
            storyboard.Children.Add(point1Animation);

            @H_450_43@var point2Animation = @H_450_43@new PointAnimation
            {
                EnableDependentAnimation = @H_450_43@true,
                Duration = duration,
                To = @H_450_43@new Point(35, targetY),
                EasingFunction = @H_450_43@new BACkEase
                {
                    Amplitude = 1.5
                }
            };
            Storyboard.SetTarget(point2Animation, _bezierSegment);
            Storyboard.SetTargetProperty(point2Animation, nameof(_bezierSegment.Point1));
            storyboard.Children.Add(point2Animation);

            @H_450_43@var point3Animation = @H_450_43@new PointAnimation
            {
                EnableDependentAnimation = @H_450_43@true,
                Duration = duration,
                To = @H_450_43@new Point(65, targetY),
                EasingFunction = @H_450_43@new BACkEase
                {
                    Amplitude = 0.1
                }
            };
            Storyboard.SetTarget(point3Animation, _bezierSegment);
            Storyboard.SetTargetProperty(point3Animation, nameof(_bezierSegment.Point2));
            storyboard.Children.Add(point3Animation);

            @H_450_43@var point4Animation = @H_450_43@new PointAnimation
            {
                EnableDependentAnimation = @H_450_43@true,
                Duration = duration,
                To = @H_450_43@new Point(100, targetY),
                EasingFunction = @H_450_43@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 = @H_450_43@typeof(Linesegment))]
    [TemplatePart(Name = BezierSegmentTemplatename, Type = @H_450_43@typeof(BezierSegment))]
    @H_450_43@public @H_450_43@class WaveProgressBar : Control
    {
        @H_450_43@public @H_450_43@static @H_450_43@readonly DependencyProperty ProgressProperty = DependencyProperty.Register(
            nameof(Progress), @H_450_43@typeof(@H_450_43@double), @H_450_43@typeof(WaveProgressBar), @H_450_43@new Propertymetadata(0d, OnProgressChanged));

        @H_450_43@private @H_450_43@const @H_450_43@String BezierSegmentTemplatename = "PART_BezierSegment";
        @H_450_43@private @H_450_43@const @H_450_43@String LinesegmentTemplatename = "PART_Linesegment";

        @H_450_43@private BezierSegment _bezierSegment;
        @H_450_43@private Linesegment _linesegment;

        @H_450_43@public WaveProgressBar()
        {
            DefaultStyleKey = @H_450_43@typeof(WaveProgressBar);
        }

        @H_450_43@public @H_450_43@double Progress
        {
            @H_450_43@get => (@H_450_43@double)GetValue(ProgressProperty);
            @H_450_43@set => SETVALue(ProgressProperty, @R_450_7548@;
        }

        @H_450_43@protected @H_450_43@override @H_450_43@void OnApplyTemplate()
        {
            _linesegment = (Linesegment)GetTemplateChild(LinesegmentTemplateName);
            _bezierSegment = (BezierSegment)GetTemplateChild(BezierSegmentTemplateName);

            PlayAnimation(@H_450_43@true);
        }

        @H_450_43@private @H_450_43@static @H_450_43@void OnProgressChanged(DependencyObject d, DependencyPropertyChangedEventArgs E)
        {
            @H_450_43@var obj = (WaveProgressBar)d;
            obj.PlayAnimation(@H_450_43@false);
        }

        @H_450_43@private @H_450_43@void PlayAnimation(@H_450_43@bool isInit)
        {
            @H_450_43@if (_linesegment == @H_450_43@null || _bezierSegment == @H_450_43@null)
            {
                @H_450_43@return;
            }

            @H_450_43@var targetY = 100 * (1 - Progress);
            @H_450_43@var duration = @H_450_43@new Duration(TimeSpan.FromSeconds(isInit ? 0 : 0.7));

            @H_450_43@var storyboard = @H_450_43@new Storyboard();

            @H_450_43@var point1Animation = @H_450_43@new PointAnimation
            {
                EnableDependentAnimation = @H_450_43@true,
                Duration = duration,
                To = @H_450_43@new Point(0, targetY),
                EasingFunction = @H_450_43@new BACkEase
                {
                    Amplitude = 0.5
                }
            };
            Storyboard.SetTarget(point1Animation, _linesegment);
            Storyboard.SetTargetProperty(point1Animation, nameof(_linesegment.Point));
            storyboard.Children.Add(point1Animation);

            @H_450_43@var point2Animation = @H_450_43@new PointAnimation
            {
                EnableDependentAnimation = @H_450_43@true,
                Duration = duration,
                To = @H_450_43@new Point(35, targetY),
                EasingFunction = @H_450_43@new BACkEase
                {
                    Amplitude = 1.5
                }
            };
            Storyboard.SetTarget(point2Animation, _bezierSegment);
            Storyboard.SetTargetProperty(point2Animation, nameof(_bezierSegment.Point1));
            storyboard.Children.Add(point2Animation);

            @H_450_43@var point3Animation = @H_450_43@new PointAnimation
            {
                EnableDependentAnimation = @H_450_43@true,
                Duration = duration,
                To = @H_450_43@new Point(65, targetY),
                EasingFunction = @H_450_43@new BACkEase
                {
                    Amplitude = 0.1
                }
            };
            Storyboard.SetTarget(point3Animation, _bezierSegment);
            Storyboard.SetTargetProperty(point3Animation, nameof(_bezierSegment.Point2));
            storyboard.Children.Add(point3Animation);

            @H_450_43@var point4Animation = @H_450_43@new PointAnimation
            {
                EnableDependentAnimation = @H_450_43@true,
                Duration = duration,
                To = @H_450_43@new Point(100, targetY),
                EasingFunction = @H_450_43@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:

@H_450_43@<Grid@H_450_43@>
        @H_450_43@<local:WaveProgressBar
            Width@H_450_43@="200"
            Height@H_450_43@="300"
            Progress@H_450_43@="{Binding ElementName=Slider, Path=value}@H_450_43@" @H_450_43@/>

        @H_450_43@<Slider
            x:Name@H_450_43@="Slider"
            Width@H_450_43@="200"
            Margin@H_450_43@="0,0,0,20"
            HorizontalAlignment@H_450_43@="Center"
            VerticalAlignment@H_450_43@="Bottom"
            Maximum@H_450_43@="1"
            Minimum@H_450_43@="0"
            StepFrequency@H_450_43@="0.01" @H_450_43@/>
    @H_450_43@</Grid@H_450_43@>

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

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