WPF, Opacity and Threads - c#

I have two overlapping (in same position, having the same size) MediaElements. They will contain images. The opacity of one element will be set to 1.0 and the opacity of the other set to 0.0. The idea here would be a simple transition for a slide-show type deal. When it's time to display the next slide, the background element loads a picture and the opacity of both elements switches gradually.
I tried (successfully) to implement this behavior using System.Timers, only to find that having more than some arbitrary number of timers in the same application would cause .NET to randomly spawn and cede control of timer_elapsed to several different threads. This caused unpredictable results and generally made me question my sanity.
So, I decided to do the same thing, but with System.Threads and their Sleep functions. For whatever reason, gradually cycling the opacity worked perfectly with the insane timers but fails utterly with threads. And it fails in a ridiculous way. The opacity of both elements does change, but there's no in between. The element is shown either with opacity at 1.0 or 0.0. Otherwise I would notice that roughly half the pictures weren't being cycled through.
After much googling, I thought perhaps the priority of the thread that the opacity changes were occurring on was somehow keeping the UI elements from being rendered immediately. But then I recalled that because I was using dispatcher invocations on the media elements, all of the action was taking place on the main thread anyway, so it wouldn't make a difference.
Contemplate the following code: https://gist.github.com/956093

As suggested you should use the native animations; i have come accross this thread issue before as well and in general i try to avoid using Dispatchers, i pretty much only use them to modify data if i must (e.g. ObservableCollection cannot be modified in a background thread, don't know any other examples actually).
You could still use normal threads, they work well if you use bindings to update the UIElements which nicely bypasses the dispatching issue.
Animation example:
<Grid Name="testGrid" Tag="2">
<Grid.Resources>
<Storyboard x:Key="FadeAnim2to1">
<DoubleAnimation Storyboard.Target="{x:Reference img1}"
Storyboard.TargetProperty="Opacity"
Duration="0:0:1" To="1"/>
<DoubleAnimation Storyboard.Target="{x:Reference img2}"
Storyboard.TargetProperty="Opacity"
Duration="0:0:1" To="0"/>
</Storyboard>
<Storyboard x:Key="FadeAnim1to2">
<DoubleAnimation Storyboard.Target="{x:Reference img1}"
Storyboard.TargetProperty="Opacity"
Duration="0:0:1" To="0"/>
<DoubleAnimation Storyboard.Target="{x:Reference img2}"
Storyboard.TargetProperty="Opacity"
Duration="0:0:1" To="1"/>
</Storyboard>
</Grid.Resources>
<Image x:Name="img1" Source="Images/Default.ico" Width="200" Height="200" Opacity="0"/>
<Image x:Name="img2" Source="Images/Error.ico" Width="200" Height="200"/>
</Grid>
<Button Content="Fade" Click="Button1_Click"/>
private void Button1_Click(object sender, RoutedEventArgs e)
{
Storyboard anim;
if ((string)testGrid.Tag == "1") //This is just for brevity, you should of course not use the Tag to store state information, let alone number strings
{
anim = testGrid.Resources["FadeAnim1to2"] as Storyboard;
testGrid.Tag = "2";
}
else
{
anim = testGrid.Resources["FadeAnim2to1"] as Storyboard;
testGrid.Tag = "1";
}
anim.Begin();
}

Related

How to set dynamic DoubleAnimation To or From values

I have a number of scenarios where I am doing simple WPF storyboard animations as such.
<Storyboard x:Key="MyTextBlockStoryBoard" RepeatBehavior="Forever">
<DoubleAnimation AutoReverse="True"
Duration="0:0:8"
From="0.0"
Storyboard.TargetName="MyTextBlock"
Storyboard.TargetProperty="(Canvas.Left)"
To="500.0" />
</Storyboard>
However I need to be able to set the To value in this animation to a dynamic value which is equivalent to UserControl.ActualWidth - MyTextBlock.ActualWidth. I understand that obviously I can easily create a Storyboard as above programmatically but I am hoping to stay inside Xaml world.
My inkling is that the only way I can achieve this is through implementing my own IValueConverter but I am hoping that there might be a easier way to achieve my desired output?

Storyboard vs. Media.Animations

suppose you want to animate something, Which one is better to use by performance?
using Storyboards in XAML ?
OR
classes like DoubleAnimation in Media.Animation in Code-Behind?
As said previously, Storyboards are not Animation, thus you can't compare them.
I must suppose that your question is about creating a DoubleAnimation in code behind or in XAML like that:
<Storyboard>
<DoubleAnimation />
</Storyboard>
Thus, your question is pretty similar to: is there a performance difference if I create my object in XAML or in C# code behind.
And my answer is...You should really don't care, at first. To quote a certain Kent Beck: Make it works, make it clean, make it fast. In WPF, to make it clean, you should implement MVVM to have a clear separation of concern. And an animation is clearly an UI concern, so it should be design in the view: your xaml file.
Now if I try to anwser your question anyway, there is almost no performance difference, because a DoubleAnimation object is created eventually in any case.
So do it in XAML, it will be better for the architecture of your software.
Let me conclude by this: if you really have performance constraints for your application, WPF is probably a poor choice anyway as it was not designed to be efficient. The real power of WPF is to allow this clear separation of concern.
1st thing is StoryBoard is not an animation. If you follow below example:
<Storyboard x:Name="myStoryboard">
<DoubleAnimation
Storyboard.TargetName="MyAnimatedRectangle"
Storyboard.TargetProperty="Opacity"
From="1.0" To="0.0" Duration="0:0:1"
AutoReverse="True" RepeatBehavior="Forever" />
</Storyboard>
Here animation is created and applied it to the rectangle's Opacity property using StoryBoard
More information is here

X, Y Animation Storyboard on button click for windows8 Apps

I've spent about the entire day looking at examples of XAML storyboarding, but WinRT/Windows8 apps doesn't work the same way WPF does (At least I think), and I'm all confused.
All I want is a button that moves 100px left and 100px up when clicked. I'm having the hardest time figuring this out, and I know that once I get something I want working, I'll be able to work from there.
Also, if anyone can teach me how to use "Storyboard.TargetProperty" That'd be amazing.
<Rectangle
Name="Rectangle01"
Height="100"
Width="100"
Fill="Red">
<Rectangle.Resources>
<Storyboard x:Name="myboard">
<DoubleAnimation
Storyboard.TargetName="Rectangle01"
Storyboard.TargetProperty="Width"
From="100" To="3600" Duration="0:0:6" />
</Storyboard>
</Rectangle.Resources>
</Rectangle>
Here's an example of something I tried doing just to mess around with storyboards. This didn't throw an error until I tried to execute it, but it still doesn't work.
So yea, WRT is a little different in some ways, but many not.
What you're wanting to do is move your Button around, up and left so logically on an X and Y axis right? So in my mind, I think RenderTransform/TranslateTransform to leverage the X and Y like;
<Button Click="StartTheMove">
<Button.RenderTransform>
<TranslateTransform x:Name="MoveFoo"/>
</Button.RenderTransform>
</Button>
So now we have MoveFoo and setup our Transform, and since the only default Routed.Event I know of for WRT is Loaded we can't do that, so tie into the Click handler with StartTheMove like;
private void StartTheMove(object sender, RoutedEventArgs e)
{
MoveTheButton.Begin();
}
So now we've got our handler and we want to fire off MoveTheButton which will be your actual storyboard set as a resource somewhere in say your window.resources or whatever like;
<Storyboard x:Name="MoveTheButton">
<DoubleAnimationUsingKeyFrames Storyboard.TargetName="MoveFoo"
Storyboard.TargetProperty="Y">
<SplineDoubleKeyFrame KeyTime="0:0:1.25" Value="100" />
</DoubleAnimationUsingKeyFrames>
<DoubleAnimationUsingKeyFrames Storyboard.TargetName="MoveFoo"
Storyboard.TargetProperty="X">
<SplineDoubleKeyFrame KeyTime="0:0:1.25" Value="-100" />
</DoubleAnimationUsingKeyFrames>
</Storyboard>
So once we hit our Storyboard it's then going to go and tell our Transform that we want the properties of X and Y to get some new properties declared (here's your Storyboard.TargetProperty coming in to join the fun) and we're going to set the values to those two properties to something other than what they already are and basically tell it we want it to move 100px up on the Y (up) and -100px on the X (left) of our 2d axis. Which you'll also prob want to play with the keytimes for however fast/slow you want the effect to happen.
While I didn't have time to test this and am kind of just adhoc throwing it together before I leave the office for the day, we've all been where you are and hopefully it helps. You should also be able to add the interaction behaviors to kind of leverage the same type of event triggers you're probably more used to (see tutorials) and handle your event that way to ditch your handler code behind.
However hopefully this helps, if not I'll see it again in the morning and will take another stab at it. Cheers!

Pixel Shader Effect in WPF

I was following along this tutorial about how to include Pixel Shader Effects in the form of an animation within a WPF application.
Background
I felt like things were going smoothly, however I wanted to make a change to the application. In the tutorial the author has a separate GrayscaleEffect project and in his XAML does the following:
xmlns:effect="clr-namespace:GrayscaleEffect;assembly=GrayscaleEffect"
Later he has this:
DataTemplate x:Key="itemTemplate">
<Grid Width="225" Margin="3">
<Border BorderBrush="White" BorderThickness="2">
<Image Source="{Binding}" HorizontalAlignment="Center" VerticalAlignment="Center">
<Image.Effect>
<local:GrayscaleEffectTest x:Name="grayscaleEffect"/>
</Image.Effect>
<Image.Triggers>
<EventTrigger RoutedEvent="Mouse.MouseEnter">
<BeginStoryboard>
<Storyboard>
<!--HERE--> <DoubleAnimation To="1.0" Duration="0:0:0.3" AccelerationRatio="0.10" DecelerationRatio="0.25" Storyboard.TargetName="grayscaleEffect" Storyboard.TargetProperty="(local:GrayscaleEffectTest.DesaturationFactor)" />
</Storyboard>
</BeginStoryboard>
</EventTrigger>
<EventTrigger RoutedEvent="Mouse.MouseLeave">
<BeginStoryboard>
<Storyboard>
<DoubleAnimation To="0.0" Duration="0:0:4" AccelerationRatio="0.10" DecelerationRatio="0.25" Storyboard.TargetName="grayscaleEffect" Storyboard.TargetProperty="(local:GrayscaleEffectTest.DesaturationFactor)" />
</Storyboard>
</BeginStoryboard>
</EventTrigger>
</Image.Triggers>
</Image>
</Border>
</Grid>
</DataTemplate>
The key point here is the very long line <DoubleAnimation ....:
Storyboard.TargetProperty="(effect:GrayscaleEffect.DesaturationFactor)" />
My Approach
I wanted to make the same thing, except I wanted to keep all of my code in the same project, rather than having two projects.
So, I don't include the ;assembly=GrayscaleEffect. Furthermore my <DoubleAnimation ... line reads as:
<DoubleAnimation ... Storyboard.TargetName="grayscaleEffect" Storyboard.TargetProperty="(local:GrayscaleEffectTest.DesaturationFactor)" />
However the WPF designer throws an initializer exception. The program runs but no animation ever gets triggered when I mouse over...
Anyone have any ideas? I feel confident that WPF should be able to run a pixel shader from within the same project...My project has the pre-build event, and other than renaming as GrayscaleEffect Test and having both projects combined into one, my project should be identical to the tutorial. I've tried a number of other failure approaches, mainly setting Storyboard.TargetProeprty = every damn thing under the sun. Also tried to hack together something to set up the animation in code behind in hopes I could at least walk through with a debugger and try to see what is going on. Obviously, nothing worked :(.
Any help would be greatly appreciated. Cheers.
Slightly embarrassing but the error was between chair and keyboard. So, the code was working just fine. To maybe help others I'll explain my debugging process, then explain what the problem was.
First I changed the pixel shader to just go from Red to Red and Green. That is:
result.r = 255;
result.g = 0;
result.b = 255 * factor;
Factor is the data variable that gets sent to the graphics card. Once I did this, I noticed that things were kind of working. The transition is a step-function, not a linear interpolation, but colors were changing. Then, I figured pixel color range must be [0 to 1.0]. This gave me the effect I was supposed to be getting.
result.r = 1.0;
result.g = 0;
result.b = 1.0 * factor;
Lastly, I loaded a new penguin picture instead of the original test image I was using and I realized my major mistake. The penguin picture was working just fine and I thought, what the hell?! Then I looked at my test image, which was a black and white image!!! (Dumb, dumb dumb dumb). The shame of having to post this "solution" will hopefully prevent me from making such a mistake again. Thank you for the help #Nico Schertler.

How can I trigger animation from C#? [duplicate]

This question already has an answer here:
Closed 10 years ago.
Possible Duplicate:
Start Storyboard When Text Changes
I've created a animation:
<phone:PhoneApplicationPage
...>
<phone:PhoneApplicationPage.Resources>
<Storyboard x:Name="MessageFadeInOut" Storyboard.TargetProperty="Opacity">
<DoubleAnimation From="0" To="1" Duration="0:0:1" BeginTime="0:0:0" />
<DoubleAnimation From="1" To="1" Duration="0:0:1" BeginTime="0:0:1" />
<DoubleAnimation From="1" To="0" Duration="0:0:1" BeginTime="0:0:2" />
</Storyboard>
</phone:PhoneApplicationPage.Resources>
What I'm trying to do where is have something fade in, stay for a bit then fade out.
I trigger it by:
private void Unit_Tap_1(object sender, System.Windows.Input.GestureEventArgs e)
{
Storyboard sb = this.Resources["MessageFadeInOut"] as Storyboard;
Storyboard.SetTarget(sb, this.Message);
sb.Begin();
}
But on the sb.Begin() I get "System.InvalidOperationException". How come? Message is a Image
I'm not sure what "Message" is in this context, and that might be the reason why you're seeing this exception. Or it might not be .
Either way, you shouldn't grab Storyboards and start those manually. You should use VisualStateManager to manage your visual states by encapsulating a storyboard in each state. You can read more about this # Start Storyboard When Text Changes
A good way to get started in VSM would be to watch these videos by Steve White in the Expression Blend 2 launch:
Adding Control States # http://msdn.microsoft.com/en-us/expression/ff898424
Create Custom Buttons # http://msdn.microsoft.com/en-us/expression/ff921363
Customize a Checkbox’s Checkmark # http://msdn.microsoft.com/en-us/expression/ff921365
Use an In-State Animation # http://msdn.microsoft.com/en-us/expression/ff921380
Each of these videos is part of a series, so consider watching the rest of the series. There are also articles you can read # http://www.interact-sw.co.uk/iangblog/2008/06/10/visual-state

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