InitialProgress : double ux
Progress which the Timeline should start playing from
Groups several animations together
This allows for a nice way of grouping several animations together and separating them from the interaction logic.
A Timeline
can be played by animating its TargetProgress
property between 0 and 1.
Note:
Timeline
itself is not intended for grouping multiple animators to create keyframe animations. To achieve this, you can add Keyframes to the animators themselves.Incorrect:
<Timeline> <Change rect.Opacity="1" Delay="0.0" Duration="0.5" /> <Change rect.Opacity="0" Delay="0.5" Duration="0.5" /> </Timeline>
Correct:
<Timeline> <Change Target="rect.Opacity"> <Keyframe Value="1" Time="0.5" /> <Keyframe Value="0" Time="1.0" /> </Change> </Timeline>
Here is an example of how we can use a timeline to animate several properties on a rectangle (its width and color), and then play between the start and end of this Timeline
by clicking two buttons.
<StackPanel>
<Rectangle ux:Name="rect" Height="40" Width="100%">
<SolidColor ux:Name="color" Color="#f00" />
</Rectangle>
<Grid ColumnCount="2">
<Button Text="Red">
<Clicked>
<Set timeline.TargetProgress="0" />
</Clicked>
</Button>
<Button Text="Green">
<Clicked>
<Set timeline.TargetProgress="1" />
</Clicked>
</Button>
</Grid>
<Timeline ux:Name="timeline">
<Change Target="rect.Width">
<Keyframe Value="10" Time="0.3"/>
<Keyframe Value="100" Time="0.6"/>
</Change>
<Change color.Color="#0f0" Duration="0.3" Delay="0.3"/>
</Timeline>
</StackPanel>
Progress which the Timeline should start playing from
Makes triggers active when progress is 0 if true
Stops the playback at the current progress. Unlike Stop
this does not adjust the TargetProgress, a Resume
can continue playing to the previous target.
Pauses playback at the current progress. Call resume to continue playing.
Plays to a particular progress in the Timeline. This plays from the current progress to the new target progress.
Current progress of the timeline
Pulses the Timeline (plays to end and back to start).
Pulses the Timeline backward (seeks to end then plays backward to start)
Pulses the Timeline forward (plays to the end and deactivates).
Resumes playing to the TargetProgress.
Resumes playback from the current progress to the target progress. Call this after a pause to resume playback.
Seeks to a given location (jumps there without playing the intervening animation).
Stops playback. This sets the target progress to the current location such that resume will not keep playing.
Progress at which the Timeline ends
A list of actions that execute with the trigger. These may react on simple direction changes, or at specific time offsets.
If there is a transition between forward/backward playback and two timeilnes are being used (implicit or explicit) this specifies the cross-fade time.
true
if there is an explicit backward animation.
Play the trigger from where it currently is to the end.
Indicates the trigger is bound to the layout of a visual. This will keep the trigger in Bypass mode until after the first layout of the element is obtained. This is required since layout does not happen in the same root grouping/update phase as the creation of the element, yet not having a layout should qualify as part of the rooting period.
Stretches the duration of the animation to fill up this period of time.
Specifies a multiplier to the elapsed time for animation playback.
Nodes to add to the Parent when this trigger is any non-deactivated state (Progress > 0)
The list of bindings belonging to this node.
The context parent is the semantic parent of this node. It is where non-UI structure should be resolved, like looking for the DataContext, a Navigation, or other semantic item.
Finds the first node with a given name that satisfies the given acceptor. The serach algorithm works as follows: Nodes in the subtree are matched first, then it matches the nodes in the subtrees ofthe ancestor nodes by turn all the way to the root. If no matching node is found, the function returns null.
Whether rooting for this node is completed. Returns false if unrooting has started.
Whether rooting of this node has started. Note that even if this property returns true, rooting may not yet be completed for the node. See also IsRootingCompleted.
Run-time name of the node. This property is automatically set using the ux:Name attribute.
Returns the next sibling node of the given type.
The parent Visual of this node. Will return null if the node is not rooted.
Returns the next sibling node of the given type.
A linked list holding data for extrinsic properties.
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Interface for objects that can have a script engine representation
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