MinimalisticWPF 1.5.6

There is a newer version of this package available.
See the version list below for details.
dotnet add package MinimalisticWPF --version 1.5.6                
NuGet\Install-Package MinimalisticWPF -Version 1.5.6                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="MinimalisticWPF" Version="1.5.6" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add MinimalisticWPF --version 1.5.6                
#r "nuget: MinimalisticWPF, 1.5.6"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install MinimalisticWPF as a Cake Addin
#addin nuget:?package=MinimalisticWPF&version=1.5.6

// Install MinimalisticWPF as a Cake Tool
#tool nuget:?package=MinimalisticWPF&version=1.5.6                

MinimalisticWPF


English

Change

<details> <summary>V1.5.0 Soon to be deprecated</summary>

  • StateMachineTransfer() changed to support any [where T: class,new()] type
  • State restricts modification. It needs to be a public static field or a public property
  • StateVector restricts modification and requires writing public properties
  • Support for Transform transitions
    • Translate
    • Scale
    • Rotate
  • Support for Point transitions
  • CornerRadius transitions are supported
  • Supports Thickness transitions
  • The interface ILinearInterpolation allows custom types as transitionable properties </details>

<details> <summary>V1.5.1 Soon to be deprecated</summary>

  • Acceleration support
  • Remove some unnecessary object generation operations when the state machine is running </details>

<details> <summary>V1.5.2 Soon to be deprecated</summary>

  • Fixed the problem of abnormal animation effect in NET6.0 framework </details>

<details> <summary>V1.5.3 Soon to be deprecated</summary>

  • State performance optimization
    • Object-based
      • A lot of reflection/LINQ during State initialization
      • Allows automatic logging of all supported properties of an object
    • Type-based
      • Do not perform any reflection/LINQ operations during State initialization
      • You can only manually specify the properties that need to be modified
    • Use
      • State.FromType<>() / StateMachineTransfer( StateRecordModes.Type )
      • State.FromObject() / StateMachineTransfer( StateRecordModes.Object )
  • AnimationInterpreter logic optimization
    • Addressed twitching issues that could be caused by frequent State switching </details>

<details> <summary>V1.5.6</summary>

  • Repair it.
    • Gradient results may be distorted when the frame rate is between 57 and 61
    • When the frame rate is lower than 100, high-speed State switching may cause startup failure of the state machine
    • When the frame rate is 0, an error occurs
    • An error occurs when the duration is 0
  • Adjust
    • The default frame rate is set to 120Hz
    • Frame rate is limited from 1 to 240, out of range will be corrected automatically
  • New
    • class.IsSatisfy() allows you to decide whether to initiate a pre-described transition based on whether the instance object meets a specified condition
            var board = GD.StateMachineTransfer()
                .Add(x => x.RenderTransform, rotateTransform, translateTransform, scaleTransform)
                .Set((x) =>
                {
                    x.Duration = 3;
                    x.Acceleration = 1;
                });
    
            var result = GD.IsSatisfy(x => x.Width < 1000, board, true);
            // Parameter 1. Condition (required)
            // Parameter 2. Perform this transition if the conditions are met (optional)
            // Parameter 3. If the transition effect is object-based, whether to enable the whitelist mechanism (optional)
    
  • 2.0.0 version preview
    • ★ Greatly optimize the document
    • ★ Open up more functions that can only operate inside the state machine system
    • Fix more potential issues
    • Try to optimize performance further
    • Add more common extension methods
    • ⚠ Remove all non-core components </details>

Key Features

Auxiliary Features

  • ExtensionMethods
    • string
      • value conversion
      • Fuzzy matching
      • Profiling tools (e.g. extracting resource addresses from html)
      • Password strength
    • UserControls
      • A uniform dark theme
      • Font size ADAPTS to control height
      • All animation effects are based on state machine systems, which are both directly available and practices of the state machine system
        • Notification - Glass style notification/select box
        • MProgressBar - Bar/ring free switching progress bar
        • mtopbar - Top sidebar of the program

Non-core Components

The MinimalisticWPF namespace does not include the following services, which will be referenced separately

Supporting frameworks

  • [.NET6.0-windows]
  • [.NET8.0-windows]

Getting

StateMachineSystem

  • State & StateVecotr is built for MVVM and allows for automatic state switching with preset conditions
  • StateMachine theory can make linear transitions for any type of property. Almost all types non-MVVM include an extension method for quickly creating linear transitions for object instances. This is probably the library's most common method
    • ★ Advantages
      • Create complex transitions with little code
      • Update() allows you to decide what you want to do for each frame of the transition, just like in game development engines
      • The functionality is not limited to animations, it modifies any possible type, any possible property, for example testing the program with simulated data is one of the uses the authors tried
    • ⚠ ️ Disadvantages
      • Unstable performance (relative to components like StoryBoard and VisualState)
      • The types of properties that support transitions are very limited, and although an interface is provided to solve this problem, it is not convenient to leave the calculation of linear interpolation to the implementation class of the interface pAu2vOP.md.png

StateMachine

  • For any type [where T: class, new()] you can create a linear transition using the following code
  • For example perform the following transition on a 100×100 Grid
        private RotateTransform rotateTransform = new RotateTransform(-280, 50, 50);
        private TranslateTransform translateTransform = new TranslateTransform(-100, -50);
        private ScaleTransform scaleTransform = new ScaleTransform(2, 2, 50, 50);

        private void GD_MouseEnter(object sender, System.Windows.Input.MouseEventArgs e)
        {
            GD.StateMachineTransfer()
                .Add(x => x.RenderTransform, rotateTransform, translateTransform, scaleTransform)
                .Add(x => x.Opacity, 0.2)
                .Add(x => x.CornerRadius,new CornerRadius(15))
                .Set((x) =>
                {
                    x.Duration = 0.4;
                    x.Completed = () =>
                    {
                        Notification.Message("Transition complete √");
                    };
                })
                .Start();
        }
  • But the default properties available for state machine transitions are finite types, so how do you make custom types work with state machines?
    • Step 1. Implement a Class1, which is a custom type that supports state machine transitions
      • Here Class1 is the composition of Thickness and CornerRadius
      • Need to implement the interface method Interpolate (), steps is the number of interpolations, you need to customize how to split the two Class1 into steps to evenly interpolate
      public class Class1 : ILinearInterpolation
      {
          public object Current { get; set; }
          public List<object?> Interpolate(object? current, object? target, int steps)
          {
              List<object?> result = new List<object?>();
      
              var v1 = current as Class1 ?? new Class1();
              var v2 = target as Class1 ?? new Class1();
              var itemsA = ILinearInterpolation.CornerRadiusComputing(v1.CornerRadius, v2.CornerRadius, steps);
              var itemsB = ILinearInterpolation.ThicknessComputing(v1.Thickness, v2.Thickness, steps);
              for (var i = 0; i < itemsA.Count; i++)
              {
                  var temp = new Class1();
                  temp.CornerRadius = itemsA[i] as CornerRadius? ?? new CornerRadius();
                  temp.Thickness = itemsB[i] as Thickness? ?? new Thickness();
                  result.Add(temp);
              }
      
              return result;
          }
      
      
          public Class1() { Current = this; }
          public Class1(CornerRadius cornerRadius, Thickness thickness) { Current = this; CornerRadius = cornerRadius; Thickness = thickness; }
          public CornerRadius CornerRadius { get; set; } = new CornerRadius();
          public Thickness Thickness { get; set; } = new Thickness();
      }
      
    • Step 2. Implement a Class2, which is the type that contains the Class1 property, is the type that actually needs to use the state machine
      public class Class2
      {
          public Class2() { }
      
          public Class1 Class1 { get; set; } = new Class1();
      
          //…… other properties
      }
      
    • Step 3. At this point, you are ready to apply state machine transitions to Class2.Class1
         Class1 T1 = new Class1();
         Class1 T2 = new Class1(new CornerRadius(10), new Thickness(2, 3, 1, 0));
      
         Class2 TargetClass2 = new Class2();
      
         TargetClass2.StateMachineTransfer()
             .Add(x => x.Class1, T2)
             .Set((x) =>
             {
                 x.Duration = 2;
                 x.Start = () =>
                 {
                      Notification.Message($"old Thickness {TargetClass2.Class1.Thickness}\n" +
                              $"old CornerRadius {TargetClass2.Class1.CornerRadius}");
                 };
                 x.Completed = () =>
                 {
                      Notification.Message($"new Thickness {TargetClass2.Class1.Thickness}\n" +
                              $"new CornerRadius {TargetClass2.Class1.CornerRadius}");
                 };
             })
             .Start();
      

TransferParams

  • Contains a number of parameters for the details of the transition
    • Transition parameters
    • Transition creation parameters
    • Lifecycle related parameters
property type default meaning
Duration double 0 Animation duration (in s)
Start Action null is executed once before the animation starts
Update Action null is executed once before each frame of the animation starts
LateUpdate Action null is executed once after each frame of the animation
Completed Action null is executed once after the animation has finished
IsQueue bool false Whether the newly enabled animation will be queued or not, otherwise the animation will be interrupted
IsLast bool false Whether this is the last animation to be executed, if so it will clear the queued animation
IsUnique bool true Should a transition animation that points to the same State continue if one exists
FrameRate int 165 Animation frame rate
WaitTime double 0.008 is rarely used, but if you find places where the probability doesn't animate or the probability is twitching, you can increase this value appropriately
Acceleration double 0 The waiting time of each frame is shown as a straight line with slope [Acceleration] in the floor plan
  • Use cases
    • Set transition parameters (lambdas) for StateVector
    • Set a transition parameter (Lambda) for StateMachineTransfer()
Set((x)=>
{
    x.Duration = 0.1;
    x.IsLast = true;
    x.Update = () =>
    {
        Notification.Message("Before the start of a frame");
    };
})

State & StateVector & IConditionalTransfer

  • State describes the value of an object's property at a moment in time
  • StateVector describes which transitions are created under which conditions
  • IConditionalTransfer allows you to automatically create a transition when a specified condition is met on an instance object
    • Examples
      • When the mouse is inside the control, make its background opacity transition to 0.2
      • Make the background opacity transition to 0 when the mouse leaves the control
      • Xaml - View
      <UserControl.DataContext>
          <local:MButtonViewModel x:Name="ViewModel"/>
      </UserControl.DataContext>
      
      • C# - View
      public partial class MButton : UserControl
      {
          public MButton()
          {
              InitializeComponent();
              this.StateMachineLoading(ViewModel);
          }
      }
      
      • C# - ViewModel
      public class MButtonViewModel : ViewModelBase<MButtonViewModel, MButtonModel>
      {
          public MButtonViewModel() { }
      
          public static State Start = State.FromObject(new MButtonViewModel())
              .SetName("defualt")
              .SetProperty(x => x.HoverBackgroundOpacity, 0)
              .ToState();
          public static State MouseIn = State.FromObject(new MButtonViewModel())
              .SetName("mouseInside")
              .SetProperty(x => x.HoverBackgroundOpacity, 0.2)
              .ToState();
      
          public StateVector<MButtonViewModel> Condition { get; set; } = StateVector<MButtonViewModel>.Create()
              .AddCondition(x => x.IsMouseInside, MouseIn, (x) => { x.Duration = 0.2; })
              .AddCondition(x => !x.IsMouseInside, Start, (x) => { x.Duration = 0.2; });
      
          public override bool IsMouseInside
          {
              get => base.IsMouseInside;
              set
              {
                  base.IsMouseInside = value;
      
                  OnConditionsChecked();
                  // Change IsMouseInside when mouse in/out of control
                  //IsMouseInside is modified to check if the condition is true, if so, switch State
              }
          }
      }
      


ExtensionMethods

string

  • Value conversion
   string valueA = "-123.7";
   string valueB = "TrUE";
   string valueC = "#1e1e1e";
   
   var result1 = valueA.ToInt();
   var result2 = valueA.ToDouble();
   var result3 = valueA.ToFloat();

   var result4 = valueB.ToBool();

   var result5 = valueC.ToBrush();
  • Fuzzy matching
   string template = "abcdefg";

   string sourceA = "abc";
   List<string> sourceB = new List<string>()
   {
       "abcdegf",
       "cbdgafe"
   };

   var similarity1 = sourceA.LevenshteinDistance(template)
   //Returns the shortest edit distance

   var similarity2 = sourceA.JaroWinklerDistance(template)
   //Returns approximation

   var result3 = template.BestMatch(sourceB, 3);
   //Edit the result with a minimum distance of less than 3

   var result4 = template.BestMatch(sourceB, 0.5);
   //The result with the approximation degree greater than 0.5 and the largest
  • Folder generation operations
   string folderNameA = "FF1";
   string folderNameB = "FF2";
   string folderNameC = "FF3";
   //The folder name

   var result1 = folderNameA.CreatFolder();
   //From the.exe location, create a folder named "FF1"

   var result2 = folderNameC.CreatFolder(folderNameA,folderNameB);
   //From the.exe location, create a folder named "FF1/FF2/FF3"
  • Xml and Json serialization
   string folderName = "Data";

   string fileName1 = "firstPersondata";
   string fileName2 = "secondPersondata";

   var target = new Person();

   var result1 = fileName1.CreatXmlFile(folderName.CreatFolder(), target);
   var result2 = fileName2.CreatJsonFile(folderName.CreatFolder(), target);
  • Xml and Json deserialization
   string folderName = "Data";

   string fileName1 = "firstPersondata";
   string fileName2 = "secondPersondata";

   string AbsPathA = Path.Combine(folderName.CreatFolder(), $"{fileName1}.xml");
   string AbsPathB = Path.Combine(folderName.CreatFolder(), $"{fileName2}.json");
   var dataA = File.ReadAllText(AbsPathA);
   var dataB = File.ReadAllText(AbsPathB);

   var result1 = dataA.XmlParse<Person>();
   var result2 = dataB.JsonParse<Person>();
  • Regular operation
   string sourceA = "[1]wkhdkjhk[a][F3]https:awijdioj.mp3fwafw";
   string sourceB = "awdhttps://aiowdjoajfo.comawd&*(&d)*dhttps://tn.comdawd";
   
   var resultA = sourceA.CaptureBetween("https:", ".mp3");

   var resultB = sourceB.CaptureLike("https://", "com");
  • Password strength
   string password = "12345678";
   int Level = password.CheckPasswordStrength(MinLength=8);


UserControls

  • ☆ Using

    • C#
      using MinimalisticWPF;
      
    • XAML
      xmlns:mn="clr-namespace:MinimalisticWPF;assembly=MinimalisticWPF"
      
  • ☆ MButton

    Effect

    Property

    • Click
    • WiseHeight
    • WiseWidth
    • Text
    • TextBrush
    • FontSizeRatio
    • EdgeBrush
    • EdgeThickness
    • HoverBrush
    • CornerRadius

  • ☆ MTopBar

    pAmMfv8.md.png pAmQnVH.md.png

    Property

    • WiseHeight
    • WiseWidth
    • Title
    • SizeRatio
    • EdgeBrush
    • EdgeThickness
    • HoverBrush
    • CornerRadius
    • Icon

  • ☆ MPasswordBox

    Effect Effect

    Property

    • WiseHeight
    • WiseWidth
    • FontSizeRatio
    • Password
    • Replace

  • ☆ MProgressBar

    Effect

    Property

    • Size
    • Value
    • Shape
    • Thickness
    • BottomBrush
    • FillBrush
    • TextBrush
    • FontSizeRatio
    • IsReverse
    • StartAngle
    • EndAngle

  • ☆ Notification

    pAKM40S.png pAKMhm8.png

    消息框调用示例

              if (Notification.Select("Are you sure you want to check the weather ?"))
              {
                  Notification.Message("Weather");
              }
    


WebServices

  • Autonavi

    • using
      using MinimalisticWPF.GaoDeServices;
      
    • Get ApiKey https://console.amap.com/dev/key/app
          protected override void OnSourceInitialized(EventArgs e)
          {
              base.OnSourceInitialized(e);
      
              GaoDeAPISet.Awake(Key: "Your_Api_Key", IsUpdateIP: true);
          }
      
    • IPService
      • Get IP
        var ip = await IPService.GetIP();
        MessageBox.Show(ip.GetCombined());
        
      • Get AdCode
        var adcode = await IPService.GetAdCode("都江堰");
        MessageBox.Show(adcode);
        
    • WeatherService
      • Get the weather based on the current IP address
        var weathers = await WeatherService.GetWeathers();
        MessageBox.Show(weathers[0].GetCombined());
        
      • Get the weather by region name
        var weathers = await WeatherService.GetWeathers("都江堰");
        MessageBox.Show(weathers[0].GetCombined());
        
      • weather[0] Is for today's weather






中文

修改

<details> <summary>V1.5.0 即将弃用</summary>

  • StateMachineTransfer() 改为支持任何 [ where T : class ,new() ] 类型
  • State限制修改,需要是公开静态字段或公开属性
  • StateVector限制修改,需要写作公开属性
  • 支持Transform过渡
    • Translate
    • Scale
    • Rotate
  • 支持Point过渡
  • 支持CornerRadius过渡
  • 支持Thickness过渡
  • 接口ILinearInterpolation允许自定义的类型作为可过渡属性 </details>

<details> <summary>V1.5.1 即将弃用</summary>

  • Acceleration 加速度支持
  • 删除状态机运作时,部分不必要的对象生成操作 </details>

<details> <summary>V1.5.2 即将弃用</summary>

  • 修复了NET6.0框架下动画效果异常的问题 </details>

<details> <summary>V1.5.3 即将弃用</summary>

  • State 性能优化
    • 基于 Object
      • 在State初始化时执行了大量反射、LINQ操作
      • 允许自动化地记录一个object所有受支持的属性
    • 基于 Type
      • 在State初始化时不执行任何反射、LINQ操作
      • 只能手动指定需要修改的属性
    • 使用
      • State.FromType<>() / StateMachineTransfer( StateRecordModes.Type )
      • State.FromObject() / StateMachineTransfer( StateRecordModes.Object )
  • AnimationInterpreter 逻辑优化
    • 解决了频繁切换State可能导致的抽搐问题 </details>

<details> <summary>V1.5.6</summary>

  • 修复
    • 帧率处于 57~61 时,渐变结果可能失真
    • 帧率低于 100 时,高速切换State可能导致启动状态机失败
    • 帧率为 0 时,出现错误
    • 持续时间为 0 时,出现错误
  • 调整
    • 帧率默认值已调整为 120Hz
    • 帧率限制为 1~240 ,超出范围将被自动矫正
  • 新增
    • class.IsSatisfy() 允许你基于实例对象是否满足指定的条件,决定是否启动预先描述的过渡
            var board = GD.StateMachineTransfer()
                .Add(x => x.RenderTransform, rotateTransform, translateTransform, scaleTransform)
                .Set((x) =>
                {
                    x.Duration = 3;
                    x.Acceleration = 1;
                });
    
            var result = GD.IsSatisfy(x => x.Width < 1000, board, true);
            //参数1.条件(必须)
            //参数2.若满足条件,则执行此过渡(非必须)
            //参数3.过渡效果若为基于对象的,是否启用白名单机制(非必须)
    
  • 2.0.0 版本预告
    • ★ 对文档进行大幅优化
    • ★ 开放更多原本只可以在状态机系统内部运作的功能
    • 修复更多潜在问题
    • 尝试进一步优化性能
    • 增加更多常用的扩展方法
    • ⚠ 移除所有非核心组件 </details>

核心功能

辅助功能

  • 扩展方法
    • string
      • 值转换
      • 模糊匹配
      • 分析工具(例如提取html中的资源地址)
      • 密码强度
  • 用户控件
    • 统一的深色主题
    • 字体大小自适应控件高度
    • 所有动画效果都基于状态机系统,它们既是直接可用的,也是状态机系统的实践
      • Notification - 玻璃风格的通知/选择框
      • MProgressBar - 条状/环状自由切换的进度条
      • MTopBar - 程序顶侧栏

非核心组件

MinimalisticWPF命名空间不包括下述服务,另需引用

支持框架

  • [.NET6.0-windows]
  • [.NET8.0-windows]

获取


状态机系统

  • State & StateVecotr 为MVVM而生 ,可通过预先设置条件实现状态的自动切换
  • StateMachine 理论可对任何类型的属性做出线性过渡,非MVVM下,几乎所有类型都包含一个用于快速为对象实例创建线性过渡的扩展方法,这可能是该类库最常用的方法
  • ★ 优势
    • 以少量代码创建复杂过渡效果
    • 像游戏开发引擎那样,可在Update()中决定过渡效果的每一帧你要做出的行为
    • 功能并不局限于动画,它修改任何可能的类型、任何可能的属性,例如使用模拟数据对程序进行测试正是作者在尝试中的用法之一
  • ⚠ 劣势
    • 性能不稳定 ( 相对于StoryBoard与VisualState等组件而言 )
    • 支持过渡的属性类型受限较大,虽然提供了接口以解决这个问题,但将线性插值的计算交由接口的实现类仍然不是方便的做法 pAu2vOP.md.png

StateMachine

  • 对于任何类型 [ where T : class , new() ] 可使用如下代码创建线性过渡
  • 例如对一个100×100的Grid执行以下过渡
        private RotateTransform rotateTransform = new RotateTransform(-280, 50, 50);
        private TranslateTransform translateTransform = new TranslateTransform(-100, -50);
        private ScaleTransform scaleTransform = new ScaleTransform(2, 2, 50, 50);

        private void GD_MouseEnter(object sender, System.Windows.Input.MouseEventArgs e)
        {
            GD.StateMachineTransfer()
                .Add(x => x.RenderTransform, rotateTransform, translateTransform, scaleTransform)
                .Add(x => x.Opacity, 0.2)
                .Add(x => x.CornerRadius,new CornerRadius(15))
                .Set((x) =>
                {
                    x.Duration = 0.4;
                    x.Completed = () =>
                    {
                        Notification.Message("过渡完成 √");
                    };
                })
                .Start();
        }
  • 但默认可用状态机过渡的属性终究是有限类型,如何让自定义的类型也能支持状态机呢?
    • 步骤1.实现一个Class1,它是支持状态机过渡的自定义类型
      • 这里Class1是Thickness和CornerRadius的复合
      • 需要实现接口方法Interpolate(), steps是插值数量 , 你需要自定义如何将两个 Class1 拆成steps份均匀的插值
      public class Class1 : ILinearInterpolation
      {
          public object Current { get; set; }
          public List<object?> Interpolate(object? current, object? target, int steps)
          {
              List<object?> result = new List<object?>();
      
              var v1 = current as Class1 ?? new Class1();
              var v2 = target as Class1 ?? new Class1();
              var itemsA = ILinearInterpolation.CornerRadiusComputing(v1.CornerRadius, v2.CornerRadius, steps);
              var itemsB = ILinearInterpolation.ThicknessComputing(v1.Thickness, v2.Thickness, steps);
              for (var i = 0; i < itemsA.Count; i++)
              {
                  var temp = new Class1();
                  temp.CornerRadius = itemsA[i] as CornerRadius? ?? new CornerRadius();
                  temp.Thickness = itemsB[i] as Thickness? ?? new Thickness();
                  result.Add(temp);
              }
      
              return result;
          }
      
      
          public Class1() { Current = this; }
          public Class1(CornerRadius cornerRadius, Thickness thickness) { Current = this; CornerRadius = cornerRadius; Thickness = thickness; }
          public CornerRadius CornerRadius { get; set; } = new CornerRadius();
          public Thickness Thickness { get; set; } = new Thickness();
      }
      
    • 步骤2.实现一个Class2,它是包含Class1属性的类型,是实际需要使用状态机的类型
      public class Class2
      {
          public Class2() { }
      
          public Class1 Class1 { get; set; } = new Class1();
      
          //…… 其它属性
      }
      
    • 步骤3.到这一步,你已可以对Class2.Class1应用状态机的过渡功能
         Class1 T1 = new Class1();
         Class1 T2 = new Class1(new CornerRadius(10), new Thickness(2, 3, 1, 0));
      
         Class2 TargetClass2 = new Class2();
      
         TargetClass2.StateMachineTransfer()
             .Add(x => x.Class1, T2)
             .Set((x) =>
             {
                 x.Duration = 2;
                 x.Start = () =>
                 {
                      Notification.Message($"旧的 Thickness {TargetClass2.Class1.Thickness}\n" +
                              $"旧的 CornerRadius {TargetClass2.Class1.CornerRadius}");
                 };
                 x.Completed = () =>
                 {
                      Notification.Message($"新的 Thickness {TargetClass2.Class1.Thickness}\n" +
                              $"新的 CornerRadius {TargetClass2.Class1.CornerRadius}");
                 };
             })
             .Start();
      

TransferParams

  • 包含系列参数用于修饰此次过渡效果的细节
    • 过渡效果相关的参数
    • 过渡创建相关的参数
    • 生命周期相关的参数
属性 类型 默认 意义
Duration double 0 动画持续时间 ( 单位: s )
Start Action null 在动画开始前执行一次
Update Action null 在动画的每一帧开始前执行一次
LateUpdate Action null 在动画的每一帧结束后执行一次
Completed Action null 在动画结束后执行一次
IsQueue bool false 新启用的动画是否排队,不排队就意味着会打断正在执行的动画
IsLast bool false 是否为最后一个被执行的动画,如果是则意味着会清空正在排队中的动画
IsUnique bool true 如果存在一个指向同一State的过渡动画,是否还要继续执行此动画
FrameRate int 165 动画帧率
WaitTime double 0.008 基本用不到,但如果发现有些地方概率无法触发动画或者概率抽搐,则可适当增加这个值
Acceleration double 0 加速度,使得每一帧的等待时间在平面图中呈现出斜率为Acceleration的直线
  • 应用场景
    • 为StateVector设置过渡参数 ( Lambda )
    • 为StateMachineTransfer()设置过渡参数 ( Lambda )
Set((x)=>
{
    x.Duration = 0.1;
    x.IsLast = true;
    x.Update = () =>
    {
        Notification.Message("一帧开始前");
    };
})

State & StateVector & IConditionalTransfer

  • State描述某一时刻对象的属性值
  • StateVector描述在何种条件下创建何种过渡
  • IConditionalTransfer接口允许在实例对象达成指定条件时自动创建过渡
    • 示例
      • 鼠标进入控件时,令其背景透明度过渡为0.2
      • 鼠标离开控件时,令其背景透明度过渡为0
      • Xaml - View
      <UserControl.DataContext>
          <local:MButtonViewModel x:Name="ViewModel"/>
      </UserControl.DataContext>
      
      • C# - View
      public partial class MButton : UserControl
      {
          public MButton()
          {
              InitializeComponent();
              this.StateMachineLoading(ViewModel);
          }
      }
      
      • C# - ViewModel
      public class MButtonViewModel : ViewModelBase<MButtonViewModel, MButtonModel>
      {
          public MButtonViewModel() { }
      
          public static State Start = State.FromObject(new MButtonViewModel())
              .SetName("defualt")
              .SetProperty(x => x.HoverBackgroundOpacity, 0)
              .ToState();
          public static State MouseIn = State.FromObject(new MButtonViewModel())
              .SetName("mouseInside")
              .SetProperty(x => x.HoverBackgroundOpacity, 0.2)
              .ToState();
      
          public StateVector<MButtonViewModel> Condition { get; set; } = StateVector<MButtonViewModel>.Create()
              .AddCondition(x => x.IsMouseInside, MouseIn, (x) => { x.Duration = 0.2; })
              .AddCondition(x => !x.IsMouseInside, Start, (x) => { x.Duration = 0.2; });
      
          public override bool IsMouseInside
          {
              get => base.IsMouseInside;
              set
              {
                  base.IsMouseInside = value;
      
                  OnConditionsChecked();
                  //鼠标进出控件时修改IsMouseInside
                  //IsMouseInside被修改时检查是否满足条件,若满足,则切换State
              }
          }
      }
      


扩展方法

string

  • 值转换
   string valueA = "-123.7";
   string valueB = "TrUE";
   string valueC = "#1e1e1e";
   //三个待被转换的值
   
   var result1 = valueA.ToInt();
   var result2 = valueA.ToDouble();
   var result3 = valueA.ToFloat();
   //转换成数字

   var result4 = valueB.ToBool();
   //转换成bool

   var result5 = valueC.ToBrush();
   //转换成Brush
  • 模糊匹配
   string template = "abcdefg";
   //这是待匹配的字符串

   string sourceA = "abc";
   List<string> sourceB = new List<string>()
   {
       "abcdegf",
       "cbdgafe"
   };
   //这是匹配源

   var similarity1 = sourceA.LevenshteinDistance(template)
   //返回最短编辑距离

   var similarity2 = sourceA.JaroWinklerDistance(template)
   //返回近似度

   var result3 = template.BestMatch(sourceB, 3);
   //编辑距离小于3且最小的结果

   var result4 = template.BestMatch(sourceB, 0.5);
   //近似度大于0.5且最大的结果
  • 文件夹生成操作
   string folderNameA = "FF1";
   string folderNameB = "FF2";
   string folderNameC = "FF3";
   //文件夹的名字

   var result1 = folderNameA.CreatFolder();
   //从.exe位置开始,创建名为"FF1"的文件夹

   var result2 = folderNameC.CreatFolder(folderNameA,folderNameB);
   //从.exe位置开始,创建名为"FF1/FF2/FF3"的文件夹
  • Xml 和 Json 序列化
   string folderName = "Data";
   //假设文件需要放在Data文件夹内

   string fileName1 = "firstPersondata";
   string fileName2 = "secondPersondata";
   //假设这是两份文件的文件名

   var target = new Person();
   //假设需要将一个Person实例序列化存储

   var result1 = fileName1.CreatXmlFile(folderName.CreatFolder(), target);
   var result2 = fileName2.CreatJsonFile(folderName.CreatFolder(), target);
   //分别存储为.xml和.json文件
  • Xml 和 Json 反序列化
   string folderName = "Data";

   string fileName1 = "firstPersondata";
   string fileName2 = "secondPersondata";

   string AbsPathA = Path.Combine(folderName.CreatFolder(), $"{fileName1}.xml");
   string AbsPathB = Path.Combine(folderName.CreatFolder(), $"{fileName2}.json");
   var dataA = File.ReadAllText(AbsPathA);
   var dataB = File.ReadAllText(AbsPathB);
   //拿到原始数据

   var result1 = dataA.XmlParse<Person>();
   var result2 = dataB.JsonParse<Person>();
   //反序列化
  • 正则操作
   string sourceA = "[1]wkhdkjhk[a][F3]https:awijdioj.mp3fwafw";
   string sourceB = "awdhttps://aiowdjoajfo.comawd&*(&d)*dhttps://tn.comdawd";
   //原始数据
   
   var resultA = sourceA.CaptureBetween("https:", ".mp3");
   //捕获所有包含在"https:"和".mp3"中间的字符串

   var resultB = sourceB.CaptureLike("https://", "com");
   //捕获所有符合先出现"https://"再出现"com"特征的字符串,特征可以是多个
  • 密码强度
   string password = "12345678";
   int Level = password.CheckPasswordStrength(MinLength=8);
   //返回0~4的整数代表密码强度


用户控件

  • ☆ Using

    • C#
      using MinimalisticWPF;
      
    • XAML
      xmlns:mn="clr-namespace:MinimalisticWPF;assembly=MinimalisticWPF"
      
    • 不使用Width/Height调整大小,而是带有Wise、Size字样的属性,最后通过Margin调整位置
    • 需要使用例如"#1e1e1e"的深色背景板,很多控件都是白边透明底的,浅色背景板效果不佳
  • ☆ MButton

    Effect

    Property

    • Click
    • WiseHeight
    • WiseWidth
    • Text
    • TextBrush
    • FontSizeRatio
    • EdgeBrush
    • EdgeThickness
    • HoverBrush
    • CornerRadius

  • ☆ MTopBar

    pAmMfv8.md.png pAmQnVH.md.png

    Property

    • WiseHeight
    • WiseWidth
    • Title
    • SizeRatio
    • EdgeBrush
    • EdgeThickness
    • HoverBrush
    • CornerRadius
    • Icon

  • ☆ MPasswordBox

    Effect Effect

    Property

    • WiseHeight
    • WiseWidth
    • FontSizeRatio
    • Password
    • Replace

  • ☆ MProgressBar

    Effect

    Property

    • Size
    • Value
    • Shape
    • Thickness
    • BottomBrush
    • FillBrush
    • TextBrush
    • FontSizeRatio
    • IsReverse
    • StartAngle
    • EndAngle

  • ☆ Notification

    pAKM40S.png pAKMhm8.png

    消息框调用示例

              if (Notification.Select("Are you sure you want to check the weather ?"))
              {
                  Notification.Message("Weather");
              }
    


Web服务

  • 高德

    • using
      using MinimalisticWPF.GaoDeServices;
      
    • 前往获取ApiKey https://console.amap.com/dev/key/app
          protected override void OnSourceInitialized(EventArgs e)
          {
              base.OnSourceInitialized(e);
      
              GaoDeAPISet.Awake(Key: "Your_Api_Key", IsUpdateIP: true);
              //[ IsUpdateIP ] 描述本次加载是否要重新读取IP信息
          }
      
    • IPService
      • 获取当前IP
        var ip = await IPService.GetIP();
        MessageBox.Show(ip.GetCombined());
        
      • 依据地区名称获取行政编码
        var adcode = await IPService.GetAdCode("都江堰");
        MessageBox.Show(adcode);
        
    • WeatherService
      • 依据当前IP获取天气
        var weathers = await WeatherService.GetWeathers();
        MessageBox.Show(weathers[0].GetCombined());
        
      • 依据地区名称获取天气
        var weathers = await WeatherService.GetWeathers("都江堰");
        MessageBox.Show(weathers[0].GetCombined());
        
      • weather[0] 代表今天的天气

Product Compatible and additional computed target framework versions.
.NET net6.0-windows7.0 is compatible.  net7.0-windows was computed.  net8.0-windows was computed.  net8.0-windows7.0 is compatible. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last updated
1.8.0 22 9/27/2024
1.5.6 60 9/24/2024