MinimalisticWPF 1.9.1

dotnet add package MinimalisticWPF --version 1.9.1                
NuGet\Install-Package MinimalisticWPF -Version 1.9.1                
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="1.9.1" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add MinimalisticWPF --version 1.9.1                
#r "nuget: MinimalisticWPF, 1.9.1"                
#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=1.9.1

// Install MinimalisticWPF as a Cake Tool
#tool nuget:?package=MinimalisticWPF&version=1.9.1                

MinimalisticWPF

Easier animation construction √
Support for conditional animation loading within the MVVM design pattern √
Aspect-oriented Programming simplification √
Dynamic theme support [ Beta… ]

Version

<details> <summary>V1.5.6 - [ Release ] - Basic animation implementation component</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.Transition()
                .SetProperty(x => x.RenderTransform, rotateTransform, translateTransform, scaleTransform)
                .SetParams((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>

<details> <summary>V1.8.9 - [ Release ] - Animation system optimization and aspect-oriented programming support</summary>

  • [ AOP ] Add a delegate parameter to get the return value of the previous method
proxy.SetMethod(nameof(pro.GetName),
              object? (args, last) => { MessageBox.Show($"before default method"); return "AOP before\n"; },
              object? (args, last) => { return $"{last}AOP Coverage \n"; },
              object? (args, last) => { MessageBox.Show($"results :\n{last}AOP after\n"); return null; });

</details>

<details> <summary>V1.9.0 - [ Beta ] - Try to support dynamic themes</summary>

Page1 is a control that requires a dynamic theme
  • Global theme effect
  • Render theme effects based on the Color property
public partial class Page1 : UserControl
    {
        public Page1()
        {
            InitializeComponent();

            this.RunWithGlobalTheme(); //Global theme effect
        }

        [WhenDark(typeof(Brush), nameof(Brushes.Tomato))]   //For dark themes, the value should be Tomato
        [WhenLight(typeof(Brush), nameof(Brushes.Yellow))]  //For light themes, this value should be Yellow
        public Brush Color
        {
            get => txt.Foreground;
            set => txt.Foreground = value;
        }
    }
Apply theme for Page1
(1)Global Apply
  • RunWithGlobalTheme method must be run to take effect globally
  • windowBack represents the background color of the main window
DynamicTheme.GlobalApply(typeof(WhenLight), windowBack: Brushes.White);
(2)Partial Apply
  • The first argument indicates the concrete type of the feature
  • The second argument is the delegate that will be used to construct the animation parameters.Otherwise, TransitionParams.Theme is called
  • Finally, you pass in a number of object instances that you want to switch to the given theme
var page1 = new Page1();
var page2 = new Page1();
DynamicTheme.PartialApply(typeof(WhenLight),null,page1,page2);
(3)Self Starting
  • The first argument indicates the concrete type of the feature
  • The second argument is the delegate that will be used to construct the animation parameters.Otherwise, TransitionParams.Theme is called
var page = new Page1();
page.ApplyTheme(typeof(WhenDark),null);
Declare a custom theme
  • Inheriting from Attribute
  • Implement IThemeAttribute
    • Requires an object property to represent the value of the property under the Theme
  • Once you've completed these steps, you've defined your own theme, which can be used in the same way as the default themes provided by the library
  • Example
    [AttributeUsage(AttributeTargets.Property)]
    public abstract class GlassTheme : Attribute, IThemeAttribute
    {
        public GlassTheme() { }

        public object? Target { get; set; }
    }
  • When dealing with colors, you can do something like this
        public WhenLight(Type type, params object?[] param)
        {
            if (type == typeof(Brush))
            {
                var value = param.FirstOrDefault()?.ToString()?.ToBrush();
                Target = value ?? Brushes.Transparent;
            }
            else
            {
                Target = Activator.CreateInstance(type, param);
            }
        }
  • In fact, the theme switch is mainly a gradient of Brush values, but the library also provides 7 supported data types, as long as the data types are supported by the animation module, the dynamic theme is also applicable

</details>

<details> <summary>V1.9.2 - [ Beta ] - Improvements</summary>

Ⅰ Dynamic Theme

  • Now [ IThemeAttribute ] requires you to implement an array representing the parameters needed to construct a new value
  • You no longer need to specify the type; you just need to pass in the arguments needed to construct the new value
  • [ WhenDark ] ⇒ [ Dark ]
  • [ WhenLight] ⇒ [ Light ]
        [Dark(nameof(Brushes.Tomato))]
        [Light("#1e1e1e")]
        public Brush Color
        {
            get => txt.Foreground;
            set => txt.Foreground = value;
        }

        [Dark(6)]
        [Light(16,1,2,0)]
        public CornerRadius CornerRadius
        {
            get => bor.CornerRadius;
            set => bor.CornerRadius = value;
        }

        [Dark(0.0)]
        [Light(1.0)]
        public double ThemeOpacity
        {
            get => Opacity;
            set => Opacity = value;
        }

        [Dark(1,1,1,1)]
        [Light(5)]
        public Thickness ThemeThickness
        {
            get => bor.BorderThickness;
            set => bor.BorderThickness = value;
        }

Ⅱ Flexible termination

  • Extension method
gd.StopTransition(IsStopSafe: true, IsStopUnSafe: false);
gd.StopTransition(true,false);
//The bool value indicates whether to terminate the Safe/UnSafe transition being performed by the object
  • Static methods
Transition.Dispose()            // All transitions
Transition.Stop(gd,gd2);        // Only transitions of the selected object
Transition.StopSafe(gd,gd2);    // Only Safe transitions
Transition.StopUnSafe(gd,gd2);  // Only UnSafe transitions

Ⅲ Navigate

  • The new version only requires that you attach the [ Navigable ] attribute to the control
    • You can pass an enumeration value to indicate whether singleton mode is enabled or not
    • By default, the singleton pattern is used
      [Navigable(ConstructionModes.Singleton)]
      public partial class Page2 : UserControl
      {
          public Page2()
          {
              InitializeComponent();
          }
      }
    
  • The container has been changed from [ MPageBox ] to [ MNavigateBox ]

Ⅳ StateMachine

  • The frequency of reflection operation in instantiation of StateMachine is reduced
  • When [ Statemachine.Create() ] is used, it first looks up if a StateMachine already exists in the object pool and then chooses to return an existing StateMachine or a new one
  • [ ReSet() ] adds an optional bool argument that indicates whether the Unsafe transition should be interrupted when the state machine is reset

</details>

Document

<details> <summary>V1.9.x - [ Writing ] - Testing phase, no documentation, specific information please check the history of version changes Version </summary>

</details>

<details> <summary>V1.8.x - [ Finished ]</summary>

Ⅰ API

1. State - Keep track of the property values of an object at a time

Method Param Return Meaning
FromObject object TempState Record all supported properties based on an object instance
FromType TempState Only attribute values can be recorded manually
SetName string TempState Give the State a name
SetProperty Expression , object TempState Logging attribute values
ToState State ☆ Completion record

2. StateVector - Describe the relation in which a condition corresponds to an animation

Method Param Return Meaning
Create StateVector
AddCondition Expression , State , Action<TransitionParams>? StateVector Describes a mapping that automatically loads an object to a specified State animation when a specified condition is met
Check T , StateMachine Check if any of the conditions are met, and if so, call the specified StateMachine instance to load the corresponding animation

3. Transition - Animation behavior

Transition
Method Param Return Meaning
CreateBoardFromObject object TransitionBoard Creating a drawing board
CreateBoardFromType TransitionBoard Creating a drawing board
TransitionBoard
Method Param Return Meaning
SetProperty Expression , object TransitionBoard Set the target property value
SetParams Action<TransitionParams> TransitionBoard Set animation detail parameters
ReflectAny object TransitionBoard Reflection specifies all attribute values of the target as the target
ReflectExcept object , params Expression<Func<T, string>>[] TransitionBoard Reflection specifies a partial attribute value of the target as the target

4. Any Class [Extension]

Method Overloading Meaning
Transition +0 Quick-start animation
IsSatisfy +4 Starts the animation with a conditional
BeginTransition +3 Start the animation with State or TransitionBoard
FindStateMachine +0 Finds whether the current object has a state machine instance

5.TransitionParams

Property type defualt Meaning
Start Action null
Update Action null
LateUpdate Action null
Completed Action null
StartAsync Func<Task> null
UpdateAsync Func<Task> null
LateUpdateAsync Func<Task> null
CompletedAsync Func<Task> null
FrameRate int 120 HZ
Duration double 0 s
IsAutoReverse bool false
LoopTime int 0
Acceleration double 0
IsUnSafe bool false Whether to enable the UnSafe animation
IsQueue bool false Whether to queue for execution
IsLast bool false Whether to clear the animation queue at the end of this animation
IsUnique bool true If an animation already exists that points to a State with the specified name, whether the animation should be added to the queue this time, i.e., whether the animation is unique

Ⅱ Example

1. Quickly load an animation
GD.Transition()
    .SetProperty(x => x.Opacity, 0.3)
    .SetProperty(x => x.Width, 200)
    .SetProperty(x => x.Height, 200)
    .SetParams((x) =>
    {
        x.Duration = 2;
    })
    .Start();
2. Start the animation based on the [State]
State _board = State.FromType<Grid>()
    .SetName("Animation1")
    .SetProperty(x => x.Opacity, 0.3)
    .SetProperty(x => x.Width, 200)
    .SetProperty(x => x.Height, 200)
    .ToState();

Action<TransitionParams> _params = (x) =>
{
    x.Duration = 2;
};

GD.BeginTransition(_board, _params);
3. Start the animation based on the TransitionBoard
TransitionBoard<Grid> _board = Transition.CreateBoardFromType<Grid>()
    .SetProperty(x => x.Opacity, 0.3)
    .SetProperty(x => x.Width, 200)
    .SetProperty(x => x.Height, 200)
    .SetParams((x) =>
    {
        x.Duration = 2;
    });

GD.BeginTransition(_board);
4. UnSafe
  • Predefined
static TransitionBoard<Grid> Safe = Transition.CreateBoardFromType<Grid>()
    .SetProperty(x => x.Width, 100)
    .SetProperty(x => x.Height, 100)
    .SetParams((x) =>
    {
        x.Duration = 1;
    });
TransitionBoard<Grid> UnSafe_1 = Transition.CreateBoardFromType<Grid>()
    .SetProperty(x => x.Opacity, 1)
    .SetParams((x) =>
    {
        x.IsUnSafe = true;
        x.Duration = 1;
    });
TransitionBoard<Grid> UnSafe_2 = Transition.CreateBoardFromType<Grid>()
    .SetProperty(x => x.Opacity, 1)
    .SetParams((x) =>
    {
        x.IsUnSafe = true;
        x.Duration = 1;
    });
  • Splicing
if (GD1.Width > 1)
{
    UnSafe_1.SetProperty(x => x.Opacity, 0.8);
}

if (GD2.Height > 1)
{
    UnSafe_2.SetProperty(x => x.Opacity, 0.3);
}

GD1.BeginTransition(UnSafe_1);
GD2.BeginTransition(UnSafe_2);

GD1.BeginTransition(Safe);
GD2.BeginTransition(Safe);
  • UnSafe must be executed before Safe
5. LifeCycle
Action<TransitionParams> _params = (x) =>
{
    x.Duration = 2;

    x.Start = () =>
    {

    };
    x.Update = () =>
    {

    };
    x.LateUpdate = () =>
    {

    };
    x.Completed = () =>
    {

    };

    x.StartAsync = () =>
    {

    };
    x.UpdateAsync = () =>
    {

    };
    x.LateUpdateAsync = () =>
    {

    };
    x.CompletedAsync = () =>
    {

    };
};
6. Good practice in MVVM design pattern
  • DataContext
<UserControl.DataContext>
    <local:MPasswordBoxViewModel x:Name="ViewModel"
                                 CornerRadius="10"
                                 FontSizeConvertRate="0.7"
                                 TextBrush="White"/>
</UserControl.DataContext>
  • ViewModel
/// <summary>
/// DataContext as password box
/// </summary>
public class MPasswordBoxViewModel : ViewModelBase<MPasswordBoxViewModel, MPasswordBoxModel>
{
    public MPasswordBoxViewModel() { }

    //Default color
    public static State Default = State.FromType<MPasswordBoxViewModel>()
        .SetName("default")
        .SetProperty(x => x.PasswordStrengthColor, Brushes.White)
        .ToState();

    //There are four levels of password strength, corresponding to four different colors
    public static State Level1 = State.FromType<MPasswordBoxViewModel>()
        .SetName("L1")
        .SetProperty(x => x.PasswordStrengthColor, Brushes.Tomato)
        .ToState();
    public static State Level2 = State.FromType<MPasswordBoxViewModel>()
        .SetName("L2")
        .SetProperty(x => x.PasswordStrengthColor, Brushes.Yellow)
        .ToState();
    public static State Level3 = State.FromType<MPasswordBoxViewModel>()
        .SetName("L3")
        .SetProperty(x => x.PasswordStrengthColor, Brushes.Cyan)
        .ToState();
    public static State Level4 = State.FromType<MPasswordBoxViewModel>()
        .SetName("L4")
        .SetProperty(x => x.PasswordStrengthColor, Brushes.Lime)
        .ToState();

    //Switches to the specified State when the specified password strength is reached
    public StateVector<MPasswordBoxViewModel> Condition { get; set; } = StateVector<MPasswordBoxViewModel>.Create()
        .AddCondition(x => x.TruePassword.CheckPasswordStrength(8) == 0, Default, (x) => { x.Duration = 0.3; })
        .AddCondition(x => x.TruePassword.CheckPasswordStrength(8) == 1, Level1, (x) => { x.Duration = 0.3; })
        .AddCondition(x => x.TruePassword.CheckPasswordStrength(8) == 2, Level2, (x) => { x.Duration = 0.3; })
        .AddCondition(x => x.TruePassword.CheckPasswordStrength(8) == 3, Level3, (x) => { x.Duration = 0.3; })
        .AddCondition(x => x.TruePassword.CheckPasswordStrength(8) == 4, Level4, (x) => { x.Duration = 0.3; });

    //Real password
    public string TruePassword
    {
        get => Model.TruePassword;
        set
        {
            Model.TruePassword = value;
            string result = string.Empty;
            for (int i = 0; i < value.Length; i++)
            {
                result += ReplacingCharacters;
            }
            UIPassword = result;
            OnPropertyChanged(nameof(TruePassword));

            OnConditionsChecked();
            // Methods specified by the IConditionalTransition interface
            // StateViewModelBase is the smallest unit that implements the MVVM and connects to the state machine. It implements the INotifyPropertyChanged and IConditionalTransition interfaces
            // This will animate the password strength when it changes
        }
    }

    /// <summary>
    /// Passwords that are visible to the user
    /// </summary>
    public string UIPassword
    {
        get => Model.UIPassword;
        set
        {
            Model.UIPassword = value;
            OnPropertyChanged(nameof(UIPassword));
        }
    }

    /// <summary>
    /// The character used to replace the real password
    /// </summary>
    public string ReplacingCharacters
    {
        get => Model.ReplacingCharacters;
        set
        {
            Model.ReplacingCharacters = value;
            string result = string.Empty;
            for (int i = 0; i < TruePassword.Length; i++)
            {
                result += ReplacingCharacters;
            }
            UIPassword = result;
            OnPropertyChanged(nameof(ReplacingCharacters));
        }
    }

    /// <summary>
    /// Border color corresponding to password strength
    /// </summary>
    public Brush PasswordStrengthColor
    {
        get => Model.PasswordStrengthColor;
        set
        {
            Model.PasswordStrengthColor = value;
            OnPropertyChanged(nameof(PasswordStrengthColor));
        }
    }
}
  • Code-Behind
public MPasswordBox()
{
    InitializeComponent();
    this.StateMachineLoading(ViewModel);
}
7.AOP
  • For types that need proxies, we need to create an interface first
public interface IPropertyProxy : IProxy
{
    string Name { get; set; }
    string GetName();
}
public class TObj : IPropertyProxy
{
    public TObj() { }

    public string Name { get; set; } = "defaultValue";

    public string GetName()
    {
        return "defaultResult";
    }
}
  • Create the proxy object [ proxy ]
    • Intercepting a specified method
    • Add custom logic before and after method execution
    • Override the default implementation of the method
TObj obj = new TObj();
IPropertyProxy proxy = obj.CreateProxy<IPropertyProxy>();
proxy.SetMethod(nameof(pro.GetName),
              object? (args, last) => { MessageBox.Show($"before default method"); return "AOP before\n"; },
              object? (args, last) => { return $"{last}AOP Coverage \n"; },
              object? (args, last) => { MessageBox.Show($"results :\n{last}AOP after\n"); return null; });
  • Tips
    • Passing null indicates no appending or overwriting
    • [ args ] Represents the params received when the method is called
    • [ last ] Represents the return value of the previous step

</details>

<details> <summary>V1.5.x - [ Finished ]</summary>

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.Transition()
                .SetProperty(x => x.RenderTransform, rotateTransform, translateTransform, scaleTransform)
                .SetProperty(x => x.Opacity, 0.2)
                .SetProperty(x => x.CornerRadius,new CornerRadius(15))
                .SetParams((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.Transition()
             .SetProperty(x => x.Class1, T2)
             .SetParams((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();
      

TransitionParams

  • 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 Transition()
Set((x)=>
{
    x.Duration = 0.1;
    x.IsLast = true;
    x.Update = () =>
    {
        Notification.Message("Before the start of a frame");
    };
})

State & StateVector & IConditionalTransition

  • State describes the value of an object's property at a moment in time
  • StateVector describes which transitions are created under which conditions
  • IConditionalTransition 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

</details>

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
1.9.1 69 11/11/2024
1.9.0 66 11/6/2024
1.8.9 82 11/3/2024
1.5.6 128 9/24/2024 1.5.6 is deprecated because it is no longer maintained.