ManipulationCompletedRoutedEventArgs 类

定义

提供 ManipulationCompleted 事件的数据。

public ref class ManipulationCompletedRoutedEventArgs sealed : RoutedEventArgs
/// [Windows.Foundation.Metadata.Activatable(65536, "Microsoft.UI.Xaml.WinUIContract")]
/// [Windows.Foundation.Metadata.ContractVersion(Microsoft.UI.Xaml.WinUIContract, 65536)]
/// [Windows.Foundation.Metadata.MarshalingBehavior(Windows.Foundation.Metadata.MarshalingType.Agile)]
/// [Windows.Foundation.Metadata.Threading(Windows.Foundation.Metadata.ThreadingModel.Both)]
class ManipulationCompletedRoutedEventArgs final : RoutedEventArgs
[Windows.Foundation.Metadata.Activatable(65536, "Microsoft.UI.Xaml.WinUIContract")]
[Windows.Foundation.Metadata.ContractVersion(typeof(Microsoft.UI.Xaml.WinUIContract), 65536)]
[Windows.Foundation.Metadata.MarshalingBehavior(Windows.Foundation.Metadata.MarshalingType.Agile)]
[Windows.Foundation.Metadata.Threading(Windows.Foundation.Metadata.ThreadingModel.Both)]
public sealed class ManipulationCompletedRoutedEventArgs : RoutedEventArgs
Public NotInheritable Class ManipulationCompletedRoutedEventArgs
Inherits RoutedEventArgs
继承
Object Platform::Object IInspectable RoutedEventArgs ManipulationCompletedRoutedEventArgs
属性

示例

下面的代码示例演示 输入示例中的方案 4。 此代码显示了一些使用 ManipulationStarting、ManipulationStartedManipulationDeltaManipulationInertiaStartingManipulationCompleted 事件的直接操作的使用模式。

private TransformGroup _transformGroup;
private MatrixTransform _previousTransform;
private CompositeTransform _compositeTransform;
private bool forceManipulationsToEnd;

public Scenario4()
{
    this.InitializeComponent();
    forceManipulationsToEnd = false;
    ManipulateMe.ManipulationStarting += 
        new ManipulationStartingEventHandler(
            ManipulateMe_ManipulationStarting);
    ManipulateMe.ManipulationStarted += 
        new ManipulationStartedEventHandler(
            ManipulateMe_ManipulationStarted);
    ManipulateMe.ManipulationDelta += 
        new ManipulationDeltaEventHandler(
            ManipulateMe_ManipulationDelta);
    ManipulateMe.ManipulationCompleted += 
        new ManipulationCompletedEventHandler(
            ManipulateMe_ManipulationCompleted);
    ManipulateMe.ManipulationInertiaStarting += 
        new ManipulationInertiaStartingEventHandler(
            ManipulateMe_ManipulationInertiaStarting);
    InitManipulationTransforms();
}

private void InitManipulationTransforms()
{
    _transformGroup = new TransformGroup();
    _compositeTransform = new CompositeTransform();
    _previousTransform = new MatrixTransform() { 
        Matrix = Matrix.Identity };

    _transformGroup.Children.Add(_previousTransform);
    _transformGroup.Children.Add(_compositeTransform);

    ManipulateMe.RenderTransform = _transformGroup;
}

private void ManipulateMe_ManipulationStarting(object sender, 
    ManipulationStartingRoutedEventArgs e)
{
    forceManipulationsToEnd = false;
    e.Handled = true;
}

private void ManipulateMe_ManipulationStarted(
    object sender, ManipulationStartedRoutedEventArgs e)
{
    e.Handled = true;
}

private void ManipulateMe_ManipulationInertiaStarting(
    object sender, ManipulationInertiaStartingRoutedEventArgs e)
{
    e.Handled = true;
}

private void ManipulateMe_ManipulationDelta(
    object sender, ManipulationDeltaRoutedEventArgs e)
{
    if (forceManipulationsToEnd)
    {
        e.Complete();
        return;
    }

    _previousTransform.Matrix = _transformGroup.Value;

    Point center = _previousTransform.TransformPoint(
        new Point(e.Position.X, e.Position.Y));
    _compositeTransform.CenterX = center.X;
    _compositeTransform.CenterY = center.Y;

    _compositeTransform.Rotation = (e.Delta.Rotation * 180) / Math.PI;
    _compositeTransform.ScaleX = 
        _compositeTransform.ScaleY = e.Delta.Scale;
    _compositeTransform.TranslateX = e.Delta.Translation.X;
    _compositeTransform.TranslateY = e.Delta.Translation.Y;

    e.Handled = true;
}

private void ManipulateMe_ManipulationCompleted(object sender, 
    ManipulationCompletedRoutedEventArgs e)
{
    e.Handled = true;
}

private void Scenario4Reset(object sender, RoutedEventArgs e)
{
    Scenario4Reset();
}

void Scenario4Reset()
{
    forceManipulationsToEnd = true;
    ManipulateMe.RenderTransform = null;
    InitManipulationTransforms();
}

构造函数

ManipulationCompletedRoutedEventArgs()

初始化 ManipulationCompletedRoutedEventArgs 类的新实例。

属性

Container

获取被视为操作容器的 UIElement

Cumulative

获取自操作开始以来的总体更改。

Handled

获取或设置一个值,该值将路由事件标记为已处理。 将 设置为 true 可防止事件路由中的大多数处理程序再次处理同一事件。

IsInertial

获取 ManipulationCompleted 事件是否在惯性期间发生。

OriginalSource

获取对引发事件的 对象的引用。 这通常是控件的模板部分,而不是在应用 UI 中声明的元素。

(继承自 RoutedEventArgs)
PointerDeviceType

获取操作中涉及的指针设备的 PointerDeviceType

Position

获取完成位置处触摸输入的 x 和 y 屏幕坐标。

Velocities

获取用于操作的速度。

适用于

另请参阅

  • <xref:Microsoft.UI.Xaml.RoutedEventArgs%0andows.ui.xaml%2froutedeventargs.md)>