CompositionObject 類別
定義
重要
部分資訊涉及發行前產品,在發行之前可能會有大幅修改。 Microsoft 對此處提供的資訊,不做任何明確或隱含的瑕疵擔保。
[WebHostHidden]
public ref class CompositionObject : IClosable
public ref class CompositionObject : IClosable
public ref class CompositionObject : IClosable, IAnimationObject
/// [Windows.Foundation.Metadata.ContractVersion(Windows.Foundation.UniversalApiContract, 65536)]
/// [Windows.Foundation.Metadata.MarshalingBehavior(Windows.Foundation.Metadata.MarshalingType.Agile)]
/// [Windows.Foundation.Metadata.Threading(Windows.Foundation.Metadata.ThreadingModel.Both)]
[WebHostHidden]
class CompositionObject : IClosable
/// [Windows.Foundation.Metadata.MarshalingBehavior(Windows.Foundation.Metadata.MarshalingType.Agile)]
/// [Windows.Foundation.Metadata.Threading(Windows.Foundation.Metadata.ThreadingModel.Both)]
/// [Windows.Foundation.Metadata.ContractVersion(Windows.Foundation.UniversalApiContract, 131072)]
class CompositionObject : IClosable
/// [Windows.Foundation.Metadata.MarshalingBehavior(Windows.Foundation.Metadata.MarshalingType.Agile)]
/// [Windows.Foundation.Metadata.Threading(Windows.Foundation.Metadata.ThreadingModel.Both)]
/// [Windows.Foundation.Metadata.ContractVersion(Windows.Foundation.UniversalApiContract, 131072)]
class CompositionObject : IClosable, IAnimationObject
[Windows.Foundation.Metadata.ContractVersion(typeof(Windows.Foundation.UniversalApiContract), 65536)]
[Windows.Foundation.Metadata.MarshalingBehavior(Windows.Foundation.Metadata.MarshalingType.Agile)]
[Windows.Foundation.Metadata.Threading(Windows.Foundation.Metadata.ThreadingModel.Both)]
public class CompositionObject : System.IDisposable
[Windows.Foundation.Metadata.MarshalingBehavior(Windows.Foundation.Metadata.MarshalingType.Agile)]
[Windows.Foundation.Metadata.Threading(Windows.Foundation.Metadata.ThreadingModel.Both)]
[Windows.Foundation.Metadata.ContractVersion(typeof(Windows.Foundation.UniversalApiContract), 131072)]
public class CompositionObject : System.IDisposable
[Windows.Foundation.Metadata.MarshalingBehavior(Windows.Foundation.Metadata.MarshalingType.Agile)]
[Windows.Foundation.Metadata.Threading(Windows.Foundation.Metadata.ThreadingModel.Both)]
[Windows.Foundation.Metadata.ContractVersion(typeof(Windows.Foundation.UniversalApiContract), 131072)]
public class CompositionObject : System.IDisposable, IAnimationObject
Public Class CompositionObject
Implements IDisposable
Public Class CompositionObject
Implements IAnimationObject, IDisposable
- 繼承
- 衍生
- 屬性
- 實作
Windows 需求
裝置系列 |
Windows 10 (已於 10.0.10240.0 引進)
|
API contract |
Windows.Foundation.UniversalApiContract (已於 v1.0 引進)
|
範例
此範例示範如何使用組合 API 來建立獨立應用程式,而不需使用 XAML、WWA 或 DirectX。 此範例會初始化新的 Compositor,然後使用兩個 SpriteVisual 物件建立場景圖形。
using System;
using System.Numerics;
using Windows.ApplicationModel.Core;
using Windows.UI;
using Windows.UI.Composition;
using Windows.UI.Core;
namespace HelloCompositionCs
{
public sealed class HelloComposition : IFrameworkView
{
//------------------------------------------------------------------------------
//
// HelloComposition.Initialize
//
// This method is called during startup to associate the IFrameworkView with the
// CoreApplicationView.
//
//------------------------------------------------------------------------------
void IFrameworkView.Initialize(CoreApplicationView view)
{
_view = view;
}
//------------------------------------------------------------------------------
//
// HelloComposition.SetWindow
//
// This method is called when the CoreApplication has created a new CoreWindow,
// allowing the application to configure the window and start producing content
// to display.
//
//------------------------------------------------------------------------------
void IFrameworkView.SetWindow(CoreWindow window)
{
_window = window;
InitNewComposition();
}
//------------------------------------------------------------------------------
//
// HelloComposition.Load
//
// This method is called when a specific page is being loaded in the
// application. It is not used for this application.
//
//------------------------------------------------------------------------------
void IFrameworkView.Load(string unused)
{
}
//------------------------------------------------------------------------------
//
// HelloComposition.Run
//
// This method is called by CoreApplication.Run to actually run the
// dispatcher's message pump.
//
//------------------------------------------------------------------------------
void IFrameworkView.Run()
{
_window.Activate();
_window.Dispatcher.ProcessEvents(CoreProcessEventsOption.ProcessUntilQuit);
}
//------------------------------------------------------------------------------
//
// HelloComposition.Uninitialize
//
// This method is called during shutdown to disconnect the CoreApplicationView,
// and CoreWindow from the IFrameworkView.
//
//------------------------------------------------------------------------------
void IFrameworkView.Uninitialize()
{
_window = null;
_view = null;
}
//------------------------------------------------------------------------------
//
// HelloComposition.InitNewComposition
//
// This method is called by SetWindow, where we initialize Composition after
// the CoreWindow has been created.
//
//------------------------------------------------------------------------------
void InitNewComposition()
{
//
// Set up Windows.UI.Composition Compositor, root ContainerVisual, and associate with
// the CoreWindow.
//
_compositor = new Compositor();
_root = _compositor.CreateContainerVisual();
_view.CompositionRootVisual = _root;
//
// Create a simple scene.
//
var child1 = _compositor.CreateSpriteVisual();
child1.Offset = new Vector2(50.0f, 50.0f);
child1.Size = new Vector2(200, 200);
child1.Brush = _compositor.CreateColorBrush(Color.FromArgb(0xFF, 0x00, 0xCC, 0x00));
_root.Children.InsertAtTop(child1);
var child2 = _compositor.CreateSpriteVisual();
child2.Offset = new Vector2(50.0f, 50.0f);
child2.Size = new Vector2(200, 200);
child2.Brush = _compositor.CreateColorBrush(Color.FromArgb(0xFF, 0x00, 0x00, 0xCC));
child1.Children.InsertAtTop(child2);
}
// CoreWindow / CoreApplicationView
private CoreWindow _window;
private CoreApplicationView _view;
// Windows.UI.Composition
private Compositor _compositor;
private ContainerVisual _root;
}
public sealed class HelloCompositionFactory : IFrameworkViewSource
{
//------------------------------------------------------------------------------
//
// HelloCompositionFactory.CreateView
//
// This method is called by CoreApplication to provide a new IFrameworkView for
// a CoreWindow that is being created.
//
//------------------------------------------------------------------------------
IFrameworkView IFrameworkViewSource.CreateView()
{
return new HelloComposition();
}
//------------------------------------------------------------------------------
//
// main
//
//------------------------------------------------------------------------------
static int Main(string[] args)
{
CoreApplication.Run(new HelloCompositionFactory());
return 0;
}
}
} // namespace HelloCompositionCs
此範例示範如何建構和逐步解說視覺效果的簡單樹狀結構,以在不使用 XAML、WWA 或 DirectX 的情況下變更不透明度。 此範例是以先前的範例為基礎,示範如何建立、新增和變更子視覺效果。
在此案例中,會建置視覺效果的視覺化樹狀結構階層。 建立 Compositor 之後,它會用來建立可接著管理的物件。
// Copyright (c) Microsoft Corporation. All rights reserved.
using System;
using System.Numerics;
using Windows.ApplicationModel.Core;
using Windows.Foundation;
using Windows.UI;
using Windows.UI.Composition;
using Windows.UI.Core;
namespace VisualTreeCs
{
public sealed class VisualTree : IFrameworkView
{
//------------------------------------------------------------------------------
//
// VisualTree.Initialize
//
// This method is called during startup to associate the IFrameworkView with the
// CoreApplicationView.
//
//------------------------------------------------------------------------------
void IFrameworkView.Initialize(CoreApplicationView view)
{
_view = view;
_random = new Random();
}
//------------------------------------------------------------------------------
//
// VisualTree.SetWindow
//
// This method is called when the CoreApplication has created a new CoreWindow,
// allowing the application to configure the window and start producing content
// to display.
//
//------------------------------------------------------------------------------
void IFrameworkView.SetWindow(CoreWindow window)
{
_window = window;
InitNewComposition();
_window.PointerPressed += OnPointerPressed;
_window.PointerMoved += OnPointerMoved;
_window.PointerReleased += OnPointerReleased;
}
//------------------------------------------------------------------------------
//
// VisualTree.OnPointerPressed
//
// This method is called when the user touches the screen, taps it with a stylus
// or clicks the mouse.
//
//------------------------------------------------------------------------------
void OnPointerPressed(CoreWindow window, PointerEventArgs args)
{
Point position = args.CurrentPoint.Position;
//
// Walk our list of visuals to determine who, if anybody, was selected
//
foreach (var child in _root.Children)
{
//
// Did we hit this child?
//
Vector2 offset = child.Offset;
Vector2 size = child.Size;
if ((position.X >= offset.X) &&
(position.X < offset.X + size.X) &&
(position.Y >= offset.Y) &&
(position.Y < offset.Y + size.Y))
{
//
// This child was hit. Since the children are stored back to front,
// the last one hit is the front-most one so it wins
//
_currentVisual = child;
_offsetBias = new Vector2((float)(offset.X - position.X),
(float)(offset.Y - position.Y));
}
}
//
// If a visual was hit, bring it to the front of the Z order
//
if (_currentVisual != null)
{
ContainerVisual parent = _currentVisual.Parent as ContainerVisual;
parent.Children.Remove(_currentVisual);
parent.Children.InsertAtTop(_currentVisual);
}
}
//------------------------------------------------------------------------------
//
// VisualTree.OnPointerMoved
//
// This method is called when the user moves their finger, stylus or mouse with
// a button pressed over the screen.
//
//------------------------------------------------------------------------------
void OnPointerMoved(CoreWindow window, PointerEventArgs args)
{
//
// If a visual is selected, drag it with the pointer position and
// make it opaque while we drag it
//
if (_currentVisual != null)
{
Point position = args.CurrentPoint.Position;
_currentVisual.Opacity = 1.0f;
_currentVisual.Offset = new Vector2((float)(position.X + _offsetBias.X),
(float)(position.Y + _offsetBias.Y));
}
}
//------------------------------------------------------------------------------
//
// VisualTree.OnPointerReleased
//
// This method is called when the user lifts their finger or stylus from the
// screen, or lifts the mouse button.
//
//------------------------------------------------------------------------------
void OnPointerReleased(CoreWindow window, PointerEventArgs args)
{
//
// If a visual was selected, make it transparent again when it is
// released
//
if (_currentVisual != null)
{
_currentVisual.Opacity = 0.8f;
_currentVisual = null;
}
}
//------------------------------------------------------------------------------
//
// VisualTree.Load
//
// This method is called when a specific page is being loaded in the
// application. It is not used for this application.
//
//------------------------------------------------------------------------------
void IFrameworkView.Load(string unused)
{
}
//------------------------------------------------------------------------------
//
// VisualTree.Run
//
// This method is called by CoreApplication.Run to actually run the
// dispatcher's message pump.
//
//------------------------------------------------------------------------------
void IFrameworkView.Run()
{
_window.Activate();
_window.Dispatcher.ProcessEvents(CoreProcessEventsOption.ProcessUntilQuit);
}
//------------------------------------------------------------------------------
//
// VisualTree.Uninitialize
//
// This method is called during shutdown to disconnect the CoreApplicationView,
// and CoreWindow from the IFrameworkView.
//
//------------------------------------------------------------------------------
void IFrameworkView.Uninitialize()
{
_window = null;
_view = null;
}
//------------------------------------------------------------------------------
//
// VisualTree.InitNewComposition
//
// This method is called by SetWindow, where we initialize Composition after
// the CoreWindow has been created.
//
//------------------------------------------------------------------------------
void InitNewComposition()
{
//
// Set up Windows.UI.Composition Compositor, root ContainerVisual, and associate with
// the CoreWindow.
//
_compositor = new Compositor();
_root = _compositor.CreateContainerVisual();
_view.CompositionRootVisual = _root;
//
// Create a few visuals for our window
//
for (int index = 0; index < 20; index++)
{
_root.Children.InsertAtTop(CreateChildElement());
}
}
//------------------------------------------------------------------------------
//
// VisualTree.CreateChildElement
//
// Creates a small sub-tree to represent a visible element in our application.
//
//------------------------------------------------------------------------------
Visual CreateChildElement()
{
//
// Each element consists of two visuals, which produce the appearance
// of a framed rectangle
//
var visual = _compositor.CreateSpriteVisual();
//
// Position this visual randomly within our window
//
visual.Offset = new Vector2((float)(_random.NextDouble() * 400), (float)(_random.NextDouble() * 400));
//
// The outer rectangle is always white
//
visual.Brush = _compositor.CreateColorBrush( Color.FromArgb(0xFF, 0xFF, 0xFF, 0xFF) );
visual.Size = new Vector2(100.0f, 100.0f);
//
// The inner rectangle is inset from the outer by three pixels all around
//
var child = _compositor.CreateSpriteVisual();
visual.Children.InsertAtTop(child);
child.Offset = new Vector2(3.0f, 3.0f);
child.Size = new Vector2(94.0f, 94.0f);
//
// Pick a random color for every rectangle
//
byte red = (byte)(0xFF * (0.2f + (_random.NextDouble() / 0.8f)));
byte green = (byte)(0xFF * (0.2f + (_random.NextDouble() / 0.8f)));
byte blue = (byte)(0xFF * (0.2f + (_random.NextDouble() / 0.8f)));
child.Brush = _compositor.CreateColorBrush( Color.FromArgb(0xFF, red, green, blue) );
//
// Make the subtree root visual partially transparent. This will cause each visual in the subtree
// to render partially transparent, since a visual's opacity is multiplied with its parent's
// opacity
//
visual.Opacity = 0.8f;
return visual;
}
// CoreWindow / CoreApplicationView
private CoreWindow _window;
private CoreApplicationView _view;
// Windows.UI.Composition
private Compositor _compositor;
private ContainerVisual _root;
private Visual _currentVisual;
private Vector2 _offsetBias;
// Helpers
private Random _random;
}
public sealed class VisualTreeFactory : IFrameworkViewSource
{
//------------------------------------------------------------------------------
//
// VisualTreeFactory.CreateView
//
// This method is called by CoreApplication to provide a new IFrameworkView for
// a CoreWindow that is being created.
//
//------------------------------------------------------------------------------
IFrameworkView IFrameworkViewSource.CreateView()
{
return new VisualTree();
}
//------------------------------------------------------------------------------
//
// main
//
//------------------------------------------------------------------------------
static int Main(string[] args)
{
CoreApplication.Run(new VisualTreeFactory());
return 0;
}
}
} // namespace VisualTreeCs
備註
物件是使用 Compositor 物件建立的。 組合物件只能是容器,也可以保存內容。 API 藉由為存在於階層中的特定工作 提供一組明確的 Visual 物件,讓使用更為便利:
Visual – 基底物件,大多數的屬性都在這裡,並且會被其他視覺物件繼承。
ContainerVisual – 衍生自 Visual,並且會新增建立子系的能力。
SpriteVisual – 衍生自 ContainerVisual,並以影像、效果和交換鏈的形式包含內容。
Compositor – 管理應用程式與系統撰寫器進程之間的關聯性。 動畫會更新任何可動畫撰寫物件的屬性 (,例如 Visual) 。 動畫有兩種類型:
KeyFrameAnimation:具有兩個或多個主要畫面格的時間型動畫。 這些畫面是標記,可讓開發人員定義動畫值在指定的時間應該是什麼。 動畫也可以藉由指定動畫插補 (如何混合) 主要畫面格之間的值,來微調動畫。 KeyFrameAnimation 有許多子類別,每個子類別都支援不同類型的主要畫面格值。
ExpressionAnimation:使用數學運算式來指定動畫值應如何計算每個畫面格的動畫。 運算式可以從組合物件參考屬性。 ExpressionAnimation不是以時間為基礎的,而且會視需要) 處理每個畫面格 (。
基本視覺效果
基本視覺效果 (,例如 SpriteVisual) 描述螢幕上的視覺內容,以及將套用至該內容的轉譯選項。
效果
效果可以附加至視覺化樹狀結構,以便對來源內容造成動態圖元變更,例如影像或視覺效果樹狀結構。
效果可以是簡單的作業,例如還原飽和、更複雜的作業,例如模糊,或非常複雜的 A B 混合作業,例如交叉淡出。
如需建立和使用效果的其他資訊,請參閱 CompositionEffectBrush 的備註一節。
版本歷程記錄
Windows 版本 | SDK 版本 | 已新增值 |
---|---|---|
1607 | 14393 | 註解 |
1607 | 14393 | ImplicitAnimations |
1607 | 14393 | StartAnimationGroup |
1607 | 14393 | StopAnimationGroup |
1709 | 16299 | DispatcherQueue |
1803 | 17134 | TryGetAnimationController |
1809 | 17763 | PopulatePropertyInfo |
1809 | 17763 | StartAnimationGroupWithIAnimationObject |
1809 | 17763 | StartAnimationWithIAnimationObject |
屬性
Comment |
要與 CompositionObject 建立關聯的字串。 |
Compositor |
用來建立這個CompositionObject的Compositor。 |
Dispatcher |
CompositionObject的發送器。 |
DispatcherQueue |
取得 CompostionObject 的 DispatcherQueue 。 |
ImplicitAnimations |
附加至這個物件的隱含動畫集合。 |
Properties |
與 CompositionObject相關聯的屬性集合。 |
方法
Close() |
關閉 CompositionObject 並釋放系統資源。 |
ConnectAnimation(String, CompositionAnimation) |
連接和動畫。 |
DisconnectAnimation(String) |
中斷動畫的連接。 |
Dispose() |
執行與釋放 (Free)、釋放 (Release) 或重設 Unmanaged 資源相關聯之應用程式定義的工作。 |
PopulatePropertyInfo(String, AnimationPropertyInfo) |
定義可以產生動畫效果的屬性。 |
StartAnimation(String, CompositionAnimation, AnimationController) |
使用物件的指定屬性連接動畫,並啟動動畫。 |
StartAnimation(String, CompositionAnimation) |
使用物件的指定屬性連接動畫,並啟動動畫。 |
StartAnimationGroup(ICompositionAnimationBase) |
啟動動畫群組。 CompositionObject上的 StartAnimationGroup 方法可讓您啟動CompositionAnimationGroup。 群組中的所有動畫都會在 物件上同時啟動。 |
StartAnimationGroupWithIAnimationObject(IAnimationObject, ICompositionAnimationBase) |
在指定的目標上啟動動畫群組。 |
StartAnimationWithIAnimationObject(IAnimationObject, String, CompositionAnimation) |
使用目標物件的指定屬性連接動畫,並啟動動畫。 |
StopAnimation(String) |
中斷與指定屬性的動畫連線,並停止動畫。 |
StopAnimationGroup(ICompositionAnimationBase) |
停止動畫群組。 |
TryGetAnimationController(String) |
傳回在指定屬性上執行的動畫的 AnimationController。 |