WP7应用开发笔记(4) 圆形滑动控件实现

控件功能分析

圆形控件 能识别顺时针、逆时针滑动的手势,并能识别滑动速度。

 

系统提供的相关事件

OnManipulationStarted 滑动开始 手按下
OnManipulationDelta 滑动中 手按住并移动
OnManipulationCompleted 滑动完成 手放开

这3个事件是实现滑动的必要事件,因为EventArgs提供了手的XY坐标已经移动速度,

不过遗憾要识别顺时针需要自己实现。

 

识别顺时针滑动

识别了顺时针,反之就能识别逆时针,但如何识别顺时针滑动呢,

其实这个问题困扰了我不少时间,首先看看默认的坐标轴结构图:

用红色刷子表示手势,貌似没有找到突破口,光从X和Y的变化没有什么参考的地方。

 

必须要换一下思路,将坐标轴移动到圆心,方向不变(Y向下和数学的有点区别)

同样用红色刷子表示手势,光从X和Y的变化貌似也没有什么参考的地方,但是在不同区间却又一定的规律。

我们来看看顺时针滑动的X和Y的变化规律

区间1 X 增大 Y 减少
区间2 X 增大 Y 增大
区间3 X 减少 Y 减少
区间4 X 减少 Y 增大

恩,这样就基本可以识别方向了,但是写起来有点麻烦,有没有更好的方法呢。

这时我丢了N年的几何突然捡回了,我一直纠结X和Y,不是还有角度这个概念么,

一直坐冷板凳的Math出场了里面有个Atan函数可以求出反三角函数。

角度公式如下:var angle = Math.Atan(x / y) * 180.0 / Math.PI;

接下来通过区间就可以确定角度的方向,这些大问题解决了。突然感慨数学的重要。

当然还有一些细节问题可以参考代码的实现

 

控件代码实现

XAML:

View Code
<UserControl
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x
="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d
="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc
="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:local
="clr-namespace:VirtualKeyboard.Controls"
mc:Ignorable
="d"
x:Class
="VirtualKeyboard.Controls.LoopControl"
d:DesignWidth
="340" d:DesignHeight="340">

<Canvas>
<Ellipse x:Name="bigEllipse" Height="340" Width="340" Canvas.Left="0" Canvas.Top="0" StrokeThickness="4" Stroke="White" Fill="#FF7A7A7A" />
<local:RoundButton x:Name="centerButton" Height="150" Width="150" Canvas.Left="95" Canvas.Top="95" ImageSource="/VirtualKeyboard.Controls;component/Icons/word.ok.png" Background="#FF1D1D1D"/>
</Canvas>
</UserControl>

 为了方便中间加入了一个圆形的OK按钮,这个按钮的实现将在后面的篇幅中实现,如果有兴趣练习可以直接去掉local:RoundButton

C#

View Code
    public partial class LoopControl
{
#region Const
const double BigRadius = 200.0;
const double SmailRadius = 70.0;
private readonly TimeSpan deltaSpan = new TimeSpan(0, 0, 0, 0, 200);
#endregion

#region Private
private DateTime startTime;
private Angle startAngle;
#endregion

public event RoutedEventHandler CenterClick
{
add { centerButton.Click += value; }
remove { centerButton.Click -= value; }
}

public event EventHandler<LoopGlideEventArg> LoopGlide;

public void OnLoopGlide(LoopGlideEventArg e)
{
EventHandler<LoopGlideEventArg> handler = LoopGlide;
if (handler != null) handler(this, e);
}

public LoopControl()
{
// 为初始化变量所必需
InitializeComponent();
}


protected override void OnManipulationStarted(ManipulationStartedEventArgs e)
{
startTime = DateTime.Now;
startAngle = ToAngle(e.ManipulationOrigin);
base.OnManipulationStarted(e);
}

protected override void OnManipulationDelta(ManipulationDeltaEventArgs e)
{
if (IsInCenter(e.ManipulationOrigin)) return;

var now = DateTime.Now;
if (now - startTime > deltaSpan)
{
GetDirection(e.ManipulationOrigin);
startTime = now;
startAngle = ToAngle(e.ManipulationOrigin);
}
base.OnManipulationDelta(e);
}

private void GetDirection(Point point)
{
var angle = ToAngle(point);
var angleDistance = startAngle - angle;
OnLoopGlide(new LoopGlideEventArg(angleDistance.Distance));
}

/// <summary>
/// 求角度
/// </summary>
/// <param name="point"></param>
/// <returns></returns>
private Angle ToAngle(Point point)
{
var xPoint = ToXPoint(point);
var x = xPoint.X;
var y = xPoint.Y;
var angle = Math.Atan(x / y) * 180.0 / Math.PI;
if (!(y < 0.0))
{
angle += 180.0;
}
else if (x > 0.0)
{
angle += 360.0;
}
return new Angle(angle);
}

/// <summary>
/// 变化坐标
/// </summary>
/// <param name="point"></param>
/// <returns></returns>
private Point ToXPoint(Point point)
{
var x = point.X - BigRadius;
var y = point.Y - BigRadius;
return new Point(x, y);
}

private bool IsInCenter(Point point)
{
var xPoint = ToXPoint(point);
var radius = Math.Sqrt(xPoint.X * xPoint.X + xPoint.Y * xPoint.Y);
return radius < SmailRadius;
}

#region Private Struct

/// <summary>
/// 角度
/// </summary>
private struct Angle : IEquatable<Angle>
{
private readonly double value;
private const double Epsilon = 0.1;

public double Value
{
get { return value; }
}

public Angle(double value)
{
if (value > 360.0 || value < 0)
{
throw new ArgumentOutOfRangeException("value", "value must between 0 and 360");
}
this.value = value;
}

public override string ToString()
{
return string.Format("{0:N2}", value);
}

public static AngleDistance operator -(Angle angle1, Angle angle2)
{
double angleDistance = angle1.value - angle2.value;
if (angleDistance > 180.0)
{
angleDistance -= 360;
}
else if (angleDistance < -180.0)
{
angleDistance += 360;
}
return new AngleDistance(angleDistance);
}

public override bool Equals(object obj)
{
if (obj is Angle)
{
return Equals((Angle)obj);
}
return false;
}

public override int GetHashCode()
{
return 360 ^ value.GetHashCode();
}

public bool Equals(Angle other)
{
return Math.Abs(value - other.value) < Epsilon;
}
}

/// <summary>
/// 夹角
/// </summary>
private struct AngleDistance
{
private readonly double angleDistance;

public AngleDistance(double angleDistance)
{
this.angleDistance = angleDistance;
}

public double Distance
{
get { return angleDistance; }
}

public override string ToString()
{
return string.Format("{0:N2}", angleDistance);
}

/// <summary>
/// 顺时针
/// </summary>
public bool Clockwise
{
get { return angleDistance > 0; }
}
}
#endregion


}


 

posted @ 2012-01-25 14:38  kiminozo  阅读(1930)  评论(1编辑  收藏  举报