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//---------------------------------------------------------------------------
//
// Copyright (C) Microsoft Corporation. All rights reserved.
//
//---------------------------------------------------------------------------
using System;
using System.Diagnostics;
using System.Windows;
using System.Windows.Input.Manipulations;
namespace System.Windows.Input
{
/// <summary>
/// Provides information about the inertia behavior.
/// </summary>
public class InertiaTranslationBehavior
{
/// <summary>
/// Instantiates a new instance of this class.
/// </summary>
public InertiaTranslationBehavior()
{
}
/// <summary>
/// Instantiates a new instance of this class.
/// </summary>
internal InertiaTranslationBehavior(Vector initialVelocity)
{
_initialVelocity = initialVelocity;
}
/// <summary>
/// The initial rate of change of position of the element at the start of the inertia phase.
/// </summary>
public Vector InitialVelocity
{
get { return _initialVelocity; }
set
{
_isInitialVelocitySet = true;
_initialVelocity = value;
}
}
/// <summary>
/// The desired rate of change of velocity.
/// </summary>
public double DesiredDeceleration
{
get { return _desiredDeceleration; }
set
{
if (Double.IsInfinity(value) || Double.IsNaN(value))
{
throw new ArgumentOutOfRangeException("value");
}
_isDesiredDecelerationSet = true;
_desiredDeceleration = value;
_isDesiredDisplacementSet = false;
_desiredDisplacement = double.NaN;
}
}
/// <summary>
/// The desired total change in position.
/// </summary>
public double DesiredDisplacement
{
get { return _desiredDisplacement; }
set
{
if (Double.IsInfinity(value) || Double.IsNaN(value))
{
throw new ArgumentOutOfRangeException("value");
}
_isDesiredDisplacementSet = true;
_desiredDisplacement = value;
_isDesiredDecelerationSet = false;
_desiredDeceleration = double.NaN;
}
}
internal bool CanUseForInertia()
{
return _isInitialVelocitySet || _isDesiredDecelerationSet || _isDesiredDisplacementSet;
}
internal static void ApplyParameters(InertiaTranslationBehavior behavior, InertiaProcessor2D processor, Vector initialVelocity)
{
if (behavior != null && behavior.CanUseForInertia())
{
InertiaTranslationBehavior2D behavior2D = new InertiaTranslationBehavior2D();
if (behavior._isInitialVelocitySet)
{
behavior2D.InitialVelocityX = (float)behavior._initialVelocity.X;
behavior2D.InitialVelocityY = (float)behavior._initialVelocity.Y;
}
else
{
behavior2D.InitialVelocityX = (float)initialVelocity.X;
behavior2D.InitialVelocityY = (float)initialVelocity.Y;
}
if (behavior._isDesiredDecelerationSet)
{
behavior2D.DesiredDeceleration = (float)behavior._desiredDeceleration;
}
if (behavior._isDesiredDisplacementSet)
{
behavior2D.DesiredDisplacement = (float)behavior._desiredDisplacement;
}
processor.TranslationBehavior = behavior2D;
}
}
private bool _isInitialVelocitySet;
private Vector _initialVelocity = new Vector(double.NaN, double.NaN);
private bool _isDesiredDecelerationSet;
private double _desiredDeceleration = double.NaN;
private bool _isDesiredDisplacementSet;
private double _desiredDisplacement = double.NaN;
}
}
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