Groups several animations together

This allows for a nice way of grouping several animations together and separating them from the interaction logic.

A Timeline can be played by animating its TargetProgress property between 0 and 1.

Note: Timeline itself is not intended for grouping multiple animators to create keyframe animations. To achieve this, you can add Keyframes to the animators themselves.

Incorrect:

<Timeline>
    <Change rect.Opacity="1" Delay="0.0" Duration="0.5" />
    <Change rect.Opacity="0" Delay="0.5" Duration="0.5" />
</Timeline>

Correct:

<Timeline>
    <Change Target="rect.Opacity">
        <Keyframe Value="1" Time="0.5" />
        <Keyframe Value="0" Time="1.0" />
    </Change>
</Timeline>

Example

Here is an example of how we can use a timeline to animate several properties on a rectangle (its width and color), and then play between the start and end of this Timeline by clicking two buttons.

<StackPanel>
    <Rectangle ux:Name="rect" Height="40" Width="100%">
        <SolidColor ux:Name="color" Color="#f00" />
    </Rectangle>
    <Grid ColumnCount="2">
        <Button Text="Red">
            <Clicked>
                <Set timeline.TargetProgress="0" />
            </Clicked>
        </Button>
        <Button Text="Green">
            <Clicked>
                <Set timeline.TargetProgress="1" />
            </Clicked>
        </Button>
    </Grid>

    <Timeline ux:Name="timeline">
        <Change Target="rect.Width">
            <Keyframe Value="10" Time="0.3"/>
            <Keyframe Value="100" Time="0.6"/>
        </Change>
        <Change color.Color="#0f0" Duration="0.3" Delay="0.3"/>
    </Timeline>
</StackPanel>

Location

Namespace
Fuse.Triggers
Package
Fuse.Triggers 2.9.1
Show Uno properties and methods

Interface of Timeline

Pause uno

Stops the playback at the current progress. Unlike Stop this does not adjust the TargetProgress, a Resume can continue playing to the previous target.

pause() js

Pauses playback at the current progress. Call resume to continue playing.

playTo(progress) js

Plays to a particular progress in the Timeline. This plays from the current progress to the new target progress.

pulse() js

Pulses the Timeline (plays to end and back to start).

pulseBackward() js

Pulses the Timeline backward (seeks to end then plays backward to start)

pulseForward() js

Pulses the Timeline forward (plays to the end and deactivates).

Resume uno

Resumes playing to the TargetProgress.

resume() js

Resumes playback from the current progress to the target progress. Call this after a pause to resume playback.

seek(progress) js

Seeks to a given location (jumps there without playing the intervening animation).

Stop uno

Stops the playback at the current progress. Sets the TargetProgress to this new progress.

stop() js

Stops playback. This sets the target progress to the current location such that resume will not keep playing.

Inherited from Trigger

BackwardAnimation : TriggerAnimation ux

Specifies an explicit backward animation instead of using the implied backward animation of the animators involved. Be aware that actions are not part of the animation.

CrossFadeDuration : double ux

If there is a transition between forward/backward playback and two timeilnes are being used (implicit or explicit) this specifies the cross-fade time.

Deactivate uno

Deactivates the trigger (target progress of 0).

RequireLayout(Visual) uno

Indicates the trigger is bound to the layout of a visual. This will keep the trigger in Bypass mode until after the first layout of the element is obtained. This is required since layout does not happen in the same root grouping/update phase as the creation of the element, yet not having a layout should qualify as part of the rooting period.

Inherited from NodeGroupBase

Nodes : IList of Node ux

Nodes to add to the Parent when this trigger is any non-deactivated state (Progress > 0)

Inherited from Node

ContextParent : Node uno

The context parent is the semantic parent of this node. It is where non-UI structure should be resolved, like looking for the DataContext, a Navigation, or other semantic item.

FindNodeByName(Selector, Predicate<Node> (Node)) : Node uno

Finds the first node with a given name that satisfies the given acceptor. The serach algorithm works as follows: Nodes in the subtree are matched first, then it matches the nodes in the subtrees ofthe ancestor nodes by turn all the way to the root. If no matching node is found, the function returns null.

IsRootingStarted : bool uno

Whether rooting of this node has started. Note that even if this property returns true, rooting may not yet be completed for the node. See also IsRootingCompleted.

Name : Selector ux

Run-time name of the node. This property is automatically set using the ux:Name attribute.

Inherited from PropertyObject

Inherited from object

Attached UX Attributes

GlobalKey (attached by Resource) : string ux

The ux:Global attribute creates a global resource that is accessible everywhere in UX markup.

Implemented Interfaces

IScriptObject uno

Interface for objects that can have a script engine representation