Controls the animations for page-to-page transitions in a
Transition allows you to make different animations depending on which page is being navigating to, or away from.
<Page ux:Template="Main"> <Transition To="Contacts"> <Move X="-1" RelativeTo="ParentSize" Duration="1"/> </Transition> <Transition> <Move Y="1" RelativeTo="ParentSize" Duration="1"/> </Transition> </Page>
This page has a special transition if navigating to the
Contacts page. In this case it will slide the page to the left. All other transitions away from this page will slide down.
To / From
Every navigation change defines a "To" and "From" page. In
Transition these are always defined as the the forward ordering of the pages in the navigation. This ensures that when navigating backward (such as using
goBack) the same transitions will be used, but done in reverse.
For example, a
<Transition To="Contacts"> matches a forward transition to the
Contacts page, as well as a backwards transition from the
Contacts page to this one.
<Transtion From="Main"> matches a forward transition from the
Main page, as well as a backwards transition from this page to the
Transition, the one with the highest priority, will be selected for each page change. The priority ordering is:
Stylematch on the operational style
Interactionmatch other than
Topage name match
Frompage name match
If no matching
Transition is found then a default one will be created according to the Navigator.Transition property. If you don't want a default then specify a final fallback transition without properties
If the page is becoming inactive the transition will be played forward. If the page is becoming active the transition will be played backward. This means the transition is always defining the animation towards the inactive state.
With certain combinations of properties this may at first seem odd, for example:
<Transition Direction="ToActive"> <Move X="100" Duration="1"/> </Transition>
Transition is only selected when the page is becoming the active one. The animation will start at
X=100 and move towards
X=0 over a duration of
The final state of any active page is always with all transitions deactivated.
The Transition Example shows a variety of page transitions using
- Fuse.Controls.Navigation 1.4.0
Interface of Transition
AutoRelease : bool ux
Mode : TransitionMode ux
If non-null then only a navigation operation style will match this transition.
Creates a new Transition
Inherited from Trigger
A list of actions that execute with the trigger. These may react on simple direction changes, or at specific time offsets.
Bypass : TriggerBypassMode ux
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.
HasActions : bool uno
HasAnimators : bool uno
HasBackwardAnimation : bool uno
true if there is an explicit backward animation.
Play the trigger from where it currently is to the end.
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.
StretchDuration : double ux
Stretches the duration of the animation to fill up this period of time.
TimeMultiplier : double ux
Specifies a multiplier to the elapsed time for animation playback.
Inherited from NodeGroupBase
FindTemplate(string) : Template uno
Nodes : IList of Node ux
Nodes to add to the Parent when this trigger is any non-deactivated state (Progress > 0)
Inherited from Node
Bindings : IList of Binding ux
The list of bindings belonging to this 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.
FindByType<T> : T 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.
GetFirstData : object uno
GetNearestAncestorOfType<T> : T uno
IsRootingCompleted : bool uno
Whether rooting for this node is completed. Returns false if unrooting has started.
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.
Run-time name of the node. This property is automatically set using the ux:Name attribute.
NextSibling<T> : T uno
Returns the next sibling node of the given type.
If you override
OnRooted you must call
base.OnRooted() first in your derived class. No other processing should happen first, otherwise you might end up in an undefined state.
The parent Visual of this node. Will return null if the node is not rooted.
PreviousSibling<T> : T uno
Returns the next sibling node of the given type.
Properties : Properties uno
A linked list holding data for extrinsic properties.
Remove(Binding) : bool uno
SubtreeToString : string uno
Inherited from PropertyObject
Inherited from object
Equals(object) : bool uno
GetHashCode : int uno
Attached UX Attributes
Interface for objects that can have a script engine representation