I'm trying create a moving rectangle (rect). This is the relevant code:
let timer = new Threading.DispatcherTimer();
timer.Tick.Add(fun _ -> Canvas.SetLeft(rect, Canvas.GetLeft(rect)+0.01) |> ignore)
timer.Start()
The problem is that the animation is slower if I move the mouse over the window. If I set the timer's interval:
timer.Interval <- TimeSpan.FromMilliSeconds(30.0)
Then the animation doesn't work at all. What am I doing wrong? Thanks.
I have two suggestions:
if you are using f# interactive check you have installed a WPF event loop. F# interactive sets up a winforms eventloop by default, there is some compatibility between the winforms and WFP event loops, but not everything works to correctly. To install the event loop use the following script:
#light
// When running inside fsi, this will install a WPF event loop #if INTERACTIVE
#I "c:/Program Files/Reference Assemblies/Microsoft/Framework/v3.0";; #I "C:/WINDOWS/Microsoft.NET/Framework/v3.0/WPF/";; #r "presentationcore.dll";; #r "presentationframework.dll";; #r "WindowsBase.dll";;
module WPFEventLoop = open System open System.Windows open System.Windows.Threading open Microsoft.FSharp.Compiler.Interactive open Microsoft.FSharp.Compiler.Interactive.Settings type RunDelegate<'b> = delegate of unit -> 'b
let Create() =
let app =
try
// Ensure the current application exists. This may fail, if it already does.
let app = new Application() in
// Create a dummy window to act as the main window for the application.
// Because we're in FSI we never want to clean this up.
new Window() |> ignore;
app
with :? InvalidOperationException -> Application.Current
let disp = app.Dispatcher
let restart = ref false
{ new IEventLoop with
member x.Run() =
app.Run() |> ignore
!restart
member x.Invoke(f) =
try disp.Invoke(DispatcherPriority.Send,new RunDelegate<_>(fun () -> box(f ()))) |> unbox
with e -> eprintf "\n\n ERROR: %O\n" e; rethrow()
member x.ScheduleRestart() = ()
//restart := true;
//app.Shutdown()
}
let Install() = fsi.EventLoop <- Create()
WPFEventLoop.Install();;
#endif
I haven't tested this too well, but I think using an animation story board will give smother more consistent results, rather than using a timer. I think this would look something like (changing the width property haven't worked out how to change the position):
#light
open System open System.Windows open System.Windows.Controls open System.Windows.Shapes open System.Windows.Media open System.Windows.Media.Animation
let rect = new Rectangle(Fill = new SolidColorBrush(Colors.Red), Height = 20., Width = 20., Name = "myRectangle")
let canvas = let c = new Canvas() c.Children.Add(rect) |> ignore c
NameScope.SetNameScope(canvas, new NameScope()); canvas.RegisterName(rect.Name, rect)
let window = new Window(Content = canvas)
let nfloat f = new Nullable(f)
let myDoubleAnimation = new DoubleAnimation(From = nfloat 20.0, To = nfloat 50.0, Duration = new Duration(TimeSpan.FromSeconds(5.)), RepeatBehavior = RepeatBehavior.Forever) let myStoryboard = let sb = new Storyboard() sb.Children.Add(myDoubleAnimation) sb
Storyboard.SetTargetName(myDoubleAnimation, rect.Name); Storyboard.SetTargetProperty(myDoubleAnimation, new PropertyPath(Rectangle.WidthProperty))
rect.Loaded.Add(fun _ -> myStoryboard.Begin canvas)
let main() = let app = new Application() app.Run window |> ignore
[] do main()