I want to show the user how many seconds have passed since some event occurs. Conceptually, my view model has properties like this:
public DateTime OccurredAtUtc { get; set; }
public int SecondsSinceOccurrence
{
get { return (int)(DateTime.UtcNow - OccurredAtUtc).TotalSeconds; }
}
If I bind a TextBlock.Text
property to SecondsSinceOccurrence
, the value appears but it is static. The passing of time does not reflect the increasing age of this event.
<!-- static value won't update as time passes -->
<TextBlock Text="{Binding SecondsSinceOccurrence}" />
I could create a timer in my view model that fires PropertyChanged
every second, but there are likely to be many such elements in the UI (its a template for items in an ItemsControl
) and I don't want to create that many timers.
My knowledge of animation with storyboards isn't great. Can the WPF animation framework help in this case?
A purely MVVM sulution
Usage
<Label xmlns:b="clr-namespace:Lloyd.Shared.Behaviors"
xmlns:i="http://schemas.microsoft.com/expression/2010/interactivity"
Content="{Binding MyContent}" Width="80" Foreground="{Binding MyColor}">
<i:Interaction.Behaviors>
<b:PeriodicBindingUpdateBehavior Interval="0:00:01" Property="{x:Static ContentControl.ContentProperty}" Mode="UpdateTarget" />
<b:PeriodicBindingUpdateBehavior Interval="0:00:01" Property="{x:Static Control.ForegroundProperty}" Mode="UpdateTarget" />
</i:Interaction.Behaviors>
</Label>
Dependencies
Note that http://schemas.microsoft.com/expression/2010/interactivity namespace is available under a NuGet package called System.Windows.Interactivity.WPF
. It will also be automatically added if you open the project in blend.
Copy and paste code
using System;
using System.Threading;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Data;
using System.Windows.Interactivity;
namespace Lloyd.Shared.Behaviors
{
public class PeriodicBindingUpdateBehavior : Behavior<DependencyObject>
{
public TimeSpan Interval { get; set; }
public DependencyProperty Property { get; set; }
public PeriodicBindingUpdateMode Mode { get; set; } = PeriodicBindingUpdateMode.UpdateTarget;
private WeakTimer timer;
private TimerCallback timerCallback;
protected override void OnAttached()
{
if (Interval == null) throw new ArgumentNullException(nameof(Interval));
if (Property == null) throw new ArgumentNullException(nameof(Property));
//Save a reference to the callback of the timer so this object will keep the timer alive but not vice versa.
timerCallback = s =>
{
try
{
switch (Mode)
{
case PeriodicBindingUpdateMode.UpdateTarget:
Dispatcher.Invoke(() => BindingOperations.GetBindingExpression(AssociatedObject, Property)?.UpdateTarget());
break;
case PeriodicBindingUpdateMode.UpdateSource:
Dispatcher.Invoke(() => BindingOperations.GetBindingExpression(AssociatedObject, Property)?.UpdateSource());
break;
}
}
catch (TaskCanceledException) { }//This exception will be thrown when application is shutting down.
};
timer = new WeakTimer(timerCallback, null, Interval, Interval);
base.OnAttached();
}
protected override void OnDetaching()
{
timer.Dispose();
timerCallback = null;
base.OnDetaching();
}
}
public enum PeriodicBindingUpdateMode
{
UpdateTarget, UpdateSource
}
/// <summary>
/// Wraps up a <see cref="System.Threading.Timer"/> with only a <see cref="WeakReference"/> to the callback so that the timer does not prevent GC from collecting the object that uses this timer.
/// Your object must hold a reference to the callback passed into this timer.
/// </summary>
public class WeakTimer : IDisposable
{
private Timer timer;
private WeakReference<TimerCallback> weakCallback;
public WeakTimer(TimerCallback callback)
{
timer = new Timer(OnTimerCallback);
weakCallback = new WeakReference<TimerCallback>(callback);
}
public WeakTimer(TimerCallback callback, object state, int dueTime, int period)
{
timer = new Timer(OnTimerCallback, state, dueTime, period);
weakCallback = new WeakReference<TimerCallback>(callback);
}
public WeakTimer(TimerCallback callback, object state, TimeSpan dueTime, TimeSpan period)
{
timer = new Timer(OnTimerCallback, state, dueTime, period);
weakCallback = new WeakReference<TimerCallback>(callback);
}
public WeakTimer(TimerCallback callback, object state, uint dueTime, uint period)
{
timer = new Timer(OnTimerCallback, state, dueTime, period);
weakCallback = new WeakReference<TimerCallback>(callback);
}
public WeakTimer(TimerCallback callback, object state, long dueTime, long period)
{
timer = new Timer(OnTimerCallback, state, dueTime, period);
weakCallback = new WeakReference<TimerCallback>(callback);
}
private void OnTimerCallback(object state)
{
if (weakCallback.TryGetTarget(out TimerCallback callback))
callback(state);
else
timer.Dispose();
}
public bool Change(int dueTime, int period)
{
return timer.Change(dueTime, period);
}
public bool Change(TimeSpan dueTime, TimeSpan period)
{
return timer.Change(dueTime, period);
}
public bool Change(uint dueTime, uint period)
{
return timer.Change(dueTime, period);
}
public bool Change(long dueTime, long period)
{
return timer.Change(dueTime, period);
}
public bool Dispose(WaitHandle notifyObject)
{
return timer.Dispose(notifyObject);
}
public void Dispose()
{
timer.Dispose();
}
}
}
You could create a single DispatcherTimer
statically for your view model, and then have all instances of that view model listen to the Tick
event.
public class YourViewModel
{
private static readonly DispatcherTimer _timer;
static YourViewModel()
{
//create and configure timer here to tick every second
}
public YourViewModel()
{
_timer.Tick += (s, e) => OnPropertyChanged("SecondsSinceOccurence");
}
}
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