一:运行预览
二:解决方案截图
三:主要代码
程序入口:App.xaml
using System; using System.Diagnostics; using System.Resources; using System.Windows; using System.Windows.Markup; using System.Windows.Navigation; using Microsoft.Phone.Controls; using Microsoft.Phone.Shell; using 声音库.Resources; using 声音库.ViewModels; namespace 声音库 { public partial class App : Application//程序的入口 { //粗体为主要自写代码 private static SoundModel viewModel = null;//软件整个的模板 public static SoundModel ViewModel//属性:如果模板为空加载数据 { get { if (viewModel == null) { viewModel = new SoundModel(); viewModel.LoadData(); } return viewModel; } } /// <summary> /// 提供对电话应用程序的根框架的轻松访问。 /// </summary> /// <returns>电话应用程序的根框架。</returns> public static PhoneApplicationFrame RootFrame { get; private set; } /// <summary> /// Application 对象的构造函数。 /// </summary> public App() { // 未捕获的异常的全局处理程序。 UnhandledException += Application_UnhandledException; // 标准 XAML 初始化 InitializeComponent(); // 特定于电话的初始化 InitializePhoneApplication(); // 语言显示初始化 InitializeLanguage(); // 调试时显示图形分析信息。 if (Debugger.IsAttached) { // 显示当前帧速率计数器 Application.Current.Host.Settings.EnableFrameRateCounter = true; // 显示在每个帧中重绘的应用程序区域。 //Application.Current.Host.Settings.EnableRedrawRegions = true; // 启用非生产分析可视化模式, // 该模式显示递交给 GPU 的包含彩色重叠区的页面区域。 //Application.Current.Host.Settings.EnableCacheVisualization = true; // 通过禁用以下对象阻止在调试过程中关闭屏幕 // 应用程序的空闲检测。 // 注意: 仅在调试模式下使用此设置。禁用用户空闲检测的应用程序在用户不使用电话时将继续运行 // 并且消耗电池电量。 PhoneApplicationService.Current.UserIdleDetectionMode = IdleDetectionMode.Disabled; } } // 应用程序启动(例如,从“开始”菜单启动)时执行的代码 // 此代码在重新激活应用程序时不执行 private void Application_Launching(object sender, LaunchingEventArgs e) { } // 激活应用程序(置于前台)时执行的代码 // 此代码在首次启动应用程序时不执行 private void Application_Activated(object sender, ActivatedEventArgs e) { // 确保正确恢复应用程序状态 if (!App.ViewModel.IsDataLoaded) { App.ViewModel.LoadData(); } } // 停用应用程序(发送到后台)时执行的代码 // 此代码在应用程序关闭时不执行 private void Application_Deactivated(object sender, DeactivatedEventArgs e) { } // 应用程序关闭(例如,用户点击“后退”)时执行的代码 // 此代码在停用应用程序时不执行 private void Application_Closing(object sender, ClosingEventArgs e) { // 确保所需的应用程序状态在此处保持不变。 } // 导航失败时执行的代码 private void RootFrame_NavigationFailed(object sender, NavigationFailedEventArgs e) { if (Debugger.IsAttached) { // 导航已失败;强行进入调试器 Debugger.Break(); } } // 出现未处理的异常时执行的代码 private void Application_UnhandledException(object sender, ApplicationUnhandledExceptionEventArgs e) { if (Debugger.IsAttached) { // 出现未处理的异常;强行进入调试器 Debugger.Break(); } } #region 电话应用程序初始化 // 避免双重初始化 private bool phoneApplicationInitialized = false; // 请勿向此方法中添加任何其他代码 private void InitializePhoneApplication() { if (phoneApplicationInitialized) return; // 创建框架但先不将它设置为 RootVisual;这允许初始 // 屏幕保持活动状态,直到准备呈现应用程序时。 RootFrame = new PhoneApplicationFrame(); RootFrame.Navigated += CompleteInitializePhoneApplication; // 处理导航故障 RootFrame.NavigationFailed += RootFrame_NavigationFailed; // 在下一次导航中处理清除 BackStack 的重置请求, RootFrame.Navigated += CheckForResetNavigation; // 确保我们未再次初始化 phoneApplicationInitialized = true; } // 请勿向此方法中添加任何其他代码 private void CompleteInitializePhoneApplication(object sender, NavigationEventArgs e) { // 设置根视觉效果以允许应用程序呈现 if (RootVisual != RootFrame) RootVisual = RootFrame; // 删除此处理程序,因为不再需要它 RootFrame.Navigated -= CompleteInitializePhoneApplication; } private void CheckForResetNavigation(object sender, NavigationEventArgs e) { // 如果应用程序收到“重置”导航,则需要进行检查 // 以确定是否应重置页面堆栈 if (e.NavigationMode == NavigationMode.Reset) RootFrame.Navigated += ClearBackStackAfterReset; } private void ClearBackStackAfterReset(object sender, NavigationEventArgs e) { // 取消注册事件,以便不再调用该事件 RootFrame.Navigated -= ClearBackStackAfterReset; // 只为“新建”(向前)和“刷新”导航清除堆栈 if (e.NavigationMode != NavigationMode.New && e.NavigationMode != NavigationMode.Refresh) return; // 为了获得 UI 一致性,请清除整个页面堆栈 while (RootFrame.RemoveBackEntry() != null) { ; // 不执行任何操作 } } #endregion // 初始化应用程序在其本地化资源字符串中定义的字体和排列方向。 // // 若要确保应用程序的字体与受支持的语言相符,并确保 // 这些语言的 FlowDirection 都采用其传统方向,ResourceLanguage // 应该初始化每个 resx 文件中的 ResourceFlowDirection,以便将这些值与以下对象匹配 // 文件的区域性。例如: // // AppResources.es-ES.resx // ResourceLanguage 的值应为“es-ES” // ResourceFlowDirection 的值应为“LeftToRight” // // AppResources.ar-SA.resx // ResourceLanguage 的值应为“ar-SA” // ResourceFlowDirection 的值应为“RightToLeft” // // 有关本地化 Windows Phone 应用程序的详细信息,请参见 http://go.microsoft.com/fwlink/?LinkId=262072。 // private void InitializeLanguage() { try { // 将字体设置为与由以下对象定义的显示语言匹配 // 每种受支持的语言的 ResourceLanguage 资源字符串。 // // 如果显示出现以下情况,则回退到非特定语言的字体 // 手机的语言不受支持。 // // 如果命中编译器错误,则表示以下对象中缺少 ResourceLanguage // 资源文件。 RootFrame.Language = XmlLanguage.GetLanguage(AppResources.ResourceLanguage); // 根据以下条件设置根框架下的所有元素的 FlowDirection // 每个以下对象的 ResourceFlowDirection 资源字符串上的 // 受支持的语言。 // // 如果命中编译器错误,则表示以下对象中缺少 ResourceFlowDirection // 资源文件。 FlowDirection flow = (FlowDirection)Enum.Parse(typeof(FlowDirection), AppResources.ResourceFlowDirection); RootFrame.FlowDirection = flow; } catch { // 如果此处导致了异常,则最可能的原因是 // ResourceLangauge 未正确设置为受支持的语言 // 代码或 ResourceFlowDirection 设置为 LeftToRight 以外的值 // 或 RightToLeft。 if (Debugger.IsAttached) { Debugger.Break(); } throw; } } } }
界面代码MainPage.xaml
<phone:PhoneApplicationPage x:Class="声音库.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone" xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" d:DataContext="{d:DesignData SampleData/SampleData.xaml}" FontFamily="{StaticResource PhoneFontFamilyNormal}" FontSize="{StaticResource PhoneFontSizeNormal}" Foreground="{StaticResource PhoneForegroundBrush}" SupportedOrientations="Portrait" Orientation="Portrait" shell:SystemTray.IsVisible="True"> <!--data每一项的设置--> <phone:PhoneApplicationPage.Resources> <DataTemplate x:Key="SoundTitleDataTemplate"> <Grid Background="{StaticResource PhoneAccentBrush}" Margin="0,0,12,12"> <Grid VerticalAlignment="Top" HorizontalAlignment="Right" Width="40" Height="40" Margin="0,6,6,0"> <Ellipse Stroke="{StaticResource PhoneForegroundBrush}" StrokeThickness="3"></Ellipse> <Image Source="/Assets/AppBar/play.png"></Image> </Grid> <StackPanel VerticalAlignment="Bottom"> <TextBlock Text="{Binding Title}" Margin="6,0,0,6"></TextBlock> </StackPanel> </Grid> </DataTemplate> </phone:PhoneApplicationPage.Resources> <!--LayoutRoot 是包含所有页面内容的根网格--> <Grid x:Name="LayoutRoot" Background="Transparent"> <MediaElement Name="AudioPlayer" Volume="1"></MediaElement> <!--model的设置--> <phone:Pivot Title="{Binding Path=LocalizedResources.ApplicationTitle, Source={StaticResource LocalizedStrings}}"> <!--group的页的设置--> <phone:PivotItem Header="{Binding Animals.Title}"> <phone:LongListSelector Margin="0,0,-12,0" ItemsSource="{Binding Animals.Items}" LayoutMode="Grid" GridCellSize="150,150" ItemTemplate="{StaticResource SoundTitleDataTemplate}" SelectionChanged="LongListSelector_SelectionChanged"> </phone:LongListSelector> </phone:PivotItem> <!--group的页的设置--> <phone:PivotItem Header="{Binding Cartoons.Title}"> <phone:LongListSelector Margin="0,0,-12,0" ItemsSource="{Binding Cartoons.Items}" LayoutMode="Grid" GridCellSize="150,150" ItemTemplate="{StaticResource SoundTitleDataTemplate}" SelectionChanged="LongListSelector_SelectionChanged"> </phone:LongListSelector> </phone:PivotItem> <!--group的页的设置--> <phone:PivotItem Header="{Binding Warnings.Title}"> <phone:LongListSelector Margin="0,0,-12,0" ItemsSource="{Binding Warnings.Items}" LayoutMode="Grid" GridCellSize="150,150" ItemTemplate="{StaticResource SoundTitleDataTemplate}" SelectionChanged="LongListSelector_SelectionChanged"> </phone:LongListSelector> </phone:PivotItem> </phone:Pivot> <!--group的页的设置--> <phone:PivotItem Header="{Binding Taunts.Title}"> <phone:LongListSelector Margin="0,0,-12,0" ItemsSource="{Binding Taunts.Items}" LayoutMode="Grid" GridCellSize="150,150" ItemTemplate="{StaticResource SoundTitleDataTemplate}" SelectionChanged="LongListSelector_SelectionChanged"> </phone:LongListSelector> </phone:PivotItem> </Grid> </phone:PhoneApplicationPage>
自定义的三个类:SoundModel、SoundGroup、SoundData
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace 声音库.ViewModels { public class SoundModel { //五个分组 public SoundGroup Animals { get; set; } public SoundGroup Cartoons { get; set; } public SoundGroup Warnings { get; set; } public SoundGroup Taunts { get; set; } public SoundGroup CustomSounds { get; set; } //是否加载数据 public bool IsDataLoaded { get; set; } public void LoadData()//方法:加载数据 { Animals = CreateAnimalsGroup(); Cartoons = CreateCartoonsGroup(); Taunts = CreateTauntsGroup(); Warnings = CreateWarningsGroup(); IsDataLoaded = true; } //加载数据的具体方法 private SoundGroup CreateAnimalsGroup() { SoundGroup data = new SoundGroup();//实例化一个组 data.Title = "动物";//组名 string basePath = "assets/audio/animals/";//路径的相同部分 data.Items.Add(new SoundData//组加上项 { Title = "小猫叫",//数据标题 FilePath = basePath + "Cat Kitten.wav"//完整音频的路径 }); data.Items.Add(new SoundData { Title = "老猫叫", FilePath = basePath + "Cat Meow.wav" }); data.Items.Add(new SoundData { Title = "猩猩叫", FilePath = basePath + "Chimpanzee.wav" }); data.Items.Add(new SoundData { Title = "牛", FilePath = basePath + "Cow.wav" }); data.Items.Add(new SoundData { Title = "蛐蛐叫", FilePath = basePath + "Crickets.wav" }); data.Items.Add(new SoundData { Title = "狗叫", FilePath = basePath + "Dog.wav" }); data.Items.Add(new SoundData { Title = "海豚叫", FilePath = basePath + "Dolphin.wav" }); data.Items.Add(new SoundData { Title = "鸭叫", FilePath = basePath + "Duck.wav" }); data.Items.Add(new SoundData { Title = "马跑声", FilePath = basePath + "Horse Gallop.wav" }); data.Items.Add(new SoundData { Title = "马走声", FilePath = basePath + "Horse Walk.wav" }); data.Items.Add(new SoundData { Title = "狮子叫", FilePath = basePath + "Lion.wav" }); data.Items.Add(new SoundData { Title = "猪叫", FilePath = basePath + "Pig.wav" }); data.Items.Add(new SoundData { Title = "鸡打鸣", FilePath = basePath + "Rooster.wav" }); data.Items.Add(new SoundData { Title = "羊叫", FilePath = basePath + "Sheep.wav" }); return data; } private SoundGroup CreateCartoonsGroup() { SoundGroup data = new SoundGroup(); data.Title = "卡通"; string basePath = "assets/audio/cartoons/"; data.Items.Add(new SoundData { Title = "啵嘤", FilePath = basePath + "Boing.wav" }); data.Items.Add(new SoundData { Title = "枪声", FilePath = basePath + "Bronk.wav" }); data.Items.Add(new SoundData { Title = "军号", FilePath = basePath + "Bugle charge.wav" }); data.Items.Add(new SoundData { Title = "激光器", FilePath = basePath + "Laser.wav" }); data.Items.Add(new SoundData { Title = "开溜", FilePath = basePath + "Out Here.wav" }); data.Items.Add(new SoundData { Title = "啪嗒声", FilePath = basePath + "Splat.wav" }); return data; } private SoundGroup CreateTauntsGroup() { SoundGroup data = new SoundGroup(); data.Title = "愚弄"; string basePath = "assets/audio/taunts/"; data.Items.Add(new SoundData { Title = "咯咯笑", FilePath = basePath + "Cackle.wav" }); data.Items.Add(new SoundData { Title = "滴答声", FilePath = basePath + "Clock Ticking.wav" }); data.Items.Add(new SoundData { Title = "拨号声", FilePath = basePath + "Dial up.wav" }); data.Items.Add(new SoundData { Title = "击鼓", FilePath = basePath + "Drum roll.wav" }); data.Items.Add(new SoundData { Title = "电梯音乐", FilePath = basePath + "Elevator Music.wav" }); data.Items.Add(new SoundData { Title = "大笑", FilePath = basePath + "Laugh.wav" }); data.Items.Add(new SoundData { Title = "淫笑", FilePath = basePath + "Laugh - Evil.wav" }); data.Items.Add(new SoundData { Title = "白花钱", FilePath = basePath + "Wrong Price.wav" }); data.Items.Add(new SoundData { Title = "伤感长号", FilePath = basePath + "Sad Trombone.wav" }); data.Items.Add(new SoundData { Title = "挖苦的O", FilePath = basePath + "Sarcastic Ooo.wav" }); data.Items.Add(new SoundData { Title = "叹气", FilePath = basePath + "Sigh.wav" }); data.Items.Add(new SoundData { Title = "打呼噜", FilePath = basePath + "Snore.wav" }); data.Items.Add(new SoundData { Title = "打哈欠", FilePath = basePath + "Yawn.wav" }); return data; } private SoundGroup CreateWarningsGroup() { SoundGroup data = new SoundGroup(); data.Title = "警告"; string basePath = "assets/audio/warnings/"; data.Items.Add(new SoundData { Title = "汽笛", FilePath = basePath + "Air horn.wav" }); data.Items.Add(new SoundData { Title = "空袭", FilePath = basePath + "Air Raid.wav" }); data.Items.Add(new SoundData { Title = "闹钟 - 电报", FilePath = basePath + "Alarm Clock - Electric.wav" }); data.Items.Add(new SoundData { Title = "闹钟 - 电话", FilePath = basePath + "Alarm Clock - Bell.wav" }); data.Items.Add(new SoundData { Title = "抢救", FilePath = basePath + "Backing up.wav" }); data.Items.Add(new SoundData { Title = "钟声", FilePath = basePath + "Bell - Church.wav" }); data.Items.Add(new SoundData { Title = "上课铃声", FilePath = basePath + "Bell - School.wav" }); data.Items.Add(new SoundData { Title = "电雾号", FilePath = basePath + "Fog horn.wav" }); data.Items.Add(new SoundData { Title = "打碎玻璃", FilePath = basePath + "Glass breaking.wav" }); data.Items.Add(new SoundData { Title = "错误警报", FilePath = basePath + "Missle alert.wav" }); data.Items.Add(new SoundData { Title = "急救", FilePath = basePath + "Police - UK.wav" }); data.Items.Add(new SoundData { Title = "警察", FilePath = basePath + "Police - US.wav" }); data.Items.Add(new SoundData { Title = "呜呜祖拉", FilePath = basePath + "Vuvuzela.wav" }); return data; } } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace 声音库.ViewModels { public class SoundGroup { public SoundGroup()//构造函数,实例化存放数据项的属性 { Items = new List<SoundData>(); } public List<SoundData> Items { get; set; }//属性:用于存放数据项 public string Title { get; set; }//组的标题 } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace 声音库.ViewModels { public class SoundData { public string Title { get; set; }//数据项的标题 public string FilePath { get; set; }//数据项的路径 } }
窗体设计实例数据SampleData.xaml
<vm:SoundModel xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:vm="clr-namespace:声音库.ViewModels"><!--命名空间--> <!--设计窗体时的数据--> <vm:SoundModel.Animals> <vm:SoundGroup Title="Animals Sample"> <vm:SoundGroup.Items> <vm:SoundData Title="Animals 1" FilePath="Animals.wav" /> </vm:SoundGroup.Items> </vm:SoundGroup> </vm:SoundModel.Animals> <vm:SoundModel.Cartoons> <vm:SoundGroup Title="Cartoons Sample"> <vm:SoundGroup.Items> <vm:SoundData Title="Cartoons 1" FilePath="Cartoons.wav" /> <vm:SoundData Title="Cartoons 2" FilePath="Cartoons.wav" /> </vm:SoundGroup.Items> </vm:SoundGroup> </vm:SoundModel.Cartoons> <vm:SoundModel.Taunts> <vm:SoundGroup Title="Taunts Sample"> <vm:SoundGroup.Items> <vm:SoundData Title="Taunts 1" FilePath="Taunts.wav" /> <vm:SoundData Title="Taunts 2" FilePath="Taunts.wav" /> <vm:SoundData Title="Taunts 3" FilePath="Taunts.wav" /> </vm:SoundGroup.Items> </vm:SoundGroup> </vm:SoundModel.Taunts> <vm:SoundModel.Warnings> <vm:SoundGroup Title="Warnings Sample"> <vm:SoundGroup.Items> <vm:SoundData Title="Warnings 1" FilePath="Warnings.wav" /> <vm:SoundData Title="Warnings 2" FilePath="Warnings.wav" /> <vm:SoundData Title="Warnings 3" FilePath="Warnings.wav" /> <vm:SoundData Title="Warnings 4" FilePath="Warnings.wav" /> </vm:SoundGroup.Items> </vm:SoundGroup> </vm:SoundModel.Warnings> <vm:SoundModel.CustomSounds> <vm:SoundGroup Title="Custom"> <vm:SoundGroup.Items> <vm:SoundData Title="Custom 1" FilePath="Custom.wav" /> <vm:SoundData Title="Custom 2" FilePath="Custom.wav" /> <vm:SoundData Title="Custom 3" FilePath="Custom.wav" /> <vm:SoundData Title="Custom 4" FilePath="Custom.wav" /> </vm:SoundGroup.Items> </vm:SoundGroup> </vm:SoundModel.CustomSounds> </vm:SoundModel>
四:总结
总的来说该程序还不是太完善,本来想这把程序也上传,但大笑已经超过上传的10M上限,这里已将全部自写代码贴出
时间: 2024-10-03 03:06:38