How to realize a Minimap / Mapcontrol using Bitmap and WPF - c#

As the title is already describing I am working on a custom standalone minimap application for a game. It should also have the possibility to place custom markers. This feature does not have to be interactive, it could also load fixed markers from the code or a file.
I am looking for some advice on the best approach, it does not have to be something real fancy. It is only for personal use. Only one thing is fixed: The worldmap is supplied as *.bmp.
I am also aiming for writing everything myself (so not using any Nugets) for the sake of learning.
Below you will find my current approach. This is the first version, so the code is far from being optimized...
MainWindow.xaml:
<ScrollViewer x:Name="MyScrollViewer" HorizontalScrollBarVisibility="Visible">
<Image x:Name="WorldMap" Source="..." Stretch="None"/>
</ScrollViewer>
<Rectangle Name="Player" RadiusX="3" RadiusY="3" Height="6" Width="6" Fill="White"/>
MainWindow.xaml.cs:
public MainWindow()
{
InitializeComponent();
Demo();
}
private async void Demo()
{
while (true)
{
var result = GameClient.GetPlayerPosition();
var hori = result[0] - MyScrollViewer.ActualWidth / 2;
var verti = result[1] - MyScrollViewer.ActualHeight / 2;
MyScrollViewer.ScrollToHorizontalOffset(hori);
MyScrollViewer.ScrollToVerticalOffset(verti);
await Task.Delay(100);
}
}
My first goal was to be able to track the clients position at all, which worked.
The map is moving accordingly as long as the player is not near the edges of the map.
If the player is near any edge, the app is not tracking the position correctly, since the ScrollViewer can not scroll below zero. But I am aware of this.
The next step would be to also move the Player-Rectangle I defined in the XAML, to be able to track its position near the edges. This is something I am currently not worried about.
So I basically have two questions:
Do you think the current approach is fine?
How could I realize custom markers / labels on the map?
Edit:
This is the final solution after Clemens suggested it in the comments:
XAML:
<Grid Background="Black">
<Canvas x:Name="MainCanvas">
<Image x:Name="WorldMapRot" Source="..." Stretch="None"/>
</Canvas>
</Grid>
Codebehind:
protected override void OnMouseLeftButtonDown(MouseButtonEventArgs e)
{
base.OnMouseLeftButtonDown(e);
CaptureMouse();
start = e.GetPosition(this);
origin.X = MainCanvas.RenderTransform.Value.OffsetX;
origin.Y = MainCanvas.RenderTransform.Value.OffsetY;
isDragged = true;
}
protected override void OnMouseLeftButtonUp(MouseButtonEventArgs e)
{
base.OnMouseLeftButtonUp(e);
ReleaseMouseCapture();
isDragged = false;
}
protected override void OnMouseMove(MouseEventArgs e)
{
if (isDragged == false)
return;
base.OnMouseMove(e);
if (e.LeftButton == MouseButtonState.Pressed && IsMouseCaptured)
{
var pos = e.GetPosition(this);
var matrix = MainCanvas.RenderTransform.Value;
matrix.OffsetX = origin.X + (pos.X - start.X);
matrix.OffsetY = origin.Y + (pos.Y - start.Y);
MainCanvas.RenderTransform = new MatrixTransform(matrix);
}
}
protected override void OnMouseWheel(MouseWheelEventArgs e)
{
base.OnMouseWheel(e);
Point p = e.MouseDevice.GetPosition(MainCanvas);
Matrix m = MainCanvas.RenderTransform.Value;
if (e.Delta > 0)
m.ScaleAtPrepend(1.1, 1.1, p.X, p.Y);
else
m.ScaleAtPrepend(1 / 1.1, 1 / 1.1, p.X, p.Y);
MainCanvas.RenderTransform = new MatrixTransform(m);
}

Related

How can I move a Picture with just "drag" the picture?

So I want to make a funtunality like in Windows when you display a Picture that when you zoom in you can just move the Picture with the mouse. I already got the zoom part in my project:
<ScrollViewer Name="scroll" Margin="40"
HorizontalScrollBarVisibility="Auto"
VerticalScrollBarVisibility="Auto">
<Canvas
MouseWheel="Container_MouseWheel" x:Name="canvas">
<Viewbox>
<Image x:Name="img" Source="{Binding imageSource}" Grid.ColumnSpan="2" />
</Viewbox>
</Canvas>
</ScrollViewer>
and the Code in the MouseWheel Event:
var element = sender as UIElement;
var position = e.GetPosition(element);
var transform = element.RenderTransform as MatrixTransform;
var matrix = transform.Matrix;
var scale = e.Delta >= 0 ? 1.1 : (1.0 / 1.1); // choose appropriate scaling factor
matrix.ScaleAtPrepend(scale, scale, position.X, position.Y);
element.RenderTransform = new MatrixTransform(matrix);
but now Ive got the Problem that when I zoom I cant just click and hold the Image with the mouse and move to an another part of the picture, if you dont really know what I mean just open an Image on windows zoom in and then hold the mouse and move in the picture.
What I have tried was to add these 3 Events to my Canvas and this is the code behind for the 3 Events:
private Image draggedImage;
private Point mousePosition;
private void Canvas_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
var image = e.Source as Image;
if (image != null && canvas.CaptureMouse())
{
mousePosition = e.GetPosition(canvas);
draggedImage = image;
Panel.SetZIndex(draggedImage, 1); // in case of multiple images
}
}
private void Canvas_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
{
if (draggedImage != null)
{
canvas.ReleaseMouseCapture();
Panel.SetZIndex(draggedImage, 0);
draggedImage = null;
}
}
private void Canvas_MouseMove(object sender, MouseEventArgs e)
{
if (draggedImage != null)
{
var position = e.GetPosition(canvas);
var offset = position - mousePosition;
mousePosition = position;
Canvas.SetLeft(draggedImage, Canvas.GetLeft(draggedImage) + offset.X);
Canvas.SetTop(draggedImage, Canvas.GetTop(draggedImage) + offset.Y);
}
}
but this didnt work saddly, does anyone has an Idea on how to make it work?
You should not mix layout (i.e. set Canvas.Left/Top) and render transformations. If you zoom by means of a RenderTransform, you should also pan by the same RenderTransform.
Here is a simple example where the MouseMove handler also manipulates the RenderTransform of the Image element.
<Canvas x:Name="canvas"
Background="Transparent"
MouseLeftButtonDown="CanvasMouseLeftButtonDown"
MouseLeftButtonUp="CanvasMouseLeftButtonUp"
MouseMove="CanvasMouseMove"
MouseWheel="CanvasMouseWheel">
<Image x:Name="image" Source=...>
<Image.RenderTransform>
<MatrixTransform/>
</Image.RenderTransform>
</Image>
</Canvas>
Note that mouse positions are determined differently for pan and zoom, in order to get an "unscaled" offset for panning, but an origin point relative to the Image for zooming.
private Point? mousePosition;
private void CanvasMouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
if (canvas.CaptureMouse())
{
mousePosition = e.GetPosition(canvas); // position in Canvas
}
}
private void CanvasMouseLeftButtonUp(object sender, MouseButtonEventArgs e)
{
canvas.ReleaseMouseCapture();
mousePosition = null;
}
private void CanvasMouseMove(object sender, MouseEventArgs e)
{
if (mousePosition.HasValue)
{
var position = e.GetPosition(canvas); // position in Canvas
var translation = position - mousePosition.Value;
mousePosition = position;
var transform = (MatrixTransform)image.RenderTransform;
var matrix = transform.Matrix;
matrix.Translate(translation.X, translation.Y);
transform.Matrix = matrix;
}
}
private void CanvasMouseWheel(object sender, MouseWheelEventArgs e)
{
var position = e.GetPosition(image); // position in Image
var scale = e.Delta >= 0 ? 1.1 : (1.0 / 1.1);
var transform = (MatrixTransform)image.RenderTransform;
var matrix = transform.Matrix;
matrix.ScaleAtPrepend(scale, scale, position.X, position.Y);
transform.Matrix = matrix;
}

Move an image over a canvas in windows store app

I need to move an image over a canvas on tap and slide. How can I achieve this. I tried the following. The image is moving but not as the user moves it.
XAML
<Canvas Background="White">
<Image Name="img" Width="200" Height="200" Source="Assets/11.png" ManipulationMode="All" ManipulationStarted="img_ManipulationStarted" ManipulationDelta="img_ManipulationDelta"/>
</Canvas>
C#
private Point initialPt;
private void img_ManipulationStarted(object sender, ManipulationStartedRoutedEventArgs e)
{
initialPt = e.Position;
}
private void img_ManipulationDelta(object sender, ManipulationDeltaRoutedEventArgs e)
{
Point currentPt = e.Position;
double x = currentPt.X - initialPt.X;
double y = currentPt.Y - initialPt.Y;
if (x != 0 || y != 0)
{
TranslateTransform posTransform = new TranslateTransform();
posTransform.X = currentPt.X;
posTransform.Y = currentPt.Y;
img.RenderTransform = posTransform;
e.Complete();
}
}
Instead of using a TranslateTransform, you should directly set the absolute position in the canvas, so you have to bind the ManipulationDelta event to the Canvas, and detect if the point of impact is inside of the image.
<Canvas Background="White" ManipulationMode="All" ManipulationDelta="canvas_ManipulationDelta">
<Image Name="img" Width="200" Height="200" Source="Assets/11.png"/>
</Canvas>
Here is the new event handling function:
private void canvas_ManipulationDelta(object sender, ManipulationDeltaRoutedEventArgs e)
{
if ((e.Position.X > Canvas.GetLeft(img) && e.Position.X < Canvas.GetLeft(img) + img.Width)
|| (e.Position.Y > Canvas.GetTop(img) && e.Position.Y < Canvas.GetTop(img) + img.Height)) {
{
Canvas.SetLeft(img, e.Position.X);
Canvas.SetTop(img, e.Position.Y);
}
}
Simple as pie. You can remove initialPt and img_ManipulationStarted.

Smooth image clipping while scrolling

So I'm trying to achieve an affect like the native cropper when you use a PhotoChooserTask. If you aren't familiar, there's an image in the background with a border over top, and the image appears to change opacity when in and out of the border. The following code works fine, but it's not terribly smooth (the clipped image slightly lags behind the dragging movement). Is there any way to speed up the clipping or change things so that there's less lag? I have the following XAML:
<Grid x:Name="ContentPanel" Grid.Row="1" Margin="12,0,12,0" HorizontalAlignment="Center" VerticalAlignment="Center">
<Grid x:Name="cropContainer" Width="375" MouseLeftButtonDown="cropContainer_MouseLeftButtonDown" MouseLeftButtonUp="cropContainer_MouseLeftButtonUp" MouseMove="cropContainer_MouseMove">
<Grid.RenderTransform>
<TranslateTransform x:Name="cropTransform" />
</Grid.RenderTransform>
<Image x:Name="fullImage" Source="{Binding Image}" Opacity=".5" />
<Image x:Name="clippedImage" Source="{Binding Image}">
<Image.Clip>
<RectangleGeometry Rect="0,0,375,267" />
</Image.Clip>
</Image>
</Grid>
</Grid>
<Border x:Name="cropBorder" Grid.Row="1" BorderThickness="1" BorderBrush="White" Opacity="1" Height="267.90571169537624660018132366274" Width="375">
</Border>
and here is the code for tracking and clipping during the sliding:
private Point _cropBorderOffset, _original, _newPosition;
private bool _moving;
private double _maxUp, _maxDown;
void Page_Loaded(object sender, RoutedEventArgs e)
{
var transform = cropBorder.TransformToVisual(Application.Current.RootVisual);
_cropBorderOffset = transform.Transform(new Point(0, 0));
_maxDown = ((fullImage.ActualHeight - cropBorder.ActualHeight) / 2);
_maxUp = -_maxDown;
var rect = (clippedImage.Clip as RectangleGeometry).Rect;
(clippedImage.Clip as RectangleGeometry).Rect = new Rect(rect.X, (fullImage.ActualHeight / 2) - 134, rect.Width, rect.Height);
}
private void cropContainer_MouseLeftButtonDown(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
cropContainer.CaptureMouse();
_original = e.GetPosition(cropBorder);
_moving = true;
}
private void cropContainer_MouseLeftButtonUp(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
cropContainer.ReleaseMouseCapture();
_moving = false;
}
private void cropContainer_MouseMove(object sender, System.Windows.Input.MouseEventArgs e)
{
_newPosition = e.GetPosition(cropBorder);
if(_moving)
{
var deltaY = _newPosition.Y - _original.Y;
var transform = fullImage.TransformToVisual(Application.Current.RootVisual);
var fullImageOffset = transform.Transform(new Point(0, 0));
var marginTop = deltaY;
//Too far down
if (marginTop > _maxDown)
{
marginTop = _maxDown;
}
//Too far up
else if (marginTop < _maxUp)
{
marginTop = _maxUp;
}
cropTransform.Y = marginTop;
var rect = (clippedImage.Clip as RectangleGeometry).Rect;
(clippedImage.Clip as RectangleGeometry).Rect = new Rect(rect.X, _cropBorderOffset.Y - fullImageOffset.Y, rect.Width, rect.Height);
}
}
Instead of drawing the image twice, once with clipping and once without, could you not simply draw semi-transparent rectangles to block out the sides and draw a white outlined for the center? That should reduce lag considerably.
You could then use the left, top, width and height of the clipping rectangle once the position is chosen to actually do the crop in-memory.

How to achieve smooth animated effect when dragging an object in WPF

I am trying to learn some WPF and I was hoping to be able to implement a simple game. In this game, there are a few items on a Canvas. For the purpose of this question, let’s say there’s just one, and it’s an Ellipse:
<Canvas Name="canvas">
<Ellipse Name="ellipse" Width="100" Height="100" Stroke="Black" StrokeThickness="3" Fill="GreenYellow"/>
</Canvas>
The user needs to be able to drag these items around arbitrarily.
So I implemented the following code and it seems to work:
public MainWindow()
{
InitializeComponent();
Canvas.SetLeft(ellipse, 0);
Canvas.SetTop(ellipse, 0);
ellipse.MouseDown += new MouseButtonEventHandler(ellipse_MouseDown);
ellipse.MouseMove += new MouseEventHandler(ellipse_MouseMove);
ellipse.MouseUp += new MouseButtonEventHandler(ellipse_MouseUp);
}
void ellipse_MouseDown(object sender, MouseButtonEventArgs e)
{
if (e.LeftButton != MouseButtonState.Pressed)
return;
ellipse.CaptureMouse();
ellipse.RenderTransform = new ScaleTransform(1.25, 1.25, ellipse.Width / 2, ellipse.Height / 2);
ellipse.Opacity = 0.75;
}
void ellipse_MouseMove(object sender, MouseEventArgs e)
{
if (e.LeftButton != MouseButtonState.Pressed || !ellipse.IsMouseCaptured)
return;
var pos = e.GetPosition(canvas);
Canvas.SetLeft(ellipse, pos.X - ellipse.Width * 0.5);
Canvas.SetTop(ellipse, pos.Y - ellipse.Height * 0.5);
}
void ellipse_MouseUp(object sender, MouseButtonEventArgs e)
{
if (!ellipse.IsMouseCaptured)
return;
ellipse.ReleaseMouseCapture();
ellipse.RenderTransform = null;
ellipse.Opacity = 1;
}
Now, if you try this, you’ll see that the movements are very jagged. When you mouse down, the ellipse grows instantly and changes its transparency instantly. I want to smoothen this out so that there are no sudden jumps.
I’ve tried the obvious things using a DoubleAnimation on Ellipse.OpacityProperty, ScaleTransform.ScaleXProperty and (notably) Canvas.LeftProperty/TopProperty. However, I run into the following problems:
As soon as I begin an animation on Canvas.LeftProperty/TopProperty, I can never use Canvas.SetLeft/Top again, so the ellipse doesn’t move when it is dragged. I couldn’t find a way to remove the animation from the object.
If the user releases the mouse while the animation is still happening, the “shrinking” animation on the ScaleTransform starts from the full size before the “growing” animation has reached it, which causes a sudden jump. If you click the mouse frantically, the object’s size jumps frantically, which it shouldn’t.
If you need to, you can look at my failed code, which doesn’t work.
How do you implement these smooth motions properly in WPF?
Please do not post an answer without trying it out first. If there are any sudden jumps, the result is unsatisfactory. Thanks!
Instead of creating a new ScaleTransform for each change, use the same one and keep applying new animations. If you don't specify a From property for the animation, it will start with the current value and do a smooth animation.
To avoid the location skip, remember the position of the mouse within the ellipse instead of always centering it. That way you won't need to worry about recentering it. (You can call BeginAnimation with a null timeline to stop the current animation, but then you'll just get a jump on the first MouseMove.)
In XAML:
<Ellipse Name="ellipse" Width="100" Height="100"
Stroke="Black" StrokeThickness="3" Fill="GreenYellow">
<Ellipse.RenderTransform>
<ScaleTransform x:Name="scale" CenterX="50" CenterY="50"/>
</Ellipse.RenderTransform>
</Ellipse>
In code:
private Point offsetInEllipse;
void ellipse_MouseDown(object sender, MouseButtonEventArgs e)
{
if (e.LeftButton != MouseButtonState.Pressed)
return;
ellipse.CaptureMouse();
offsetInEllipse = e.GetPosition(ellipse);
var scaleAnimate = new DoubleAnimation(1.25,
new Duration(TimeSpan.FromSeconds(1)));
scale.BeginAnimation(ScaleTransform.ScaleXProperty, scaleAnimate);
scale.BeginAnimation(ScaleTransform.ScaleYProperty, scaleAnimate);
}
void ellipse_MouseMove(object sender, MouseEventArgs e)
{
if (e.LeftButton != MouseButtonState.Pressed || !ellipse.IsMouseCaptured)
return;
var pos = e.GetPosition(canvas);
Canvas.SetLeft(ellipse, pos.X - offsetInEllipse.X);
Canvas.SetTop(ellipse, pos.Y - offsetInEllipse.Y);
}
void ellipse_MouseUp(object sender, MouseButtonEventArgs e)
{
if (!ellipse.IsMouseCaptured)
return;
ellipse.ReleaseMouseCapture();
var scaleAnimate = new DoubleAnimation(1,
new Duration(TimeSpan.FromSeconds(1)));
scale.BeginAnimation(ScaleTransform.ScaleXProperty, scaleAnimate);
scale.BeginAnimation(ScaleTransform.ScaleYProperty, scaleAnimate);
}
how do I return Canvas.SetLeft to
normal operation after having an
animation on the Canvas.LeftProperty?
One way is to set the FillBehavior to Stop:
ellipse.BeginAnimation(Canvas.LeftProperty, new DoubleAnimation(
pos.X - ellipse.Width * 0.5,
new Duration(TimeSpan.FromSeconds(1)),
FillBehavior.Stop));
Canvas.SetLeft(ellipse, pos.X - ellipse.Width * 0.5);
That will cause the property to go back to its un-animated value after the animation ends. If you set the value after you start the animation then the un-animated value will just be the final value.
Another way is to clear the animation when you're done:
ellipse.BeginAnimation(Canvas.LeftProperty, null);
Either of those will still cause it to jump when you drag, though. You could have the drag start a new animation every time, but that will make the dragging feel very laggy. Maybe you want to handle the dragging using Canvas.Left, but handle the smooth centering using an animated TranslateTransform?
XAML:
<Ellipse.RenderTransform>
<TransformGroup>
<ScaleTransform x:Name="scale" CenterX="50" CenterY="50"/>
<TranslateTransform x:Name="translate"/>
</TransformGroup>
</Ellipse.RenderTransform>
Code:
void ellipse_MouseDown(object sender, MouseButtonEventArgs e)
{
if (e.LeftButton != MouseButtonState.Pressed)
return;
ellipse.CaptureMouse();
var scaleAnimate = new DoubleAnimation(1.25,
new Duration(TimeSpan.FromSeconds(1)));
scale.BeginAnimation(ScaleTransform.ScaleXProperty, scaleAnimate);
scale.BeginAnimation(ScaleTransform.ScaleYProperty, scaleAnimate);
// We are going to move the center of the ellipse to the mouse
// location immediately, so start the animation with a shift to
// get it back to the current center and end the animation at 0.
var offsetInEllipse = e.GetPosition(ellipse);
translate.BeginAnimation(TranslateTransform.XProperty,
new DoubleAnimation(ellipse.Width / 2 - offsetInEllipse.X, 0,
new Duration(TimeSpan.FromSeconds(1))));
translate.BeginAnimation(TranslateTransform.YProperty,
new DoubleAnimation(ellipse.Height / 2 - offsetInEllipse.Y, 0,
new Duration(TimeSpan.FromSeconds(1))));
MoveEllipse(e);
}
void ellipse_MouseMove(object sender, MouseEventArgs e)
{
if (e.LeftButton != MouseButtonState.Pressed || !ellipse.IsMouseCaptured)
return;
MoveEllipse(e);
}
private void MoveEllipse(MouseEventArgs e)
{
var pos = e.GetPosition(canvas);
Canvas.SetLeft(ellipse, pos.X - ellipse.Width / 2);
Canvas.SetTop(ellipse, pos.Y - ellipse.Height / 2);
}
You probably should look into the Thumb control.
Here is a nice CodeProject using it.
You could get some animations with effects and it would of soften the initial drag effect.... I am afraid the drag animation may not be smoothed out as WPF wasnt just made for this kinds of things, i think you should go for XNA instead :p
This video may suit your needs:
http://windowsclient.net/learn/video.aspx?v=280279
As Quartermeister already mentioned you should not specify from value for the animations. This way animation will start with current value and will combine with currently executing animations. Also you should not re-create transformations every time.
Besides that I suggest that you use TranslateTransform instead of setting Top/Left properties of Canvas. It gives you move flexibility and you are not tied to Canvas panel.
So, here is what I got:
XAML:
<Canvas Name="canvas">
<Ellipse Name="ellipse" Width="100" Height="100" Stroke="Black" StrokeThickness="3" Fill="GreenYellow"
RenderTransformOrigin="0.5,0.5">
<Ellipse.RenderTransform>
<TransformGroup>
<ScaleTransform />
<TranslateTransform />
</TransformGroup>
</Ellipse.RenderTransform>
</Ellipse>
</Canvas>
Code-behind:
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
Canvas.SetLeft(ellipse, 0);
Canvas.SetTop(ellipse, 0);
ellipse.MouseDown += new MouseButtonEventHandler(ellipse_MouseDown);
ellipse.MouseMove += new MouseEventHandler(ellipse_MouseMove);
ellipse.MouseUp += new MouseButtonEventHandler(ellipse_MouseUp);
}
private ScaleTransform EllipseScaleTransform
{
get { return (ScaleTransform)((TransformGroup)ellipse.RenderTransform).Children[0]; }
}
private TranslateTransform EllipseTranslateTransform
{
get { return (TranslateTransform)((TransformGroup)ellipse.RenderTransform).Children[1]; }
}
void ellipse_MouseDown(object sender, MouseButtonEventArgs e)
{
if (e.LeftButton != MouseButtonState.Pressed)
return;
ellipse.CaptureMouse();
var pos = e.GetPosition(canvas);
AnimateScaleTo(1.25);
}
void ellipse_MouseMove(object sender, MouseEventArgs e)
{
if (e.LeftButton != MouseButtonState.Pressed || !ellipse.IsMouseCaptured)
return;
var pos = e.GetPosition(canvas);
AnimatePositionTo(pos);
}
void ellipse_MouseUp(object sender, MouseButtonEventArgs e)
{
if (!ellipse.IsMouseCaptured)
return;
ellipse.ReleaseMouseCapture();
AnimateScaleTo(1);
}
private void AnimateScaleTo(double scale)
{
var animationDuration = TimeSpan.FromSeconds(1);
var scaleAnimate = new DoubleAnimation(scale, new Duration(animationDuration));
EllipseScaleTransform.BeginAnimation(ScaleTransform.ScaleXProperty, scaleAnimate);
EllipseScaleTransform.BeginAnimation(ScaleTransform.ScaleYProperty, scaleAnimate);
}
private void AnimatePositionTo(Point pos)
{
var xOffset = pos.X - ellipse.Width * 0.5;
var yOffset = pos.Y - ellipse.Height * 0.5;
var animationDuration = TimeSpan.FromSeconds(1);
EllipseTranslateTransform.BeginAnimation(TranslateTransform.XProperty,
new DoubleAnimation(xOffset, new Duration(animationDuration)));
EllipseTranslateTransform.BeginAnimation(TranslateTransform.YProperty,
new DoubleAnimation(yOffset, new Duration(animationDuration)));
}
}

Pinch-to-zoom on huge images?

I found this Pinch-to-zoom example at http://forums.create.msdn.com
Here is the xaml:
<Grid x:Name="ContentPanel" Grid.Row="1" Margin="12,0,12,0">
<StackPanel>
<TextBlock Text="Tap to center" Style="{StaticResource PhoneTextNormalStyle}"/>
<TextBlock Text="Tap and hold to reset" Style="{StaticResource PhoneTextNormalStyle}"/>
<TextBlock Text="Touch and move to drag" Style="{StaticResource PhoneTextNormalStyle}"/>
<TextBlock Text="Pinch (touch with two fingers) to scale and rotate" Style="{StaticResource PhoneTextNormalStyle}" TextWrapping="Wrap"/>
<TextBlock Text="Flick (drag and release the touch while still moving) will show flick data on bottom of screen." Style="{StaticResource PhoneTextNormalStyle}" TextWrapping="Wrap"/>
</StackPanel>
<TextBlock x:Name="flickData" Text="Flick:" Style="{StaticResource PhoneTextNormalStyle}" VerticalAlignment="Bottom"/>
<Image x:Name="image" Source="/map.jpg" RenderTransformOrigin="0.5,0.5" CacheMode="BitmapCache">
<Image.RenderTransform>
<CompositeTransform x:Name="transform"/>
</Image.RenderTransform>
<toolkit:GestureService.GestureListener>
<toolkit:GestureListener
Tap="OnTap" Hold="OnHold"
DragStarted="OnDragStarted" DragDelta="OnDragDelta" DragCompleted="OnDragCompleted"
Flick="OnFlick"
PinchStarted="OnPinchStarted" PinchDelta="OnPinchDelta" PinchCompleted="OnPinchCompleted"/>
</toolkit:GestureService.GestureListener>
</Image>
</Grid>
And the cs source:
public partial class GestureSample : PhoneApplicationPage
{
double initialAngle;
double initialScale;
public GestureSample()
{
InitializeComponent();
}
private void OnTap(object sender, GestureEventArgs e)
{
transform.TranslateX = transform.TranslateY = 0;
}
private void OnDoubleTap(object sender, GestureEventArgs e)
{
transform.ScaleX = transform.ScaleY = 1;
}
private void OnHold(object sender, GestureEventArgs e)
{
transform.TranslateX = transform.TranslateY = 0;
transform.ScaleX = transform.ScaleY = 1;
transform.Rotation = 0;
}
private void OnDragStarted(object sender, DragStartedGestureEventArgs e)
{
image.Opacity = 0.3;
}
private void OnDragDelta(object sender, DragDeltaGestureEventArgs e)
{
transform.TranslateX += e.HorizontalChange;
transform.TranslateY += e.VerticalChange;
}
private void OnDragCompleted(object sender, DragCompletedGestureEventArgs e)
{
image.Opacity = 1.0;
}
private void OnPinchStarted(object sender, PinchStartedGestureEventArgs e)
{
Point point0 = e.GetPosition(image, 0);
Point point1 = e.GetPosition(image, 1);
Point midpoint = new Point((point0.X + point1.X) / 2, (point0.Y + point1.Y) / 2);
image.RenderTransformOrigin = new Point(midpoint.X / image.ActualWidth, midpoint.Y / image.ActualHeight);
initialAngle = transform.Rotation;
initialScale = transform.ScaleX;
image.Opacity = 0.8;
}
private void OnPinchDelta(object sender, PinchGestureEventArgs e)
{
transform.Rotation = initialAngle + e.TotalAngleDelta;
transform.ScaleX = transform.ScaleY = initialScale * e.DistanceRatio;
}
private void OnPinchCompleted(object sender, PinchGestureEventArgs e)
{
image.Opacity = 1.0;
}
private void OnFlick(object sender, FlickGestureEventArgs e)
{
flickData.Text = string.Format("{0} Flick: Angle {1} Velocity {2},{3}",
e.Direction, Math.Round(e.Angle), e.HorizontalVelocity, e.VerticalVelocity);
}
}
It works pretty well for small images (less then 2000x2000 pixels). But in my example, i have this huge metro map (http://www.vasttrafik.se/upload/Linjekartor_hogupplost/Goteborg2010/Linjen%C3%A4tskarta-101212.png or vector http://www.vasttrafik.se/upload/Linjekartor_hogupplost/Goteborg2010/Linjen%C3%A4tskarta-101212.pdf). It would be even nicer if the user could scale a vector image but even importing such a huge vector is a serious performance issue.
Maybe i could split the image up into several "multi-scale images" and use this http://dotnetbyexample.blogspot.com/2010/08/windows-phone-7-multi-touch-panzoom.html, but i don't really know how to use his class :(
Any ideas? How would you guys solve this problem?
Thanks
Richard
The ideal approach for your solution is to use MultiScaleImage, which is specifically designed to display large image data. However, in order to work with MultiScaleImage you need to get your iamge data prepared int he right format. Basically, you need the image sliced up and rescaled, etc so that the user loads as little information as possible while they zoom in and out of your image.
The DeepZoom documentation describes the process and has links to the DeepZoom Composer tool, which you use to prepare your image data.
Once you've got the MultiScaleImage approach working, you can then look at using Laurent's Multitouch Behavior (if necessary) to provide additional user interactions.
Have you heard of Silverlight Deep-Zoom?
http://msdn.microsoft.com/en-us/library/cc645050(v=vs.95).aspx
There is a size limit on Silverlight UIElements on the phone. As you have discovered, this is 2000x2000 pixels. No single control can be larger than this—hence your issue.
If you must use an image larger than this look at the MultiScaleImage.
Also be aware of the potential for memory issues if you're using very large image files.

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