Why do the TextBlocks in my Canvas not display? - c#

I was intending to overlay multiple Canvas, between 4 and 6 layers, on top of a large Image, in order that I can set all objects in a given Canvas as visible or invisable with the simplicity of a show or Hide routine in a layer class. UpdateLayers simply has a set of calls to each layer.Update(). In the case of the settlementNames layer, it would seem that the Update code is not doing its job. It is supposed work like this;
private void ShowCities_Click(object sender, RoutedEventArgs e)
{
UpdateLayers();
settlements.Show(Settlements);
settlementNames.Show(SettlementNames);
}
public void Show(Canvas canvas)
{
canvas.Visibility = Visibility.Visible;
}
This worked perfectly with the first canvas containing icon sized BitmapImages at ZIndex 1 (the large Image is essentially the background with ZIndex 0). When I tried to add a further canvas at ZIndex 2, the code steps through as expected but does not show the contents. This time the contents is a set of TextBlocks.
The AssociatedCanvas property in the code, has been checked and is the correct Canvas instance, which was laid down in the XAML main window.
public void Update(string layerSelectSqlQuery, LayerType layerType)
{
DataTable layerDataTable = null;
int x = -1;
int y = -1;
string label;
using (MySqlClientWrapper db = new MySqlClientWrapper("Server = localhost; Database = tribes;Uid = root;Pwd = xxxxxxxxx;"))
{
// TODO add population column - and filter to those settlements considered cities.
layerDataTable = db.GetDataTable(layerSelectSqlQuery);
}
AssociatedCanvas.Children.Clear();
foreach (DataRow dataRow in layerDataTable.Rows)
{
x = (int)dataRow["MapX"];
y = (int)dataRow["MapY"];
label = dataRow["Name"].ToString();
if (x != -1 && y != -1)
{
switch (layerType)
{
case LayerType.Settlements:
DrawBitmapImage(x, y);
break;
case LayerType.SettlementNames:
WriteLabel(x, y, label, Color.FromRgb(0, 0, 0));
break;
case LayerType.Units:
break;
case LayerType.UnitNames:
break;
default:
break;
}
}
}
}
Public void WriteLabel(int x, int y, string text, Color color)
{
TextBlock textBlock = new TextBlock();
textBlock.Text = text;
textBlock.Foreground = new SolidColorBrush(color);
Canvas.SetLeft(textBlock, x);
Canvas.SetTop(textBlock, y);
AssociatedCanvas.Children.Add(textBlock);
}
The XAML looks like this in part:
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<!--<Slider Grid.Column="0" Orientation="Vertical" HorizontalAlignment="Left" Minimum="1" x:Name="slider" />-->
<ScrollViewer Name="mapScroller" HorizontalScrollBarVisibility="Auto" VerticalScrollBarVisibility="Auto">
<Grid Name="grid" RenderTransformOrigin="0.5,0.5">
<Grid.LayoutTransform>
<TransformGroup>
<ScaleTransform x:Name="scaleTransform" />
</TransformGroup>
</Grid.LayoutTransform>
<Viewbox Grid.Column="0" Grid.Row="0" >
<Image x:Name="MainMap" UseLayoutRounding="True" Stretch="Fill" HorizontalAlignment="Center" VerticalAlignment="Center"
MouseLeftButtonUp="MainMap_MouseLeftButtonUp" Source="{Binding MainTerrainMap}"></Image>
</Viewbox>
<Canvas x:Name="Settlements" Panel.ZIndex="1" />
<Canvas x:Name="SettlementNames" Panel.ZIndex="2" >
</Canvas>
</Grid>
</ScrollViewer>
</Grid>

Related

Cannot dynamically create columns/rows in WPF

I want to be able to dynamically set a window's size in WPF, and then create as many columns and rows in a grid as I want.
I've created a method for it but it does not seem to work. I also added a border in XAML to see if there are columns and rows but I only see one square.
Also, it throws no error whatsoever.
This is my method:
public void CreateField(Grid MainGrid, TextBox Columns, TextBox Rows, TextBox WHeight, TextBox WWidth, MainWindow MainWindow)
{
int ColumnCount = Int32.Parse(Columns.Text);
int RowCount = Int32.Parse(Rows.Text);
int WindowHeight = Int32.Parse(WHeight.Text);
int WindowWidth = Int32.Parse(WWidth.Text);
MainWindow.MainWindow1.Height = WindowHeight;
MainWindow.MainWindow1.Width = WindowWidth;
for(int a = 0; a <= ColumnCount; a++){
ColumnDefinition c = new ColumnDefinition();
c.Width = new GridLength(WindowWidth / ColumnCount, GridUnitType.Pixel);
MainGrid.ColumnDefinitions.Add(c);
}
for (int a = 0; a <= RowCount; a++)
{
RowDefinition r = new RowDefinition();
r.Height = new GridLength(WindowHeight / RowCount, GridUnitType.Pixel);
MainGrid.RowDefinitions.Add(r);
}
}
In XAML I have this good with only 1 column and 1 row and a dockpanel for the textboxes and buttons.
<Border BorderBrush="Black" BorderThickness="2">
<Grid Name="MainWindowGrid">
<Grid.ColumnDefinitions>
<ColumnDefinition Name="DockPanel"/>
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition/>
</Grid.RowDefinitions>
<DockPanel Background="LightSalmon" Grid.Row="0" Grid.Column="0" Grid.RowSpan="8">
<StackPanel>
<TextBox Name="txtColums" Text="16"/>
<TextBox Name="txtRows" Text="8"/>
<TextBox Name="txtWindowHeight" Text="800"/>
<TextBox Name="txtWindowWidth" Text="1600"/>
<Button x:Name="ButtonCreate" Content="Create" Click="ButtonCreate_Click"/>
</StackPanel>
</DockPanel>
<ContentControl Content="{Binding}"/>
</Grid>
</Border>
And according to the parameters written here the method should be executed on button click. But instead of a grid with 16 columns and 8 rows, I only get 1 column 1 row. (you can see the border at the edge)
So what am I doing wrong here? I have no real experience with grids whatsoever, and I am pretty clueless. Hope someone can help me out.
EDIT:
The suggestion of to activate MainGrid.ShowGridLines as said by ASh worked. Did not know about this functionality. As it turns out i do have succesfully created the columns and rows. I thought it not to work because i tried to paint a field in the grid with a color which did not work. Now i wonder, why this does not work as i thought this to be correct code.
var converter = new System.Windows.Media.BrushConverter();
var brush1 = (Brush)converter.ConvertFromString("#FFFFFFF0");
DockPanel myDockPanel = new DockPanel();
Grid.SetColumn(myDockPanel, 3);
Grid.SetRow(myDockPanel, 3);
myDockPanel.Background = brush1;
There was a lot going wrong here and its a magical jar of wonderment why you wanted to do this, however this should point you in a better direction
Some Modifications
Dedicated Grid
Get the ActualHeight and ActualWidth to use
Set GridLines true, so you can see whats happening
Set the Grid alignments to Stretch
Don't alter the size of the window
Xaml
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Border Grid.Row="0"
Grid.Column="0"
BorderBrush="Black"
BorderThickness="2">
<DockPanel Grid.RowSpan="8" Background="LightSalmon">
<StackPanel>
<TextBox Name="txtColums" Text="16" />
<TextBox Name="txtRows" Text="8" />
<TextBox Name="txtWindowHeight" Text="800" />
<TextBox Name="txtWindowWidth" Text="1600" />
<Button x:Name="ButtonCreate"
Click="ButtonCreate_OnClick"
Content="Create" />
</StackPanel>
</DockPanel>
</Border>
<Grid Name="MainWindowGrid"
Grid.Row="1"
HorizontalAlignment="Stretch"
VerticalAlignment="Stretch"
ShowGridLines="True" />
</Grid>
Code behind
public void CreateField(Grid MainGrid, TextBox Columns, TextBox Rows) // TextBox WHeight, TextBox WWidth, MainWindow MainWindow)
{
var ColumnCount = int.Parse(Columns.Text);
var RowCount = int.Parse(Rows.Text);
var width = MainGrid.ActualWidth;
var height = MainGrid.ActualHeight;
for (var a = 0; a <= ColumnCount; a++)
{
var c = new ColumnDefinition();
c.Width = new GridLength(width / ColumnCount, GridUnitType.Pixel);
MainGrid.ColumnDefinitions.Add(c);
}
for (var a = 0; a <= RowCount; a++)
{
var r = new RowDefinition();
r.Height = new GridLength(height / RowCount, GridUnitType.Pixel);
MainGrid.RowDefinitions.Add(r);
}
}
private void ButtonCreate_OnClick(object sender, RoutedEventArgs e)
{
CreateField(MainWindowGrid, txtColums, txtRows);
}
grid layout is correct. set MainGrid.ShowGridLines=true; to see it
to see dynamically created control you should add it to grid:
MainGrid.Children.Add(myDockPanel);
since grid rows have equal height and columns have equal width, the following lines can be safely removed:
r.Height = new GridLength(WindowHeight / RowCount, GridUnitType.Pixel);
c.Width = new GridLength(WindowWidth / ColumnCount, GridUnitType.Pixel);
if Width/Height is not set, it is defaulted to * which means Grid will size them equally.
as an alternative UniformGrid can be used:
AnotherMainGrid = new UnifromGrid {Rows = RowCount, Columns = ColumnCount };
but in this case child elements must be added consequtively

c# uwp gridview items zindex

In UWP I have GridView. That GridView has ItemTemplate like this:
<Page.Resources>
<DataTemplate x:Key="Template" x:DataType="local:ModelClass">
<local:CustomUserControl
Model="{x:Bind Mode=OneWay}"/>
</DataTemplate>
</Page.Resources>
<Grid Background="{ThemeResource ApplicationPageBackgroundThemeBrush}">
<GridView x:Name="gvMain" ItemTemplate="{StaticResource Template}" SelectionChanged="gvMain_SelectionChanged">
<GridView.ItemsPanel>
<ItemsPanelTemplate>
<ItemsWrapGrid Orientation="Vertical"
Margin="0,0,0,-10"
MaximumRowsOrColumns="1"
ItemWidth="50"
ItemHeight="50"/>
</ItemsPanelTemplate>
</GridView.ItemsPanel>
</GridView>
</Grid>
The usercontrol is like this:
<Grid x:Name="gridMain" Width="50" Height="50">
<Grid VerticalAlignment="Top" HorizontalAlignment="Right" Margin="0, 0, -10, 0" Width="20" Height="20" Background="Pink"/>
</Grid>
And in codebehind:
public ModelClass Model
{
get { return (ModelClass)GetValue(ModelProperty); }
set { SetValue(ModelProperty, value); SetBackground(); }
}
public static readonly DependencyProperty ModelProperty =
DependencyProperty.Register("Model", typeof(ModelClass), typeof(CustomUserControl), new PropertyMetadata(new ModelClass()));
private void SetBackground()
{
if (Model == null)
{
return;
}
gridMain.Background = Model.BackgroundColor;
}
public CustomUserControl()
{
this.InitializeComponent();
}
I am populating the GridView like this:
List<ModelClass> list = new List<ModelClass>();
ModelClass mc = new ModelClass();
mc.BackgroundColor = new SolidColorBrush(Colors.Red);
ModelClass mc1 = new ModelClass();
mc1.BackgroundColor = new SolidColorBrush(Colors.Blue);
ModelClass mc2 = new ModelClass();
mc2.BackgroundColor = new SolidColorBrush(Colors.Yellow);
ModelClass mc3 = new ModelClass();
mc3.BackgroundColor = new SolidColorBrush(Colors.Green);
list.Add(mc);
list.Add(mc1);
list.Add(mc2);
list.Add(mc3);
gvMain.ItemsSource = list;
And what it looks like is this:
On each item there is a small square in upper right corner, colored in pink.
When I click on some item, I want that item to overlap every other items, so my pink square will be visible.
How to change Z-index of GridView items in this case?
How to change Z-index of GridView items in this case?
If you want to change the GridViewItem's Z-Index, you might think about using canvas relevant panel as the GridView's ItemsPanel.
Then, in your SelectionChanged event handler method, you could use the Canvas.SetZIndex(UIElement, index) method to set current selected item's Canvas.ZIndex. It would get your effect that you want.
But, if you used the general Canvas control as the GridView's ItemsPanel. You would find that the items would not be shown as the general items list.
As a result, in your case, you also would need to define your custom panel. You could need to rearrange the items in it.
I've made a simple for your reference:
<GridView x:Name="gvMain" SelectionChanged="gvMain_SelectionChanged">
<GridView.ItemsPanel>
<ItemsPanelTemplate>
<local:CustomPanel></local:CustomPanel>
</ItemsPanelTemplate>
</GridView.ItemsPanel>
<GridViewItem >
<Rectangle Fill="Red" Width="50" Height="50"></Rectangle>
</GridViewItem>
<GridViewItem >
<Rectangle Fill="Blue" Width="50" Height="50" ></Rectangle>
</GridViewItem>
<GridViewItem>
<Rectangle Fill="Yellow" Width="50" Height="50"></Rectangle>
</GridViewItem>
</GridView>
public class CustomPanel:Canvas
{
protected override Size MeasureOverride(Size availableSize)
{
Size s = base.MeasureOverride(availableSize);
foreach (UIElement element in this.Children)
{
element.Measure(availableSize);
}
return s;
}
protected override Size ArrangeOverride(Size finalSize)
{
this.Clip = new RectangleGeometry { Rect = new Rect(0, 0, finalSize.Width, finalSize.Height) };
Double position = 0d;
foreach (UIElement item in this.Children)
{
if (item == null)
continue;
Size desiredSize = item.DesiredSize;
if (double.IsNaN(desiredSize.Width) || double.IsNaN(desiredSize.Height)) continue;
var rect = new Rect(0, position, desiredSize.Width, desiredSize.Height);
item.Arrange(rect);
TranslateTransform compositeTransform = new TranslateTransform();
compositeTransform.X = position / 2;
item.RenderTransform = compositeTransform;
position += desiredSize.Width;
}
return finalSize;
}
}
private void gvMain_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
GridViewItem item = (sender as GridView).SelectedItem as GridViewItem;
if (item != null)
{
Canvas.SetZIndex(item,index);
}
}
This just is a simple code sample, you could do more custom behavior in your custom panel.
The following are the effect screenshots:

Dynamic Chat Window

I have a problem with the performance of the wpf gui.
At first I will explain what I have done.
I read from a Database different chat data, mostly text but sometimes there is an icon in the middle of the text, like a smiley or similar. Or, there are no text just a Image.
I have this all done by using a Flowdocument and use a Textblock with inlines. Oh I forgot, I use wpf, sorry.
Thats work great, BUT at the moment the Flowdocument will be painted to the RichTextbox or FlowdocumentReader, its take a long time and the gui freeze. I have think about Virtualizing but a RichTextBox doesn't use this. So my next idea was to use a Listbox and set as item a Richtextbox for every Chatbubble. A Chat can contain round about 20.000 Chatbubbles.
So now I want to use Databinding but I doesn't find a way to bind the inlines of a Textblock.
So now some code.
<DataTemplate x:Key="MessageDataTemplate" DataType="{x:Type classes:Message}">
<Grid>
<RichTextBox x:Name="rtbChat"
SpellCheck.IsEnabled="False"
VerticalScrollBarVisibility="Auto"
VerticalContentAlignment="Stretch">
<FlowDocument
FontFamily="Century Gothic"
FontSize="12"
FontStretch="UltraExpanded">
<Paragraph>
<Figure>
<BlockUIContainer>
<Border>
<Border>
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="150"/>
<ColumnDefinition Width="80"/>
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="15"/>
<RowDefinition Height="Auto"/>
</Grid.RowDefinitions>
<TextBlock x:Name="tUser"
Foreground="Gray"
TextAlignment="Right"
FontSize="10"
Grid.Row="0"
Grid.Column="1"
Text="{Binding displayUserName}"/>
<TextBlock x:Name="tTime"
Foreground="Gray"
TextAlignment="Left"
FontSize="10"
Grid.Row="0"
Grid.Column="0"
Text="{Binding sendTime}"/>
<TextBlock x:Name="tMessage"
Foreground="Black"
TextAlignment="Justify"
FontSize="12"
Height="NaN"
TextWrapping="Wrap"
Grid.Row="1"
Grid.Column="0"
Grid.ColumnSpan="2"
Text="{Binding contentText}" />
<Image x:Name="tImage"
Grid.Row="1"
Grid.Column="0"
Grid.ColumnSpan="2"
Height="NaN"
Source="{Binding imageSend}"/>
</Grid>
</Border>
</Border>
</BlockUIContainer>
</Figure>
</Paragraph>
</FlowDocument>
</RichTextBox>
</Grid>
</DataTemplate>
So this is not final, I'm porting this from Source-code to xaml and some setters are missing at this moment.
I have benchmark the timings and everything works fine, 10 ms for the sqlite, round about 4 sec for the building of the FlowDocument but up to 5 min to paint the FlowDocument in the RichTextBox. I know that is why the hole box is painted, also the part that is not visible.
I hope that is understandable, if not ask me :)
Here the Source-Code before ported to xaml.
var rtBox = new RichTextBox
{
//IsEnabled = false,
BorderThickness = new Thickness(0, 0, 0, 0)
};
var doc = new FlowDocument();
Contact contact = null;
contact = _mess.remote_resource != "" ? _contacts.Find(x => x._jid == _mess.remote_resource) : _contacts.Find(x => x._jid == _mess.key_remote_jid);
var para = new Paragraph();
//--- Style of the message -----
para.Padding = new Thickness(0);
BlockUIContainer blockUI = new BlockUIContainer();
blockUI.Margin = new Thickness(0, 0, 0, 0);
blockUI.Padding = new Thickness(0);
blockUI.TextAlignment = _mess.key_from_me == 1 ? TextAlignment.Right : TextAlignment.Left;
Border bShadow = new Border();
bShadow.Width = 231;
bShadow.BorderBrush = Brushes.LightGray;
bShadow.BorderThickness = new Thickness(0, 0, 0, 1);
Border b2 = new Border();
b2.Width = 230;
b2.BorderBrush = Brushes.Gray;
b2.Background = Brushes.White;
b2.BorderThickness = new Thickness(0.5);
b2.Padding = new Thickness(2);
Grid g = new Grid();
g.ColumnDefinitions.Add(new ColumnDefinition() { Width = new GridLength(150,GridUnitType.Star) });
g.ColumnDefinitions.Add(new ColumnDefinition() { Width = new GridLength(80) });
g.RowDefinitions.Add(new RowDefinition() { Height = new GridLength(15) });
g.RowDefinitions.Add(new RowDefinition() { Height = new GridLength(25,GridUnitType.Auto) });
TextBlock tUser = new TextBlock()
{
Foreground = Brushes.Gray,
TextAlignment = TextAlignment.Right,
FontSize = 10,
};
tUser.SetValue(Grid.RowProperty, 0);
tUser.SetValue(Grid.ColumnProperty, 1);
if(contact != null)
tUser.Text = _mess.key_from_me == 1 ? "ich" : (contact._displayName == "" ? Whatsapp.Contacs.convertJidToNumber(_mess.remote_resource) : contact._displayName);
else
{
tUser.Text = Whatsapp.Contacs.convertJidToNumber(_mess.remote_resource);
}
TextBlock tTime = new TextBlock()
{
Foreground = Brushes.Gray,
TextAlignment = TextAlignment.Left,
FontSize = 10,
};
tTime.SetValue(Grid.RowProperty, 0);
tTime.SetValue(Grid.ColumnProperty, 0);
tTime.Text = UnixTime.TimeReturnUnix2DateUtc(_mess.timestamp, timeZone).ToString();
TextBlock tMessage = new TextBlock()
{
Foreground = Brushes.Black,
TextAlignment = TextAlignment.Justify,
FontSize = 12,
Height = Double.NaN,
TextWrapping = TextWrapping.Wrap
};
tMessage.SetValue(Grid.RowProperty, 1);
tMessage.SetValue(Grid.ColumnProperty, 0);
tMessage.SetValue(Grid.ColumnSpanProperty, 2);
for (var i = 0; i < _mess.data.Length; i += Char.IsSurrogatePair(_mess.data, i) ? 2 : 1)
{
var x = Char.ConvertToUtf32(_mess.data, i);
if (EmojiConverter.EmojiDictionary.ContainsKey(x))
{
//Generate new Image from Emoji
var emoticonImage = new Image
{
Width = 20,
Height = 20,
Margin = new Thickness(0, -5, 0, -5),
Source = EmojiConverter.EmojiDictionary[x]
};
//add grafik to FlowDocument
tMessage.Inlines.Add(emoticonImage);
}
else
{
tMessage.Inlines.Add(new Run("" + _mess.data[i]));
}
}
g.Children.Add(tUser);
g.Children.Add(tTime);
g.Children.Add(tMessage);
b2.Child = g;
bShadow.Child = b2;
blockUI.Child = bShadow;
Figure fig = new Figure(blockUI);
fig.Padding = new Thickness(0);
fig.Margin = new Thickness(0);
fig.Height = new FigureLength(0, FigureUnitType.Auto);
para.Inlines.Add(fig);
doc.Blocks.Add(para);
rtBox.Document = doc;
msgList.Add(rtBox);
Greetings and thanks for your help.
One method would be to virtualize using a ListBox, certainly. Arguably better methods would be to dynamically load in the required messages or make your own virtualized control (issues with the default ListBox virtualization include that you have to scroll entire items in a single go to get virtualization working... which can suck a bit from a UX perspective in some cases.)
From the sound of it still taking forever to load, the virtualization you've set up isn't working right...
The main thing that you require to get virtualization working is that you need to have the ScrollViewer inside the ListBox template have CanContentScroll=True. Ie do:
<ListBox ScrollViewer.CanContentScroll="True" .... >
Or give the ListBox a template similar to below:
<ControlTemplate>
<Border BorderBrush="{TemplateBinding Border.BorderBrush}"
BorderThickness="{TemplateBinding Border.BorderThickness}"
Background="{TemplateBinding Panel.Background}"
SnapsToDevicePixels="{TemplateBinding UIElement.SnapsToDevicePixels}">
<ScrollViewer Focusable="False"
Padding="{TemplateBinding Control.Padding}"
MaxHeight="{TemplateBinding Control.MaxHeight}"
CanContentScroll="True">
<ItemsPresenter SnapsToDevicePixels="{TemplateBinding UIElement.SnapsToDevicePixels}" />
</ScrollViewer>
</Border>
</ControlTemplate>
Also, unless you want to actually select previous messages, maybe a ListBox isn't what you want, and you actually want an ItemsControl? See Virtualizing an ItemsControl? for more on that.
Addition 1 - Smooth Scrolling + Virtualization:
See below - if you also want smooth scrolling, might be worth looking at a TreeView - see http://classpattern.com/smooth-scrolling-with-virtualization-wpf-list.html#.VBHWtfldXSg - though I can't vouch for if this actually works at the moment, just discovered it myself!
Addition 2 - Clarification RE needed elements
As in my comments below, if you're not editing everything, you can get rid of all the tags:
<Grid><RichTextBox><FlowDocument><Paragraph><Figure>
In the data template. You probably can't bind the Text of the message to the contentText in the DataTemplate, and will have to have a bit of behind-the-scenes code to dynamically generate the inlines for the TextBlock.
Addition 3 - How to bind a TextBlock to contain images etc from XAML
Okay, so overall (neglecting some styling), I suggest the following:
<DataTemplate x:Key="MessageDataTemplate" DataType="{x:Type classes:Message}">
<Border>
<Border>
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="150"/>
<ColumnDefinition Width="80"/>
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="15"/>
<RowDefinition Height="Auto"/>
</Grid.RowDefinitions>
<TextBlock x:Name="tUser"
Foreground="Gray"
TextAlignment="Right"
FontSize="10"
Grid.Row="0"
Grid.Column="1"
Text="{Binding displayUserName}" />
<TextBlock x:Name="tTime"
Foreground="Gray"
TextAlignment="Left"
FontSize="10"
Grid.Row="0"
Grid.Column="0"
Text="{Binding sendTime}" />
<TextBlock x:Name="tMessage"
Foreground="Black"
TextAlignment="Justify"
FontSize="12"
Height="NaN"
TextWrapping="Wrap"
Grid.Row="1"
Grid.Column="0"
Grid.ColumnSpan="2"
classes:TextBlockInlineBinder.Inlines="{Binding contentInlines}" />
<Image x:Name="tImage"
Grid.Row="1"
Grid.Column="0"
Grid.ColumnSpan="2"
Height="NaN"
Source="{Binding imageSend}" />
</Grid>
</Border>
</Border>
</DataTemplate>
Note the line classes:TextBlockInlineBinder.Inlines="{Binding contentInlines}" on the message TextBlock. This is in order to be able to bind to Inlines... Basically, this not a dependency property, so cannot be directly bound to!
Instead, we can use the custom static class TextBlockInlineBinder below to create a static dependency property to add to our TextBlock, which when it is updated, it runs the InlinesChanged method to update the Inlines:
public static class TextBlockInlineBinder
{
#region Static DependencyProperty Implementation
public static readonly DependencyProperty InlinesProperty =
DependencyProperty.RegisterAttached("Inlines",
typeof(IEnumerable<Inline>),
typeof(TextBlockInlineBinder),
new UIPropertyMetadata(new Inline[0], InlinesChanged));
public static string GetInlines(DependencyObject obj)
{
return (string)obj.GetValue(InlinesProperty);
}
public static void SetInlines(DependencyObject obj, string value)
{
obj.SetValue(InlinesProperty, value);
}
#endregion
private static void InlinesChanged(DependencyObject sender,
DependencyPropertyChangedEventArgs e)
{
var value = e.NewValue as IEnumerable<Inline>;
var textBlock = sender as TextBlock;
textBlock.Inlines.Clear();
textBlock.Inlines.AddRange(value);
}
}
Finally, the binding (which I've bound to a contentInlines property on your Message class) will need to be of type IEnumerable<Inline>, ie something like:
public IEnumerable<Inline> contentInlines
{
get {
var inlines = new List<Inline>();
for (var i = 0; i < _mess.data.Length; i += Char.IsSurrogatePair(_mess.data, i) ? 2 : 1)
{
var x = Char.ConvertToUtf32(_mess.data, i);
if (EmojiConverter.EmojiDictionary.ContainsKey(x))
{
//Generate new Image from Emoji
var emoticonImage = new Image
{
Width = 20,
Height = 20,
Margin = new Thickness(0, -5, 0, -5),
Source = EmojiConverter.EmojiDictionary[x]
};
inlines.Add(emoticonImage);
}
else
{
inlines.Add(new Run("" + _mess.data[i]));
}
}
return inlines;
}
}

Coverflow with Out of Memory

i am working on Windows 8 Phone Application.
I have issue where i am loading image with text on top of the images one by one.Its called coverflow feature.
I am getting Out of memory exception
for (int j = 0; j < items.Count; j++)
{
for (int i = 0; i < items.Collection.Count; i++)
{
Myobj obj = items[j].Collection[i];
if (obj.correct == 1)
{
coverflow.Add(new CoverFlow(items[j].Text, answer.TextTwo));
}
}
}
CarouselList.ItemsSource = coverflow;
DataTemplate :
<DataTemplate x:Key="DataTemplate1">
<Grid VerticalAlignment="Center" HorizontalAlignment="Center">
<Grid.RowDefinitions>
<RowDefinition/>
</Grid.RowDefinitions>
<Border Grid.Row="0" Height="400" Width="400" CornerRadius="30,30,30,30">
<Border.Background>
<ImageBrush ImageSource="Images/sample.png" />
</Border.Background>
</Border>
<Grid Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Top">
<TextBlock HorizontalAlignment="Center"
VerticalAlignment="Center"
Margin="5,20,5,5"
Foreground="#000000"
Text="{Binding Title}"/>
</Grid>
<Grid Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Bottom">
<TextBlock HorizontalAlignment="Center"
VerticalAlignment="Center"
Margin="5,5,5,20"
Foreground="#000000"
Text="{Binding SubTitle}"/>
</Grid>
</Grid>
</DataTemplate>
Here the there are around 300+ items that displays one after the other:
Like this :
Its not working at all i tried to reduce the widht and height from 400 to 200 it works but i want the image size to 400 so that it looks good.
how can i avoid this Out Of Memory even if my images are 400*400
This is going to be really from the top of my head. Haven't dealt with this in a while.
1.Write yourself a function which will return you a bunch of items
public List<Item> GetFirstItems()
{
return items.Collection.Take(50);
}
public Item GetOtherItems(int skip)
{
return items.Collection.Skip(skip).Take(25)
}
2.Hook up to the SelectionChangedEvent for your control
//keep this somewhere so you know where you are in the list
var currentBatch = 0;
private void SelectionChanged(sender object, ChangedEventArgs e)
{
var position = e.CurrentItemIndex % 25;
if(position > currentBatch)
{
currentBatch = position;
var newItems = GetOtherItems(currentBatch * 25);
//take the global list of items and modify it;
//because we are moving right we only need the last 25 so we
//can skip the first 25
coverflow= coverflow.Skip(25);
//add your new items
coverflow.AddRange(newItems);
CarouselList.ItemsSource = coverflow; // you will have to clear the source first
}
else if(position < currentBatch)
{
currentBatch = position;
var newItems = GetOtherItems(currentBatch * 25);
//take the global list of items and modify it;
//because we are moving left we only need the first 25 so we
//can take the first 25
coverflow= coverflow.Take(25);
//add your new items
newItems.AddRange(coverflow);
coverflow = newItems;
CarouselList.ItemsSource = coverflow; // you will have to clear the source first
}
}
One more thing you will have to take care of is memorizing which was the current item and setting it again to be the current item.
This is all written from the top of my head and I have no idea if it work with your control but I hope it will at least help you a bit :)

C# WPF Game advice

I want to create a game, where the word is given, but there's one letter missing and you need to choose from one of the letters given below. Being a beginner with C#, I find very difficult to make this work. Right now, I have a word class, which has WordFull, LetterA, LetterB, LetterC, index (where I need to put the letter in) and a CorrectLetter. Then, I load this word object, where I put letter one by one in textboxes and if letter's index in the word (h[e]llo = 1) is equal to the current letter's index property (index = 1), then it displays blank underlined textbox. When you click on that letter, then it checks whether that letter is correct with CorrectLetter property and that's the place where I'm stuck. I want to put that letter in place of empty textbox. But how do I choose it? I think I'm doing something wrong.
TL;DR
I want to make a letter game and I need an advice how to do it.
My XAML grid:
<TabItem Name="zaisti" Header="Vykdyti" IsSelected="True">
<Grid Name="Grid">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="2*"/>
<ColumnDefinition Width="1*"/>
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="7*"/>
<RowDefinition Height="2*"/>
</Grid.RowDefinitions>
<Viewbox Grid.Row="0" Grid.Column="0">
<StackPanel Name="letters" Orientation="Horizontal">
</StackPanel>
</Viewbox>
<Image Grid.Row="0" Grid.Column="1" Name="img" Margin="10" Source="pack://siteoforigin:,,,/pic.jpg"/>
<Grid Grid.Row="1" Grid.Column="0" Grid.ColumnSpan="2" Button.Click="Grid_Click">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*"/>
<ColumnDefinition Width="*"/>
<ColumnDefinition Width="*"/>
</Grid.ColumnDefinitions>
<Button Grid.Column="0" Margin="10">
<Button.Content>
<Viewbox>
<Label Name="Option1" Content="{Binding LetterA}"></Label>
</Viewbox>
</Button.Content>
</Button>
<Button Grid.Column="1" Margin="10">
<Button.Content>
<Viewbox>
<Label Name="Option2" Content="{Binding LetterB}"></Label>
</Viewbox>
</Button.Content>
</Button>
<Button Grid.Column="2" Margin="10">
<Button.Content>
<Viewbox>
<Label Name="Option3" Content="{Binding LetterC}"></Label>
</Viewbox>
</Button.Content>
</Button>
</Grid>
Code behind:
public partial class MainWindow : Window
{
List<Word> Words = new List<Word>()
{
... data ...
};
int index = 0;
public MainWindow()
{
InitializeComponent();
pradzia.IsSelected = true;
zaisti.IsEnabled = false;
}
private void Button_Click(object sender, RoutedEventArgs e)
{
zaisti.IsSelected = true;
zaisti.IsEnabled = true;
letters.Children.Clear();
LoadWord(index);
this.DataContext = Words[index];
}
private void Grid_Click(object sender, RoutedEventArgs e)
{
if (index == Words.Count() - 1) return;
MessageBox.Show((((e.Source as Button).Content as Viewbox).Child as Label).Content.ToString());
if ((((e.Source as Button).Content as Viewbox).Child as Label).Content.ToString() == Words[index].LetterCorrect)
{
letters.Children.Clear();
LoadWord(++index);
this.DataContext = Words[index];
}
}
private void LoadWord(int i)
{
int a = 0;
foreach (char l in Words[i].WordFull)
{
TextBlock letter = new TextBlock();
letter.Foreground = new SolidColorBrush(Colors.Gray);
letter.Text = l.ToString();
letter.Margin = new Thickness(2);
if (Words[i].index == a)
{
letter.Text = ((char)160).ToString() + ((char)160).ToString();
// Create an underline text decoration. Default is underline.
TextDecoration myUnderline = new TextDecoration();
// Create a solid color brush pen for the text decoration.
myUnderline.Pen = new Pen(Brushes.Red, 1);
myUnderline.PenThicknessUnit = TextDecorationUnit.FontRecommended;
// Set the underline decoration to a TextDecorationCollection and add it to the text block.
TextDecorationCollection myCollection = new TextDecorationCollection();
myCollection.Add(myUnderline);
letter.TextDecorations = myCollection;
}
a++;
letters.Children.Add(letter);
}
}
}
Word class:
class Word
{
public string WordFull { get; set; }
public string LetterA { get; set; }
public string LetterB { get; set; }
public string LetterC { get; set; }
public string LetterCorrect { get; set; }
public int index { get; set; }
}
Based on what I'm seeing, I would do the following
move the creation of the individual letter elements (including the underline) into their own methods that return the component to display.
Then when the player picks the correct letter,
find the underline element,
remove it from the letters visual control,
and replace it with the the correct letter element.
edit - based on comment
There are several ways of getting to the elements in the Children collection. If you know the actual element,
letters.Children.Remove(element);
will allow you to remove the specified element, or
letters.Children[index];
will work if you know the index.

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