How to compute PathGeometry.GetPointAtFractionLength or equivalent in winforms - c#

A simple graph composed of circles and horizontal and vertical lines that responds to mouse clicks has been implemented in WPF. But the application must be converted to Winforms, no choice in the matter.
GraphicsPath is generally just right for my needs: reasonably simple, it can find hittest points. But to use it, I need to know the equivalent -- or how to calculate -- what WPF's PathGeometry.GetPointAtFractionLength does. (The documentation is too scanty, and I can find no other help on how to do it.)

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How to render dynamic data in a custom WPF control, such as a line graph?

I'm working on a LineGraph control which consists many DependencyProperties that affect how the control should display its data. For example, the control contains the following properties to affect its axes:
AxisStroke - Color of the axes.
AxisThickness - Stroke thickness of the axes.
It also contains properties for display numbers & tick marks
VerticalTicks - True/False to indicate whether or not ticks appear along the vertical axis
HorizontalTicks - True/False to indicate whether or not ticks appear along the horizontal axis
VerticalMin - Minimum value on the vertical axis (numeric)
VerticalStep - The distance in between each vertical tick
VerticalMax - Maximum value on the vertical axis (numeric)
HorizontalMin - Minimum value on the horizontal axis (numeric)
HorizontalStep - The distance in between each horizontal tick
HorizontalMax - Maximum value on the horizontal axis (numeric)
And many more properties exist to allow for different line styles on a single graph (LineColor, LineThickness, DataPointShape, and DataPointIcon to name a few).
My goal is to be able to call out my LineGraph in XAML to insert it into a Window. I would like to be able to specify each of these settings inside the XAML as well, and see the new rendered image of the control in the WPF designer.
Now, given there is a lot of geometric shapes to render on the LineGraph, I though using a Canvas would be a good choice to render the data. Unfortunately, when I'm working in XAML, I cannot perform computations for the locations of shapes based on the control's width & height.
And yes, the shapes' locations must be computed because the data points for the graph are dynamic and the tick-related information is dynamic. Not to mention, I would like to display the actual values along each axis of the LineGraph.
So, I thought I might be able to display this control as if I was doing the rendering in C# code. Other windowing frameworks sometimes provide a Render method that can be used for laying out all of the sub-components.
Doing this, however, doesn't seem possible since WPF relies heavily on XAML for the visual appearance of controls. Also, requiring that the WPF designer must display the LineGraph based on the properties and data specified, it doesn't seem like C# code would solve the problem.
I suppose my questions are these:
How can I render data dynamically inside of a WPF control?
Am I able to specify in C# how my control is rendered, allowing the WPF designer to reflect it?
Side Note:
I've done quite a bit of research, but I am only finding information on how to implement more simple types of controls. If you know of any references that contain information on this topic, please feel free to post them in addition to your answers. I will be more than happy to learn how to do this completely.
EDIT:
I've created a graph using Excel to elaborate what the LineGraph control might look like if it has correct data and properties.
I will answer this based on my experience on implementing custom built graphing libraries in WIN32, WinForm, WPF, WinCE, WP8+WinRT, ....and even on a FPGA :)
It's extremely difficult to implement one from scratch. It may seem easy at first but you will run into a lot of "What should I do if this happens?". For example, in your above graph it seems you got a DataPoint # (5,100) it graphs it pretty well. But lets say, I add another DataPoint # (5.000000005, 0). How would you handle that in your code? Would you say that each pixel on the graph represents an exact value on the X-Axis, or does each pixel represent a range of X-Values?
I would recommend that you use an already establish library to do what you want to do unless you need something very specific like lets say you need horizontal cursors on the graph (think Tektronix Oscilloscope) and you need to calculate some values in between the two cursors.. then maybe you need to implement your own custom one or build on top of an open source one.
So, if you are still adamant of creating your own custom control here are answers to your questions.
How can I render data dynamically inside of a WPF control?
You can use a WriteableBitmap and create your own primitive drawing library from that. After you're done rendering, set it as the ImageSource of your control.
Or you can use WriteableBitmapEx which has GDI like drawing functions already implemented for you.
WriteableBitmapEx CodePlex Page, I also think you can just get it from NuGet as well.
You can also use a <Canvas> and add UI elements to that as well.
Am I able to specify in C# how my control is rendered, allowing the WPF designer to reflect it?
This depends on how you create your controls, but yes you can create Properties in your custom control that will appear in the Designer. Allowing you to change it thus updating the display. I would read a lot of tutorials about writing your own custom user control library. They can explain it better than I can in a SO answer. If you implement the properties correctly it should like so.....
Full Size Image: http://i.stack.imgur.com/pmevo.png
After changing the Number of Rows from 15 to 10 and the starting Y offset to -1 (thus moving the graph up and making the rows a lot taller)
Full Size Image: http://i.stack.imgur.com/0RKnA.png

Plot Point in ZedGraph C#?

Well this is my question, I have a ZedGraph, now I want to put some points in the ZedGraph, I have my simple class Point wich it have, the X & Y values, fist I check this question, but not answered, at the moment don't work, anyone know how to put just a simple point, my goal is drawing shapes like this one Secciones but I dont know how make this
I believe ZedGraph is the wrong tool for what you want to achieve. You should be using GDI+ drawing do draw your points, lines, rectangles and other shapes. It forms part of C#.NET.

Click DirectX Button from Windows Forms

I have a windows forms application where I would like to find the handle of a DirectX application, find a DirectX button in that window, and Click it.
Is this possible, and if so, where is the best place to start?
Thanks!
This is really not possible.
Unlike Windows Forms, a "DirectX Button" has no distinct windows handle. You don't actually "click" a button in a DirectX window, but rather send a mouse click to the entire DirectX window, and allow the application to do its own hit testing to "click" the "button" (which is just a graphic).
The closest you could do would be to send a mouse click to a location within the window - however, finding the location of a "button" could be very difficult.
Actually, it isn't too difficult if that is the case. A DX object can receive an click if you can isolate the object with the mouse through a reversal system, depending if it is 3D-based or 2D-based. 2D is using masking effects, and 3D adds on to translate to and from 2D/3D based space on certain properties utilized in vector calculus.
Pretty much from logical space, in 3D, a slice of the 3D object is mapped to 2D space, which is then mapped to camera space, which is then rendered. Crude, there is much more to it then that, but I'm keeping it as simple as it can be. Now the task is to find the 2D volume/per-pixel location, translate a copy of the 2D render of a 3D object on an image that will be/is already a DeviceContext for the monitor to show () to a map, and unionize a clickable object (which will run the intended code, just as a button should) to the 2D map object copy.
In other words, find where in the screen the object is rendered and generate a clickable mask over the rendered portion of the screen. Whether it is a bitmap mask, or a polygon mask, or a cube mask, or any other shape you can mathematically create; so long as the 2D clickable object actually interfaces with the mouse position and state in an constant-update system.
For example, say that application is full screen, that the resolution is 800 x 600 (keeping it simple, it could be anything), and that the object you wish to be able to interact, that is rendered in a context that doesn't permit it of it's own accord (*1), and that the rendered object shows a rectangle. Lets say that is the point of it, and the system you use for the translation outputs a Rectangle (C#.NET code, yea, but it's just an example, there are better floating around). So we can say that the mask rectangle coordinates are identical to to the rendered object coordinates.
So let's say: "Rectangle mask = new Rectangle(100, 100, 200, 100); // X starting point, Y starting point, Length, Width." Pretty self-explanatory. Add a per-frame cursor position compared with mask positions, will indicate if the cursor is above the mask, and with extra coding, can indicated if the cursor clicked (or other events) while being within the mask's range.
So let's say the button opens the main menu. And an event happens, particularly a "MouseClick" event, while the cursor hotspot is at Point(125, 200). Which of course was in the range of the mask. In this instance, through all that trivial code, opens the main menu. It is easy to add new clickable objects within this system if it is done right.
Yes, other, easier ways exist. But from them all, this is one of the more dynamic and flexible systems. Uses range from the cash you get as loot in a game that you have to click to pick up, to the UI, to the menu's, to anything clickable. The range isn't in just games, either. Custom UI designers who like to reinvent the wheel can and have taken advantage of similar systems, such as myself, like to define every aspect from the microcode to the macrocode. Precisely, to define the macrocode as it is needed, as it is expected and without unnecessary bloat through microcode management. Not saying I like microcode, as it can be way too bloody finicky, and often times, is. Worth it for the few hundred FPS you get from streamlining it right (the first time), though... >:-D
*1 = (predictable in 3D Rendering models, from the point of view Rendering is not Modifying (which seems to be including object selection (through the mouse/cursor position and all that), which is essentially what your looking for) and as such not included (directly). Through translation it becomes possible, with the finest precision if done right. Further to that, DirectX, OpenGL, and others like, are defaultly Renderers.)

Custom WPF EndLineCap, StartLineCap & LineJoin or new attached properties

Just wondering if anyone knows how I would implement additional/custom EndLineCap, StartLineCap & LineJoin attributes?
In short, LineJoin="Round" is what I want but I need both sides of the angle are smooth - instead of just the wider angled side.
Also, instead of just Rounded EndLineCap and StartLineCap I want a ball on each end (for instance, a circle at each end who's diameter is double that of the with of the line).
Instead of adding additional custom items, I might be able to achieve this through attached properties, but I don't know where to start.
I don't believe that it is possible to do what you're asking. Line Caps are implemented at a very low level in WPF where there seems to be little possibility of customisation.
The lowest level Graphics API that WPF exposes is the DrawingContext. This provides methods like DrawLine which take a Pen object to specify how LineCaps should be drawn. Your choice of LineCaps is limited to those exposed in the PenLineCap enum - it doesn't provide a "Custom" option.
Having said all that, it may be possible to emulate custom line caps by modifying the path data in a geometry. This answer may give you some hints.

c# control location precision

I need more precision then integer based locations when puttng controls on a form.
It seems control.location only supports Point.
Is there a work around for this?
Point p = new Point(100, 200);
this.Location = p;// this works of course
PointF pF = new PointF(100.04f, 200.08f);
this.Location = pF;// this does not work of course because Location expects a Point not PointF
Is there some setting on the base form, or base control I can set to have more location precision?
You could use Windows Presentation Foundation (WPF) together with XAML (both work nicely within Visual Studio), which allows subpixel positioning of controls.
However, assuming that you are using Windows Forms and not WPF, why would you ever need to put a control on a non-integer (subpixel) location?
Although GDI+ is capable of floating point coordinate systems, Win32 (upon which Winforms is based) is not. I second the reccomendation to move to WPF which has a ubiquitous floating point coordinate system based on device independent virtual pixels.
No, control rendering in WinForms is all fundamentally pixel-based. There is a way you could achieve sub-pixel positioning (without using WPF), but it would be work on your part, and I'm really not sure why you would need this anyway.
The gist of the approach is to create a user control with a hidden instance of the control you're trying place funkily (sub-pixelly, maybe). You wire up all the user control's events so that they pass through to the hidden control, and after each event is passed you call the hidden control's DrawToBitmap method to get a snapshot of the control. You then use Graphics.DrawImage to copy the snapshot to the surface of the user control. DrawImage is not restricted to pixels, so you can offset the drawing by less than a pixel to achieve the precise positioning you're looking for.
Warning: please do not actually do this, as there is no reason for it when you can just use WPF. This would be a lot of work, since "passing the control's events through" is not as simple matter as it sounds. There's also a problem with rendering the focus correctly in this manner, as the invisible control cannot be given the focus (I'm not even going to tell you what the grisly hack solution is to that problem).
Update: It's worth revisiting that decision about WPF - it is ideal for what you're doing and would make your life much simpler. I have been generally underwhelmed by WPF, because I think that while it's very powerful it is essentially overpowered for the uses to which it is most often put (namely, boring-ass business apps). In your case, though, it provides a granularity that you actually require in your app.
If you're stuck in WinForms, however, your best approach is to write your own UserControl versions of the text-editing controls that your application requires. At its core, a TextBox is just a square that you draw a border around and some text on. The .Net Graphics methods for this (DrawRectangle and DrawString) can have the drawing coordinates specified in floating point.
There are tons of StackOverflow questions about owner-drawn user controls and GDI+ graphics.
1 point is 1 pixel and therefore the maximum resolution required.
This is the reason why 0,0 maps to the left corner, and 1024 maps to the right, in a resolution of 1024x768

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