I have a problem when I'm trying to draw a line with the MVVM-Pattern in WPF.
I followed this example: Drawing line on a canvas in WPF MVVM doesn't work
The Problem I have, is that I want to draw lines on a video control that is already implemented, which I can't use as ItemsPanelTemplate.
So my code currently looks like this:
xaml
<ContentControl>
<views:ExtendedMediaElement x:Name="MediaPlayer" Grid.Row="0" ScrubbingEnabled="True" LoadedBehavior="Manual" UnloadedBehavior="Stop"
MediaLength="{Binding MediaLength, Mode=OneWayToSource}"
MediaPosition="{Binding MediaPosition, Mode=TwoWay}"
EndPosition="{Binding EndPosition, Mode=OneWay}"/>
<i:Interaction.Triggers>
<i:EventTrigger EventName="MouseDown">
<cal:ActionMessage MethodName="MouseDown">
<cal:Parameter Value="$eventArgs"/>
<cal:Parameter Value="{Binding ElementName=ItemControl}"/>
</cal:ActionMessage>
</i:EventTrigger>
</i:Interaction.Triggers>
</ContentControl>
<ItemsControl x:Name="ItemControl" ItemsSource="{Binding Path=Lines}">
<ItemsControl.ItemTemplate>
<DataTemplate>
<Line X1="{Binding X1}" Y1="{Binding Y1}" X2="{Binding X2}" Y2="{Binding Y2}" Stroke="{Binding Stroke}" StrokeThickness="{Binding StrokeThickness}"></Line>
</DataTemplate>
</ItemsControl.ItemTemplate>
</ItemsControl>
ViewModel
private ObservableCollection<Line> _lines;
public ObservableCollection<Line> Lines
{
get { return _lines; }
set
{
if (_lines != value)
{
_lines = value;
NotifyOfPropertyChange("Lines");
}
}
}
public void MouseDown(MouseButtonEventArgs e, System.Windows.Controls.ItemsControl lineArea)
{
System.Windows.Point p = e.GetPosition(lineArea);
if (!isFirstPointSet)
{
firstClickPoint = p;
isFirstPointSet = true;
return;
}
Line l = new Line();
l.X1 = firstClickPoint.X;
l.Y1 = firstClickPoint.Y;
l.X2 = p.X;
l.Y2 = p.Y;
l.Stroke = System.Windows.Media.Brushes.Black;
l.StrokeThickness = 4;
Lines.Add(l);
firstClickPoint = p;
}
Now the first line I draw is always perfectly placed on the Click-Coordinates, but the second line has an offset on the X-Coordinate. The thrid line is often not even visible any more.
Thanks in advance for your help!
Niko
Take a look at the below example, each item in an ItemsControl are at different position. If the first line is drawn on canvas 32, the second line will be drawn on canvas 33. They are not drawn on the same, big canvas as you might expected.
You need to set the ItemsPanel property just like the answer in the link you provided.
Related
I'm using the code below to draw text over a rectangle in a WPF canvas but it seems to stretch/squash the text and sometimes the back colour does not fill the entire box.
I'm looking for a way to make sure the box is always filled and the text is clear. Probably some form of dynamic font sizing?
Thanks.
Rectangle elip = new Rectangle();
elip.Height = 6;
elip.Width = 6;
Brush brush = new SolidColorBrush(Color.FromRgb(n.Value.R,
n.Value.G, n.Value.B));
Label TB = new Label();
TB.HorizontalAlignment = HorizontalAlignment.Stretch;
TB.Margin = new Thickness(0, 0, 0, 0);
TB.Background = brush;
TB.FontSize = 12;
TB.HorizontalContentAlignment = HorizontalAlignment.Center;
TB.Content = n.Value.Stations[0].TrackId;
BitmapCacheBrush bcb = new BitmapCacheBrush(TB);
elip.Fill = bcb;
elip.Stroke = Brushes.Black;
elip.StrokeThickness = 0.5;
elip.MouseDown += ElipOnMouseDown;
Canvas.SetTop(elip, n.Value.Y - elip.Width / 2);
Canvas.SetLeft(elip, n.Value.X - elip.Height / 2);
cMain.Children.Add(elip);
You can stretch the text using a viewbox.
I recommend using a usercontrol to encapsulate all your markup for things like this. You would have to have many thousands of these things before the overhead of a usercontrol vs building rectangles and whatnot would be significant.
I built this usercontrol:
Height="18" Width="24">
<Border BorderBrush="Black"
BorderThickness="1"
Background="Magenta"
>
<Viewbox Stretch="Uniform">
<TextBlock Text="{Binding Tag, RelativeSource={RelativeSource AncestorType=UserControl}}"
TextAlignment="Center"
Margin="2"
/>
</Viewbox>
</Border>
</UserControl>
Might not be precisely what you want in terms of width, height or whatever.
You could instantiate one of these, set it's Tag, canvas top and left and add it to the canvas.
Here's the equivalent markup I used to prove it:
Title="MainWindow" >
<Grid>
<Canvas>
<local:StationView Canvas.Left="20"
Canvas.Top="100"
Tag="16B"/>
</Canvas>
</Grid>
</Window>
I'm using a rectangle drawn on an adorner to mark a region of interest on an image. The issue is that if I resize the window, the rectangle doesn't change size.
I'm new to WPF, so I've done a bunch of research, googling what I can with multiple different search terms. I actually just learned adorners that way, and I've gotten this far on that, but I've hit a wall on how to finish this last piece. I know that my problem is based in the size of the rectangle, but I don't know what to capture/look for to adjust it, since wpf resizes the actual image object on window resize, so there's no scale factor to look at.
Here's the XAML for the application I'm testing things in.
<Window x:Class="TestingAdorners.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:local="clr-namespace:TestingAdorners"
mc:Ignorable="d"
Title="MainWindow" Height="450" Width="800">
<Grid ClipToBounds="True">
<AdornerDecorator>
<Image Name="Btn" Source="nyan.png" Stretch="Uniform"/>
</AdornerDecorator>
</Grid>
</Window>
The adorner class:
class RoiAdorner : Adorner
{
public Rect rectangle = new Rect();
public RoiAdorner(UIElement adornedElement) : base(adornedElement)
{
rectangle.Height = 30;
rectangle.Width = 100;
IsHitTestVisible = false;
}
protected override void OnRender(DrawingContext drawingContext)
{
Pen pen = new Pen(Brushes.Green, 5);
drawingContext.DrawRectangle(null, pen, rectangle);
}
}
And the Xaml.cs
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
AdornerLayer.GetAdornerLayer(Btn).Add(new RoiAdorner(Btn));
}
private void Window_Loaded(object sender, RoutedEventArgs e)
{
}
}
The desired result is that the rectangle scales with the image object so that it always covers the same region of the image. The problem is I don't know how to capture a scale factor to scale it up and down as the window resizes.
Update: After thinking through Frenchy's suggestion I realized the answer is simply: "Normalize your coordinates"
you just adapt your render method like this:
class RoiAdorner : Adorner
{
public double factorX = 0d;
public double factorY = 0d;
public Rect rectangle = new Rect();
public RoiAdorner(UIElement adornedElement) : base(adornedElement)
{
rectangle.Height = 30;
rectangle.Width = 100;
IsHitTestVisible = false;
}
protected override void OnRender(DrawingContext drawingContext)
{
if (factorY == 0)
factorY = rectangle.Height / AdornedElement.DesiredSize.Height;
if (factorX == 0)
factorX = rectangle.Width / AdornedElement.DesiredSize.Width;
var r = new Rect(new Size(AdornedElement.DesiredSize.Width * factorX, AdornedElement.DesiredSize.Height * factorY));
//Rect adornedElementRect = new Rect(this.AdornedElement.DesiredSize);
drawingContext.DrawRectangle(null, new Pen(Brushes.Red, 5), r);
}
this.AdornedElement.DesiredSize gives you the size of image.
The approach I would use is to render the picture and rectangle to the same thing. Then that one thing is stretched, scaled or whatever.
One way to do this would be to use a DrawingImage. Drawing methods are extremely efficient if rather low level.
<Grid ClipToBounds="True">
<AdornerDecorator>
<Image Name="img" Stretch="Uniform">
<Image.Source>
<DrawingImage PresentationOptions:Freeze="True">
<DrawingImage.Drawing>
<DrawingGroup>
<ImageDrawing Rect="0,0,595,446" ImageSource="DSC00025.jpg"/>
<GeometryDrawing Brush="Green">
<GeometryDrawing.Geometry>
<RectangleGeometry Rect="0,0,100,30" />
</GeometryDrawing.Geometry>
</GeometryDrawing>
</DrawingGroup>
</DrawingImage.Drawing>
</DrawingImage>
</Image.Source>
</Image>
</AdornerDecorator>
</Grid>
Another is with a visualbrush. Controls inherit from visual - this is somewhat higher level coding.
<Grid ClipToBounds="True">
<AdornerDecorator>
<Rectangle Name="rec">
<Rectangle.Fill>
<VisualBrush Stretch="Uniform">
<VisualBrush.Visual>
<Grid Height="446" Width="595">
<Image Source="DSC00025.jpg" Stretch="Fill"/>
<Rectangle Height="30" Width="100" Fill="Green"
VerticalAlignment="Top" HorizontalAlignment="Left"/>
</Grid>
</VisualBrush.Visual>
</VisualBrush>
</Rectangle.Fill>
</Rectangle>
</AdornerDecorator>
</Grid>
Note that both of these are quick and dirty illustrations to give you the idea. The image I picked at random off my hard drive is sized 446 * 595. You could calculate sizes or bind or stretch as suits your requirement best.
I am trying to make more deep black shadow effect to make readable text , infront white background .
I am using this code
c# void method of loaded
var compositor = ElementCompositionPreview.GetElementVisual(this.grid).Compositor;
var brush = compositor.CreateColorBrush(Colors.Black);
var spriteVisual = compositor.CreateSpriteVisual();
spriteVisual.Size = this.grid.RenderSize.ToVector2();
var dropshadow = compositor.CreateDropShadow();
dropshadow.Mask = txtBlock.GetAlphaMask();
dropshadow.Color = brush.Color;
dropshadow.BlurRadius = 9.5f;
dropshadow.Opacity = 1.9f;
spriteVisual.Shadow = dropshadow;
ElementCompositionPreview.SetElementChildVisual(this.grid, spriteVisual);
xaml
<Grid Background="White">
<Grid HorizontalAlignment="Center" VerticalAlignment="Center">
<Grid Loaded="grid_Loaded"
x:Name="grid" />
<TextBlock IsTextSelectionEnabled="True"
x:Name="txtBlock"
Text="Drop Shadow"
Foreground="White" Style="{StaticResource BodyTextBlockStyle}"
HorizontalAlignment="Center"
VerticalAlignment="Center" ></TextBlock>
</Grid>
</Grid>
Result
[![Result image][1]][1]
My Problem it is not enough black color shadow effect or opacity to watch the text .
Result
http://i.imgur.com/d6FglQT.png
I am trying to make that black effect more deep,
My Target to make shadow effect like this
Target
http://i.imgur.com/bOiRnCS.png
I have this Xaml:
<Grid x:Name="DrawingGrid" Visibility="Collapsed">
<AppBarButton x:Name="ExitDrawingButton" Icon="Cancel" Click="ExitDrawingButton_Click"></AppBarButton>
<ScrollViewer x:Name="DScrollViewer" ManipulationMode="All" MaxZoomFactor="2.0" MinZoomFactor="1.0" HorizontalScrollBarVisibility="Hidden" VerticalScrollBarVisibility="Hidden" DoubleTapped="DScrollViewer_DoubleTapped" Width="1140" Height="770">
<Canvas x:Name="inkCanvas" Background="Transparent" Width="1140" Height="770">
<StackPanel x:Name="DStackPanel" Orientation="Horizontal" Margin="0,0,0,0">
<Image x:Name="DImage0" HorizontalAlignment="Left" Source="{Binding nextImage}" Width="570" Canvas.ZIndex="0"/>
<Image x:Name="DImage1" HorizontalAlignment="Left" Source="{Binding nextImage}" Width="570" Canvas.ZIndex="0"/>
</StackPanel>
</Canvas>
</ScrollViewer>
</Grid>
I am drawing on Canvas using the CanvasManager.cs class and it is working fine.
Now I need to zoom on the Canvas: Zoom the Canvas (the ink) and Zoom what it contains (the StackPanel + the Images) together.
On doubleTapping the ScrollViewer containing the Canvas I have this method:
private async void DScrollViewer_DoubleTapped(object sender, DoubleTappedRoutedEventArgs e)
{
Point point = e.GetPosition(DScrollViewer);
if (DScrollViewer.ZoomFactor == 1)
{
await Task.Delay(300);
DScrollViewer.ChangeView(point.X, point.Y, 2.0F, false);
}
else
{
await Task.Delay(300);
DScrollViewer.ChangeView(point.X, point.Y, 1.0F, false);
}
}
The result is: only the Canvas (its Ink) is Zooming and the StackPanel and its Images are left at the place, same scale, intact!
What Am I doing wrong?
Your mistake is you are assign a constant value for the width of each image (Width="570") so that it will never zoomed in or out unless you have change it's width programmatically.
The best way to change the image's width is bind a variable value for it, you can create a converter that divide the width of canvas over two (canvas.width / 2) and bind the width of each image to this converter..
Then your zoom will work perfectly.
I have this xaml:
<Canvas cal:View.Context="DrawCanvas">
<!--<Line X1="1" Y1="1" X2="400" Y2="400" Stroke="Black" StrokeThickness="20" IsHitTestVisible="False"/>-->
</Canvas>
and in model I have:
public Canvas DrawCanvas { get; set; }
public ImageSourceViewModel()
{
this.PropertyChanged += this.ImageSourceViewModel_PropertyChanged;
this.Scale = 1;
this.TranslateX = 0;
this.TranslateY = 0;
DrawCanvas=new Canvas();
var line = new Line();
line.X1= 1;
line.Y1 = 1;
line.X2 = 100;
line.Y2 = 10;
line.Stroke=new SolidColorBrush(Colors.Green);
line.StrokeThickness = 2;
line.Visibility=Visibility.Visible;
DrawCanvas.Children.Add(line);
}
I'm using Caliburn Micro.
It doesn't draw any line on output.
There could be two reason for this problem:
1- The canvas on view is not bind to DrawCanvas in ViewModel.
2- The drawing code is not correct.
How can I check that the my view canvas is actually bind to DrawCanvas in my ViewModel? Is the syntax for binding correct? I am using Caliburn Micro.
If the binding is correct, what the problem with drawing code that it is not working?
That is the way you can do it in MVVM (I modified the solution from here: https://stackoverflow.com/a/1030191/3047078):
In the view:
<ItemsControl ItemsSource="{Binding Path=Lines}">
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<Canvas Background="White" Width="500" Height="500" />
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
<ItemsControl.ItemTemplate>
<DataTemplate>
<Line X1="{Binding X1}" Y1="{Binding Y1}" X2="{Binding X2}" Y2="{Binding Y2}" Stroke="Black" StrokeThickness="3"></Line>
</DataTemplate>
</ItemsControl.ItemTemplate>
</ItemsControl>
In the ViewModel, you need something like this:
public ObservableCollection<MyLine> Lines {get;set;}
In the Model:
public class MyLine
{
public int X1 {get;set;}
public int Y1 {get;set;}
public int X2 {get;set;}
public int Y2 {get;set;}
}