before i add label on ink canvas image look like this
elhard = new Ellipse();
elhard.Height = 5;
elhard.Width = 5;
elhard.Fill = Brushes.DarkOrange;
InkCanvas.SetLeft(elhard, Mouse.GetPosition(inkcanvas).X);
InkCanvas.SetTop(elhard, Mouse.GetPosition(inkcanvas).Y);
inkcanvas.Children.Add(elhard);
lblhard = new System.Windows.Controls.Label();
lblhard.FontSize = 25;
lblhard.Content = hard_tisue[hardinc];
lblhard.Foreground = new SolidColorBrush(System.Windows.Media.Colors.DarkMagenta);
InkCanvas.SetLeft(lblhard, Mouse.GetPosition(inkcanvas).X);
InkCanvas.SetTop(lblhard, Mouse.GetPosition(inkcanvas).Y);
inkcanvas.Children.Add(lblhard);
//this is my xml
<InkCanvas x:Name="inkcanvas" ResizeEnabled="False" EditingModeInverted="None" Cursor="Pen" MouseMove="inkcanvas_MouseMove" MouseDown="inkcanvas_MouseDown" MouseRightButtonDown="inkcanvas_MouseRightButtonDown" MouseLeave="inkcanvas_MouseLeave" MoveEnabled="False" UseLayoutRounding="False" ClipToBounds="False" ScrollViewer.HorizontalScrollBarVisibility="Visible" >
<InkCanvas.Background >
<ImageBrush Stretch="None" />
</InkCanvas.Background>
</InkCanvas>
<!--<Image Name="inkcanvas_image" Height="{Binding ActualHeight, ElementName=border}" Width="{Binding ActualWidth,ElementName=border}" Stretch="Fill" Margin="1,1,1,1" />-->
</Border>
this is how background image in ink canvas moves to left side how to prevent image from moving
Related
I have two Canvas panels in ScrollViewer. One is the main canvas which is having a grid shape drawn on its back ground. Then I have two ItemsControl. The first ItemsControl is having Stackpanel as its ItemsPanel with Horizontal Orientation. The second ItemsControl is having Canvas as its Panel. On this canvas I am drawing Line objects in DataTemplate of Itemscontrol.There is PreviewMouseWheel event on this canvas. In the event handler I am zooming this canvas which is zooming the Line objects. The width of this canvas is binded to ViewModel property CanvasWidth. Also this will change the width of Outer Canvas as its width is also binded to ViewModel Property CanvasWidth. When the PreviewMouseWheel is fired, I am adding more grid lines on main Canvas. I have TextBlock over them as DataTemplate of ItemsSource. Before zooing, the content of last TextBlock was 14260. After zoomin it should remain 14260. but the step value of two consecutive TextBlock should be reduced. Right now I am not able to see the whole content through ScrollViewer. The step size is reduced which was desired but the new grid lines which are drawn cannot be seen throught Scrollviewer. i know there is content. but I am unable to acces it. The scrollviewer is not showing it.
<Grid x:Name="grid1" >
<Grid.RowDefinitions>
<RowDefinition Height="20" />
<RowDefinition Height="*" />
<RowDefinition Height="20" />
</Grid.RowDefinitions>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="20" />
<ColumnDefinition Width="Auto" />
<ColumnDefinition Width="*"/>
<ColumnDefinition Width="20"/>
</Grid.ColumnDefinitions>
<ScrollViewer Name="scrollViewer" HorizontalScrollBarVisibility="Auto" Grid.Row="1" Grid.Column="3" Margin="10,10,0,10" >
<Canvas Name="back_canvas" Height="12000" Width="{Binding CanvasWidth}" Margin="0,0,10,0" >
<Canvas.Background>
<DrawingBrush TileMode="Tile" Viewport="0,0,40,40" ViewportUnits="Absolute">
<DrawingBrush.Drawing>
<GeometryDrawing>
<GeometryDrawing.Geometry>
<RectangleGeometry Rect="0,0,50,50"/>
</GeometryDrawing.Geometry>
<GeometryDrawing.Pen>
<Pen Brush="Gray" Thickness="1"/>
</GeometryDrawing.Pen>
</GeometryDrawing>
</DrawingBrush.Drawing>
</DrawingBrush>
</Canvas.Background>
<ItemsControl ItemsSource="{Binding TimeAxis}">
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<StackPanel Orientation="Horizontal" />
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
<ItemsControl.ItemTemplate>
<DataTemplate>
<TextBlock Text="{Binding}" Margin="0,0,3,0" Width="37" Background="GreenYellow" >
</TextBlock>
</DataTemplate>
</ItemsControl.ItemTemplate>
</ItemsControl>
<ItemsControl ItemsSource="{Binding Lines}">
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<Canvas Height="12000" Background="Transparent" Name="front_canvas"
PreviewMouseWheel="OnPreviewMouseWheel"
Width="{Binding CanvasWidth, UpdateSourceTrigger=PropertyChanged, Mode=TwoWay}"/>
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
<ItemsControl.ItemTemplate>
<DataTemplate>
</Line>
</DataTemplate>
</ItemsControl.ItemTemplate>
</ItemsControl>
</Canvas>
</ScrollViewer>
</Grid>
private void UpdateGraph(Canvas canvas, double deltaValue)
{
List<MarkerView> markers = new List<MarkerView>();
scaleFactor += deltaValue;
double tempScale = scaleFactor;
if (scaleFactor < 1.0)
{
scaleFactor = 1.0;
}
if (scaleFactor > maximumScale)
{
scaleFactor = maximumScale;
}
if (tempScale > 0)
{
totalSamples = graphVM.maxSignalLength;
maximumCanvasWidth = totalSamples * maximumDeltaDistance;
if(scaleFactor<=maximumDeltaDistance)
{
ScaleTransform scaleTransform = new ScaleTransform(scaleFactor, 1);
canvas.RenderTransform = scaleTransform;
verticalLines.ForEach(x =>
{
x.RenderTransformOrigin = new Point(1, 1);
x.RenderTransform = new ScaleTransform(1 / scaleTransform.ScaleX, 1 / scaleTransform.ScaleY);
});
if (deltaValue < 0)
{
graphVM.CanvasWidth = graphVM.InitialCanvasWidth * tempScale;
}
else
{
if (graphVM.InitialCanvasWidth * scaleFactor > maximumCanvasWidth)
graphVM.CanvasWidth = maximumCanvasWidth;
else
graphVM.CanvasWidth = graphVM.InitialCanvasWidth * scaleFactor;
}
graphVM.ResetLabels();
DeltaDistance = canvas.Width / totalSamples;
MarkerView markerRed =
UIHelperView.FindChild<MarkerView>(Application.Current.MainWindow, "splitterRed");
MarkerView markerGreen =
UIHelperView.FindChild<MarkerView>(Application.Current.MainWindow, "splitterGreen");
markers.Add(markerRed);
markers.Add(markerGreen);
// Move Markers with zooming
foreach (MarkerView marker in markers)
{
marker.Delta = DeltaDistance; // after zooming if you move the marker then this value will be used to get correct position
Canvas.SetLeft(marker, marker.XPosition * DeltaDistance);
}
markers.Clear();
}
}
}
here is the output picture https://imgur.com/a/7WTrBoc
this is zoomed output https://imgur.com/C7SCOSJ
RenderTransform doesn't affect ActualWidth/Height of the control. Try using LayoutTransform instead.
I'm making an image gallery of sorts, and I'm currently loading the images into a grid dynamically via C#. If I shouldn't be using a grid to display the images, I'm more than willing to change it to a better-suited control, but it needs to be window-resizing-friendly.
When I resize the window, I want the following things to happen:
The images all stay the exact same size. They already fit into the grid slots while maintaining their aspect ratio
The grid spaces themselves are also not resized at all
The grid contains more or less rows/columns depending on how many can fit into the window.
This would mean that, if the window was resized to be very thin and very high, the grid would contain one column (or two, or however many are needed) and many rows to display the images in.
If it was very wide, but not high, then it would only have one (or two, or however many are needed) row(s) and many columns. Etc.
Not sure if it's needed but my code to display the images is:
for (int i = 0; i < ImageGrid.RowDefinitions.Count; i++)
{
for (int j = 0; j < ImageGrid.ColumnDefinitions.Count; j++)
{
Image img = new Image();
BitmapImage bitmap = new BitmapImage();
using (var fs = new FileStream(path, FileMode.Open)) // open the image
{
bitmap.BeginInit();
bitmap.StreamSource = fs;
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.EndInit();
}
bitmap.Freeze(); // bitmap isn't properly cleaned up and memory leaks can occur if this isn't here
img.Source = bitmap;
img.Margin = new Thickness(10);
img.Stretch = Stretch.Uniform;
Grid.SetRow(img, i);
Grid.SetColumn(img, j);
ImageGrid.Children.Add(img);
}
}
And my XAML for the grid is:
<Grid ShowGridLines="True" Background="DimGray">
<Grid.ColumnDefinitions>
<ColumnDefinition MinWidth="175" Width="0"/>
<ColumnDefinition MinWidth="755" Width="Auto"/>
</Grid.ColumnDefinitions>
<Label Name="lblWinSize" Content="Width, Height"
HorizontalAlignment="Left" VerticalAlignment="Bottom"/>
<TextBox Name="txtnbox" Style="{StaticResource CustomTxtBox}"
TextWrapping="NoWrap" Width="Auto" Height="25" VerticalAlignment="Top"
Margin="10, 20, 10, 0"/>
<Separator Style="{StaticResource VerticalSeparator}"
HorizontalAlignment="Right" Height="Auto" Width="2" Margin="0,10,0,10"/>
<CheckBox Style="{StaticResource CustomCheckBox}"
HorizontalAlignment="Left" Margin="10,50,0,0" VerticalAlignment="Top"/>
<Grid Name="ImageGrid" Grid.Column="1" Margin="10,10,0,10"
ShowGridLines="True" Background="Gray">
<!--this is the grid where the images would go-->
</Grid>
</Grid>
Sorry about the indentation with that XAML, I couldn't get it to format right.
The rows/columns are defined elsewhere in the code, but I don't think I need to paste that considering it'll be replaced.
Again, if some other control is better suited, I can change to that.
You will want to use a wrap panel.
<WrapPanel Orientation="Horizontal">
<Image Width="50" Height="50" Source="bla.png" />
<Image Width="50" Height="50" Source="bla.png" />
<Image Width="50" Height="50" Source="bla.png" />
<Image Width="50" Height="50" Source="bla.png" />
</WrapPanel>
Use a WrapPanel to make layout of items fill the width of the window before adding a new row, inside of a ScrollViewer to allow scrolling vertically so the contents don't run out of viewable area.
<ScrollViewer>
<WrapPanel HorizontalAlignment="Center">
<!-- your items go here -->
</WrapPanel>
</ScrollViewer>
If your images are being added dynamically, hopefully you're adding them to a collection that your view can bind to instead of directly adding them to the view in your codebehind... Use an ItemsControl and define your own template for items and container:
<ScrollViewer>
<ItemsControl ItemsSource="{Binding Images}" HorizontalAlignment="Center">
<ItemsControl.ItemTemplate>
<DataTemplate>
<Image Source="{Binding ...}" Height="150" Width="150"/>
</DataTemplate>
</ItemsControl.ItemTemplate>
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<WrapPanel />
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
</ItemsControl>
</ScrollViewer>
c# :
// here set number of images you want to parse
int qtyOfImages = 10;
for (int i = 0; i < qtyOfImages; i++) {
Image img = new Image();
BitmapImage bitmap = new BitmapImage();
using (var fs = new FileStream(path, FileMode.Open)) // open the image
{
bitmap.BeginInit();
bitmap.StreamSource = fs;
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.EndInit();
}
bitmap.Freeze(); // bitmap isn't properly cleaned up and memory leaks can occur if this isn't here
img.Source = bitmap;
img.Margin = new Thickness(10);
img.Stretch = Stretch.Uniform;
//Grid.SetRow(img, i);
//Grid.SetColumn(img, j);
// set width and height so the images stay at the same size
img.Width = 300;
img.Height = 300;
ImageGrid.Children.Add(img);
}
while your xaml would be like:
<Grid ShowGridLines="True" Background="DimGray">
<Grid.ColumnDefinitions>
<ColumnDefinition MinWidth="175" Width="0"/>
<ColumnDefinition MinWidth="755" Width="Auto"/>
</Grid.ColumnDefinitions>
<Label Name="lblWinSize" Content="Width, Height"
HorizontalAlignment="Left" VerticalAlignment="Bottom"/>
<TextBox Name="txtnbox" Style="{StaticResource CustomTxtBox}"
TextWrapping="NoWrap" Width="Auto" Height="25" VerticalAlignment="Top"
Margin="10, 20, 10, 0"/>
<Separator Style="{StaticResource VerticalSeparator}"
HorizontalAlignment="Right" Height="Auto" Width="2" Margin="0,10,0,10"/>
<CheckBox Style="{StaticResource CustomCheckBox}"
HorizontalAlignment="Left" Margin="10,50,0,0" VerticalAlignment="Top"/>
<!--<Grid Name="ImageGrid" Grid.Column="1" Margin="10,10,0,10"
ShowGridLines="True" Background="Gray">
--><!--this is the grid where the images would go--><!--
</Grid>-->
<!-- set size of wrap panel to your window acutal width -->
<WrapPanel Orientation="Horizontal" Name="ImageGrid" Width="{Binding ElementName=Window, Path=ActualWidth}">
</WrapPanel>
</Grid>
dont forget to put Name="Window" at your window for this code to work
Hope that helps
I can scroll text with [DoubleAnimation] but
I'd like to show as follows:
1.I have big Grid and small Canvas
2.Text is appeared in canvas right edge
3.Test is disappeared in canvas left edge
4.I like to show text in only canvas. not grid
how to make this in C#?
this is image link
http://i.stack.imgur.com/Hmhho.jpg
1. C# code
private void animation()
{
Storyboard sb = new Storyboard();
DoubleAnimation moveLeft = new DoubleAnimation();
moveLeft.From = Canvas.Width;
moveLeft.To = -tbxText.Width;
moveLeft.Duration = new Duration(TimeSpan.FromSeconds(3));
moveLeft.RepeatBehavior = RepeatBehavior.Forever;
Storyboard.SetTarget(moveLeft, tbxText);
Storyboard.SetTargetProperty(moveLeft, new PropertyPath(Canvas.LeftProperty));
moveLeft.EasingFunction = new CircleEase() { EasingMode = System.Windows.Media.Animation.EasingMode.EaseOut };
sb.Children.Add(moveLeft);
sb.Begin();
}
2. xaml Code
<Grid HorizontalAlignment="Left" Height="59" Margin="42,33,0,0" VerticalAlignment="Top" Width="255" Background="#FFC9F594">
<Canvas x:Name="Canvas" HorizontalAlignment="Left" Height="59" VerticalAlignment="Top" Width="255">
<TextBox x:Name="tbxText" Height="34" Canvas.Left="10" TextWrapping="Wrap" Text="Test Test Test Test" Canvas.Top="6" Width="196" Background="{x:Null}" BorderBrush="{x:Null}" FontSize="20"/>
</Canvas>
</Grid>
it is good way
Panel.ZIndex="1"
<Grid Panel.ZIndex="1" HorizontalAlignment="Left" Height="55" Margin="114,83,0,0" VerticalAlignment="Top" Width="266">
<Canvas x:Name="Canvas" HorizontalAlignment="Left" Height="59" VerticalAlignment="Top" Width="255" Margin="1,0,0,-4">
<TextBox x:Name="tbxText" Height="34" Canvas.Left="10" TextWrapping="Wrap" Text="Test Test Test Test" Canvas.Top="6" Width="196" Background="{x:Null}" BorderBrush="{x:Null}" FontSize="20"/>
</Canvas>
</Grid>
I put a canvas into a row of a grid-layout. The canvas doesn't except any maxhight limits of the canvas itself neither of the row-height limits. It just fills the entire user-controll.
I have this layout inside a grid:
<DockPanel Grid.Row="1" MaxHeight="32">
<StackPanel DockPanel.Dock="Right">...</StackPanel>
<Grid DockPanel.Dock="Left" HorizontalAlignment="Stretch">
<Grid.RowDefinitions>
<RowDefinition MaxHeight="12" Height="12" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Canvas Grid.Row="0" VerticalAlignment="Stretch" SizeChanged="canvasBar_SizeChanged" Loaded="Canvas_Loaded">
...
</Canvas>
<Image Grid.Row="1">...</Image>
</Grid>
</DockPanel>
If I put another image instead of the canvas, it doesn't fill the entire user-control, but the canvas fills it. Am I missing any parameters here?
Edit:
SizeChanged and Loaded both trigger this function to draw rectangles:
Rectangle r = new Rectangle();
r.Height = canvasBar.ActualHeight;
r.Width = Rectwidth;
r.RadiusX = 1;
r.RadiusY = 1;
r.Margin = new Thickness(RecOffset, 0, 0, 0);
RecOffset += RectWidth + RectLimiterWidth;
r.Stroke = new SolidColorBrush(Color.FromRgb(0, 0, 0));
r.StrokeThickness = 1;
r.Fill = new SolidColorBrush(LastBrcColor);
canvasBar.Children.Add(r);
Canvas does not clip the content of its child elements to its bounds by default. You need to set the ClipToBounds property to true:
<Canvas ClipToBounds="True" ...>
...
</Canvas>
I am trying to create a time scale like in Adobe Premiere like this:
But, I have to go to down to 0.01 second increments.
My timeline control looks like:
UPDATE:
I have used #Sten Petrov suggestion and used a VisualBrush.
But now I am stuck on how to implement the Label for the Seconds.
My new code (containing control can change):
<Window x:Class="WpfApplication3.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="350" Width="680.839">
<Grid Background="Black">
<ScrollViewer VerticalScrollBarVisibility="Disabled" HorizontalScrollBarVisibility="Visible" >
<ScrollViewer.ContentTemplate>
<DataTemplate>
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="30"/>
<RowDefinition Height="1*"/>
</Grid.RowDefinitions>
<Grid SnapsToDevicePixels="False" UseLayoutRounding="True">
<Grid.Background>
<VisualBrush TileMode="Tile" Viewport="0,0,5,30" ViewportUnits="Absolute" Viewbox="0,0,5,30" ViewboxUnits="Absolute">
<VisualBrush.Visual>
<Line Stroke="Coral" StrokeThickness="2" X1="0" X2="0" Y1="25" Y2="30" UseLayoutRounding="True" />
</VisualBrush.Visual>
</VisualBrush>
</Grid.Background>
</Grid>
<Grid Margin="50,0,0,0" SnapsToDevicePixels="False" UseLayoutRounding="True">
<Grid.Background>
<VisualBrush TileMode="Tile" Viewport="0,0,50,30" ViewportUnits="Absolute" Viewbox="0,0,50,30" ViewboxUnits="Absolute">
<VisualBrush.Visual>
<Line Stroke="Red" StrokeThickness="2" X1="0" X2="0" Y1="20" Y2="30" UseLayoutRounding="True" />
</VisualBrush.Visual>
</VisualBrush>
</Grid.Background>
</Grid>
<Grid SnapsToDevicePixels="False" Height="30" UseLayoutRounding="True" >
<Grid.Background>
<VisualBrush TileMode="Tile" Viewport="0,0,500,30" ViewportUnits="Absolute" Viewbox="0,0,500,30" ViewboxUnits="Absolute">
<VisualBrush.Visual>
<Grid HorizontalAlignment="Left" Width="500" UseLayoutRounding="True">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="21*"/>
<ColumnDefinition Width="25*"/>
<ColumnDefinition Width="25*"/>
<ColumnDefinition Width="25*"/>
<ColumnDefinition Width="25*"/>
<ColumnDefinition Width="25*"/>
<ColumnDefinition Width="25*"/>
<ColumnDefinition Width="25*"/>
<ColumnDefinition Width="25*"/>
<ColumnDefinition Width="20*"/>
<ColumnDefinition Width="9*"/>
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="15"/>
<RowDefinition Height="1*"/>
</Grid.RowDefinitions>
<Label Grid.Row="0" FontFamily="Tahoma" FontSize="8" Padding="0" VerticalAlignment="Bottom" Grid.Column="1" Height="9" Content=".100" Foreground="White"/>
<Label Grid.Row="0" FontFamily="Tahoma" FontSize="8" Padding="0" VerticalAlignment="Bottom" Grid.Column="2" Height="9" Content=".200" Foreground="White"/>
<Label Grid.Row="0" FontFamily="Tahoma" FontSize="8" Padding="0" VerticalAlignment="Bottom" Grid.Column="3" Height="9" Content=".300" Foreground="White"/>
<Label Grid.Row="0" FontFamily="Tahoma" FontSize="8" Padding="0" VerticalAlignment="Bottom" Grid.Column="4" Height="9" Content=".400" Foreground="White"/>
<Label Grid.Row="0" FontFamily="Tahoma" FontSize="8" Padding="0" VerticalAlignment="Bottom" Grid.Column="5" Height="9" Content=".500" Foreground="White"/>
<Label Grid.Row="0" FontFamily="Tahoma" FontSize="8" Padding="0" VerticalAlignment="Bottom" Grid.Column="6" Height="9" Content=".600" Foreground="White"/>
<Label Grid.Row="0" FontFamily="Tahoma" FontSize="8" Padding="0" VerticalAlignment="Bottom" Grid.Column="7" Height="9" Content=".700" Foreground="White"/>
<Label Grid.Row="0" FontFamily="Tahoma" FontSize="8" Padding="0" VerticalAlignment="Bottom" Grid.Column="8" Height="9" Content=".800" Foreground="White"/>
<Label Grid.Row="0" FontFamily="Tahoma" FontSize="8" Padding="0" VerticalAlignment="Bottom" Grid.Column="9" Height="9" Content=".900" Foreground="White"/>
</Grid>
</VisualBrush.Visual>
</VisualBrush>
</Grid.Background>
</Grid>
<Grid SnapsToDevicePixels="False" Height="30" UseLayoutRounding="True" Margin="500,0,0,0" >
<Grid.Background>
<VisualBrush TileMode="Tile" Viewport="0,0,500,30" ViewportUnits="Absolute" Viewbox="0,0,500,30" ViewboxUnits="Absolute">
<VisualBrush.Visual>
<Line Stroke="Blue" StrokeThickness="2" X1="0" X2="0" Y1="10" Y2="30" UseLayoutRounding="True" />
</VisualBrush.Visual>
</VisualBrush>
</Grid.Background>
</Grid>
<Grid SnapsToDevicePixels="False" Height="30" UseLayoutRounding="True" Margin="491,0,0,0" >
<Grid.RowDefinitions>
<RowDefinition Height="7"/>
<RowDefinition Height="23"/>
</Grid.RowDefinitions>
<!--Need something here-->
<Label Grid.Row="0" FontFamily="Tahoma" FontSize="8" Padding="0" VerticalAlignment="Bottom" Grid.Column="0" Height="9" Content="00:00" Foreground="White"/>
</Grid>
</Grid>
</DataTemplate>
</ScrollViewer.ContentTemplate>
</ScrollViewer>
</Grid>
/UPDATE
I go to 0.01 seconds per line, so for a 10 minute timeline I am looking at drawing 60000 lines + 6000 labels.
I asked a prior question on this before: 10000's+ UI elements, bind or draw?
Originally I was drawing lines directly on a Canvas.
Then I went to using a VisualHost because it is supposed to be lighter weight.
Well it isn't light enough.
I have a MediaElement that plays a video and the Timeline scrolls in sync with the video position. A ScrollViewer wraps my Timeline and does .ScrollToHorizontalOffset about every 10ms.
If my Timeline was over something like 3 minutes the video shutters.
I assume this is because a VisualHost still has all the Framework Elements in it and the scrolling causes them to be re-validated.
So now I am trying to generate a Image to display, I think that should be lighter yet.
Am I wrong in this assumption?
Now I am facing issues with making the Timeline into an Image.
I could not Render an entire Timeline to a Image so I am 'Chunking' it. I was hitting Exceptions about Image size being to big.
On to my code:
This is my main entry point.
public void RenderHeaderPicture()
{
const int ChunkSize = 5000;
var bitmapFrames = new List<BitmapFrame>();
// generates X number of DrawingVisual's based on ChunkSize
List<DrawingVisual> visuals = generateHeaderVisualChunks(
AppViewModel.TimelineViewModel.HeaderWidth, ChunkSize, TimelineViewModel.ViewLevel.Level1);
for (var i = 0; i < visuals.Count; i++)
{
var renderTargetBitmap = new RenderTargetBitmap(ChunkSize, 30, 96, 96, PixelFormats.Pbgra32);
renderTargetBitmap.Render(visuals[i]);
//test to make sure image good
saveHeaderSegmentAsPng(string.Format("headerSeg{0}.png", i), renderTargetBitmap);
bitmapFrames.Add(BitmapFrame.Create(renderTargetBitmap));
}
// put the frames back together now
var drawingVisual = new DrawingVisual();
using (var drawingContext = drawingVisual.RenderOpen())
{
for (int i = 0; i < bitmapFrames.Count; i++)
{
drawingContext.DrawImage(bitmapFrames[i], new Rect(i * ChunkSize, 0, bitmapFrames[i].PixelWidth, 30));
}
drawingContext.Close();
}
var newBmp = new RenderTargetBitmap(AppViewModel.TimelineViewModel.HeaderWidth, 30, 96, 96, PixelFormats.Pbgra32);
newBmp.Render(drawingVisual);
AppViewModel.TimelineViewModel.HeaderImageSource = newBmp;
}
Here is the code that creates the DrawingVisual's
private List<DrawingVisual> generateHeaderVisualChunks(int width, int chunkSize, TimelineViewModel.ViewLevel level)
{
var ret = new List<DrawingVisual>();
var currentTime = new TimeSpan(0, 0, 0, 0, 0);
var timeStep = new TimeSpan(0, 0, 0, 0, (int)level);
var currentLine = 0;
const double DistanceBetweenLines = 5;
const int TenthOfSecondLine = 10;
const int SecondLine = 100;
int iterations = (width / chunkSize);
int remainder = width % chunkSize; //not doing anything with yet
var grayBrush = new SolidColorBrush(Color.FromRgb(192, 192, 192));
var grayPen = new Pen(grayBrush, 2);
var whitePen = new Pen(Brushes.Purple, 2);
grayBrush.Freeze();
grayPen.Freeze();
whitePen.Freeze();
for (int i = 0; i < iterations; i++)
{
var visual = new DrawingVisual();
using (var dc = visual.RenderOpen())
{
double currentX = 0;
if (i > 0)
{
currentLine--;
currentTime -= timeStep;
}
while (currentX <= chunkSize)
{
if (((currentLine % SecondLine) == 0) && currentLine != 0)
{
dc.DrawLine(whitePen, new Point(currentX, 30), new Point(currentX, 15));
FormattedText text = null;
double tempX = currentX;
switch (level)
{
case TimelineViewModel.ViewLevel.Level1:
text = new FormattedText(
currentTime.ToString(#"hh\:mm\:ss\.fff"),
CultureInfo.CurrentCulture,
FlowDirection.LeftToRight,
new Typeface("Tahoma"),
8,
grayBrush);
break;
}
dc.DrawText(text, new Point((tempX - 22), 0));
}
else if ((((currentLine % TenthOfSecondLine) == 0) && currentLine != 0)
&& (currentLine % SecondLine) != 0)
{
dc.DrawLine(grayPen, new Point(currentX, 30), new Point(currentX, 20));
FormattedText text = null;
switch (level)
{
case TimelineViewModel.ViewLevel.Level1:
text = new FormattedText(
string.Format(".{0}", currentTime.Milliseconds),
CultureInfo.CurrentCulture,
FlowDirection.LeftToRight,
new Typeface("Tahoma"),
8,
grayBrush);
break;
}
dc.DrawText(text, new Point((currentX - 8), 8));
}
else
{
dc.DrawLine(grayPen, new Point(currentX, 30), new Point(currentX, 25));
}
currentX += DistanceBetweenLines;
currentLine++;
currentTime += timeStep;
}
}
ret.Add(visual);
}
return ret;
}
Save png segment:
private static void saveHeaderSegmentAsPng(string fileName, RenderTargetBitmap renderTargetBitmap)
{
var pngBitmapEncoder = new PngBitmapEncoder();
pngBitmapEncoder.Frames.Add(BitmapFrame.Create(renderTargetBitmap));
using (var fileStream = new FileStream(fileName, FileMode.Create))
{
pngBitmapEncoder.Save(fileStream);
fileStream.Flush();
fileStream.Close();
}
}
All of my png segments are rendered correctly in their separate files.
And my Timeline is rendered correctly until I go over 1:20 then things break.
See:
It's like the Image is smeared or something.
Anyone know what is going on with this?
Thanks
I'm waiting for the day when my living room will have a TV with horizontal resolution that will require something like your approach.
Scrap this whole piece of code you just demoed here, it will never become usable and maintainable, you could only manage to squeeze one of these out of it.
Then learn about VisualBrush, there are plenty of tutorials out there, it can repeat your visual template, no need of PNGs and it will scale better when screen resolution changes (up to 40001px wide)
For the numbers that appear above the marks there are a million different approaches, some of them can be combined with the visual brush mentioned above, such as a user control that represents your timeline unit (the space between two larger marks). Now place several of them in a grid (stackpanel, canvas... as you wish) and adjust (dynamically) their offset and labels - all of a sudden you can represent an infinite timeline with 10 controls on the screen.