So my question is pretty simple:
I have a StackPanel with two objects: a button and an rectangle (which is filled with an image by clicking the button). Now, an additional thing that has to happen is when the button is clicked, the entire stackpanel has to be flipped upside down AND it has to stay in the same place.
I have tried with the RenderTransformOrigin-property set on "0.5,0.5"
but I haven't got any luck with this .. either the stackpanel moved to another location or it disappeared (out of bounds)
<Window x:Class="WpfApplication1.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="350" Width="525">
<Grid>
<StackPanel Name="pnlFlip" RenderTransformOrigin="0.5,0.5">
<Button Content="Test" Margin="200,78,197,-78" Name="btnTest" Click="btnTest_Click" Height="30"/>
<Rectangle Margin="175,146,162,-239" Name="rectTest" Fill="Red" Height="127"/>
</StackPanel>
</Grid>
</Window>
The code for my buttons is like this:
private int scale = 1;
private int angle = 180;
private void btnTest_Click(object sender, RoutedEventArgs e)
{
ImageBrush img = new ImageBrush();
img.ImageSource = new BitmapImage(new Uri("pack://application:,,,/WpfApplication1;component/Resources/Images/logo.jpg"));
rectTest.Fill = img;
//Trying a ScaleTranfsformObject
ScaleTransform st = new ScaleTransform();
if(scale == 1)
{
scale = -1;
st.ScaleY = scale;
}
else
{
scale = 1;
st.ScaleY = scale;
}
//Trying a RotateTransform Object
RotateTransform rt = new RotateTransform();
if(angle == 180)
{
rt.Angle = angle;
angle += 180;
}
else
{
rt.Angle = angle;
angle -= 180;
}
pnlFlip.RenderTransform = rt;
}
So what am I doing wrong/how do I fix this?
Using storyboard is better approach than setting this directly in code in click handler. You will get smooth changes in UI.
Following will achieve your objective with XAML only, without any code behind. Setting RenderTransformOrigin in the StackPanel is what keeps it in the center after running the rotate transform.
To activate the animation on click, we just add a Button.Trigger handler which has storyboard on DoubleAnimation to change the angle to 180 degree in the StackPanel. Rest of the XAML is what you had before.
<StackPanel x:Name="pnlFlip" RenderTransformOrigin="0.5,0.5">
<StackPanel.RenderTransform>
<RotateTransform />
</StackPanel.RenderTransform>
<Button Content="Test" Margin="200,78,197,-78" Name="btnTest" Height="30">
<Button.Triggers>
<EventTrigger RoutedEvent="Button.Click">
<BeginStoryboard>
<Storyboard>
<DoubleAnimation To="180" Storyboard.TargetName="pnlFlip" Storyboard.TargetProperty="(UIElement.RenderTransform).(RotateTransform.Angle)" />
</Storyboard>
</BeginStoryboard>
</EventTrigger>
</Button.Triggers>
</Button>
<Rectangle Margin="175,146,162,-239" Name="rectTest" Fill="Red" Height="127"/>
</StackPanel>
This works fine on my computer (minus the code for the image in your Resources.)
Here's how it looks when the application launches:
And here's how it looks after I click the button:
Which part of this falls short of your intentions?
Note that you can use a ternary operator to remove your conditional branches and cut down on code, like so:
angle = angle == 180 ? 0 : 180;
rt.Angle = angle;
Related
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 creating shapes at run time on canvas in my app and except all the shapes, ellipse is going out of canvas. How do I restrict it to canvas? All other shapes are contained in canvas because of the control points at their vertices. How do I keep a check as to not let ellipse go out of canvas without clipping. I have used ClipToBounds and it doesn't meet my needs.
Also, an alternate solution is if I can add a controlpoint at the left side of ellipse of radiusX property. I can't add a controlpoint to left side of radiusX on ellipse. If you could help me with either of that?
radiusXcp = new ControlPoint(this, EllipseGeom, EllipseGeometry.RadiusYProperty, 1, true, false);
radiusXcp.RelativeTo = EllipseGeometry.CenterProperty;
shape_ControlPoints.Add(radiusXcp);
radiusXcp = new ControlPoint(this, EllipseGeom, EllipseGeometry.RadiusXProperty, 0, true, false);
radiusXcp.RelativeTo = EllipseGeometry.CenterProperty;
shape_ControlPoints.Add(radiusXcp);
//EllipseGeom.RadiusX = -EllipseGeom.RadiusX;
//radiusXcp = new ControlPoint(this, EllipseGeom, EllipseGeometry.RadiusXProperty, 0, true, false);
//radiusXcp.RelativeTo = EllipseGeometry.CenterProperty;
//shape_ControlPoints.Add(radiusXcp);
//EllipseGeom.RadiusX = -EllipseGeom.RadiusX;
Here is a quick example of what i would do. It could be improved on and the code is mainly written to be easy to read and follow. It also does not handle the possibility to if the shape's size is bigger than the Canvas (not sure if that is a use case in your project).
For the example I used the "Loaded" event on the Canvas, to reset the position before drawing. You would want this check before you draw the Ellipse object.
private void TestCanvas_Loaded(object sender, RoutedEventArgs e)
{
//canvas = 450 x 800
Ellipse test_ellipse = new Ellipse();
test_ellipse.Width = 100;
test_ellipse.Height = 100;
test_ellipse.Fill = Brushes.Red;
Canvas.SetLeft(test_ellipse, 700);
Canvas.SetTop(test_ellipse, -500);
Reset_Ellipse_Bounds(TestCanvas, ref test_ellipse);
TestCanvas.Children.Add(test_ellipse);
}
private void Reset_Ellipse_Bounds(Canvas myCanvas, ref Ellipse myEllipse)
{
var left = Canvas.GetLeft(myEllipse);
var top = Canvas.GetTop(myEllipse);
//handle too far right
if (left + myEllipse.Width > myCanvas.ActualWidth)
Canvas.SetLeft(myEllipse, myCanvas.ActualWidth - myEllipse.Width);
//handle too far left
if(left < 0)
Canvas.SetLeft(myEllipse, 0);
//handle too far up
if (top < 0)
Canvas.SetTop(myEllipse, 0);
//handle too far down
if (top + myEllipse.Height > myCanvas.ActualHeight)
Canvas.SetTop(myEllipse, myCanvas.ActualHeight - myEllipse.Height);
}
For Completeness the XAML:
<Grid>
<Canvas x:Name="TestCanvas" Loaded="TestCanvas_Loaded" />
</Grid>
The idea is to check the bounding box against the Canvas edges. There are ways to improve this, but i figured the simplest solution is easier to follow.
Within each if statement you could add more logic or a method to do further processing, but this should answer the general question of knowing if it is outside the parent.
Just set ClipToBounds="true" to its father control, it avoids the canvas to be drawn outside of it.
In my case I set it to Grid as followed :
<Grid x:Name="MainGrid" Background="WhiteSmoke" ClipToBounds="true">
<Canvas Margin="10" Background="Transparent"
SizeChanged="ViewportSizeChanged"
MouseLeftButtonDown="ViewportMouseLeftButtonDown"
MouseLeftButtonUp="ViewportMouseLeftButtonUp"
MouseMove="ViewportMouseMove"
MouseWheel="ViewportMouseWheel">
<Canvas x:Name="canvas" Width="1000" Height="600"
HorizontalAlignment="Left" VerticalAlignment="Top">
<Canvas.RenderTransform>
<MatrixTransform x:Name="transform"/>
</Canvas.RenderTransform>
</Canvas>
<Canvas x:Name="canvas2" Width="1000" Height="600"
HorizontalAlignment="Left" VerticalAlignment="Top">
<Canvas.RenderTransform>
<MatrixTransform x:Name="transform2"/>
</Canvas.RenderTransform>
</Canvas>
</Canvas>
</Grid>
I have recently started using the Kinect SDK 2.0 and am focusing on a zoom and pan functionality, as in the Control Basics-WPF sample.
I have got the zoom and pan functionality up and running. The problem is that I wish to access the value of the amount of zoom which has been performed by the Pinch zoom gesture.
Here is my xaml:
<UserControl x:Class="ImageNav.NavigationImage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:k="http://schemas.microsoft.com/kinect/2014"
mc:Ignorable="d"
d:DesignWidth="1200"
d:DesignHeight="700"
>
<Grid Grid.RowSpan="2">
<ScrollViewer Name="scrollViewer" Grid.Row="0"
HorizontalScrollBarVisibility="Auto" VerticalScrollBarVisibility="Auto"
k:KinectRegion.IsHorizontalRailEnabled="true" k:KinectRegion.IsVerticalRailEnabled="true"
k:KinectRegion.ZoomMode="Enabled">
<Image Name="navigationImage" RenderTransformOrigin="0.5, 0.5" />
</ScrollViewer>
<TextBox x:Name="ZoomTextBox" Grid.Row="1" TextWrapping="Wrap" Text="Zoom: 100%" IsEnabled="False" Panel.ZIndex="10" BorderThickness="0" HorizontalAlignment="Right" VerticalAlignment="Bottom" FontSize="20"/>
</Grid>
</UserControl>
I would have wanted there to be something like k:KinectRegion.ZoomFactor, but that isnt available. I've also tried to see what changes in the UI elements when I perform the zoom gesture, by writing the Height and ActualHeight properties of the ScrollViewer scrollViewer and Image navigationImage to a log file, but they show no change whatsoever.
When I perform the zoom gesture, I would like to get the value of zoom i.e. the current height and width of the image with respect to the original height and width.
This has nothing to do with Kinect SDK, this is more of a ScrollViewer zooming issue. There is no k:KinectRegion.ZoomFactor because zooming doesn't change the actual size of the image, it only performs some layout transformations, therefore you can get the zooming factor from LayoutTransform property of your Image.
Something like the following code should get the zooming factor:
UserControl.Code:
public NavigationImage()
{
InitializeComponent();
DataContext = this;
_zoom = 1.0;
}
double _zoom;
public string ZoomPercentage
{
get
{
return _zoom * 100 + "%";
}
}
private void scrollViewer_MouseWheel(object sender, MouseWheelEventArgs e)
{
if (e.Delta > 0)
{
_zoom += 0.1;
}
else
{
_zoom -= 0.1;
}
ScaleTransform scale = new ScaleTransform(_zoom, _zoom);
navigationImage.LayoutTransform = scale;
OnPropertyChanged("ZoomPercentage");
e.Handled = true;
}
UserControl.Xaml:
<UserControl x:Class="ImageNav.NavigationImage" ... >
<Grid Grid.RowSpan="2">
<ScrollViewer Name="scrollViewer" Grid.Row="0" PreviewMouseWheel="scrollViewer_MouseWheel"
....
HorizontalScrollBarVisibility="Auto" VerticalScrollBarVisibility="Auto"
k:KinectRegion.IsHorizontalRailEnabled="true" k:KinectRegion.IsVerticalRailEnabled="true"
k:KinectRegion.ZoomMode="Enabled"
>
<Image Name="navigationImage" RenderTransformOrigin="0.5, 0.5"/>
</ScrollViewer>
<TextBox x:Name="ZoomTextBox" Grid.Row="1" Text="{Binding ZoomPercentage, Mode=OneWay}" .... />
</Grid>
</UserControl>
I try to rotate a Border and have the MainWindow change his size based on the new space taken by the Border rotation.
I've set SizeToContent="WidthAndHeight" but window size does't take change when I rotated the border.
Do I need to programmatically set the Width and Height for the MainWindow or this can be achieved changing the xaml code in some other way?
My xaml code:
<Window x:Class="MyClass.MainWindow"
WindowStyle="None" AllowsTransparency='True'
Topmost='False' Background="Transparent" ShowInTaskbar='False'
SizeToContent="WidthAndHeight" WindowStartupLocation="Manual">
<Border Name="MyBorder"
BorderBrush="Transparent"
Background="Transparent"
HorizontalAlignment="Left"
VerticalAlignment="Top"
RenderTransformOrigin="0.5,0.5">
</Border>
</Windows>
My c# code on Window_KeyDown:
# RotateTransform rt = new RotateTransform() is declared at class level.
if (e.Key == Key.I)
{
if (rt.Angle + 1 < 360)
{
rt.Angle += 1;
}
else
{
rt.Angle = 0;
}
MyBorder.RenderTransform = rt;
}
Use LayoutTransform instead of RenderTransform
From MSDN: Transforms Overview
LayoutTransform – A transform that is applied before the layout pass. After the transform is applied, the layout system processes the
transformed size and position of the element.
RenderTransform – A transform that modifies the appearance of the element but is applied after the layout pass is complete. By using the
RenderTransform property instead of the LayoutTransform property, you
can obtain performance benefits.
Example
<Border Name="MyBorder"
BorderBrush="Transparent"
Background="Transparent"
HorizontalAlignment="Left"
VerticalAlignment="Top"
RenderTransformOrigin="0.5,0.5">
<Border.LayoutTransform>
<RotateTransform Angle="90"/>
</Border.LayoutTransform>
</Border>
So in your case
RotateTransform rt = new RotateTransform(0.0, 0.5, 0.5);
private void Window_KeyDown(object sender, KeyEventArgs e)
{
if (e.Key == Key.I)
{
if (rt.Angle + 1 < 360)
{
rt.Angle += 1;
}
else
{
rt.Angle = 0;
}
MyBorder.LayoutTransform = rt;
}
}}
I'm randomly generating two rectangles, the first rectangle stays where it is but I want to move/animate the second rectangle so that it's bottom right corner is equalto the position occupied by the top left corner of the first, atm what I've basically got is;
if(count != 300)
{
rect2.X = count + (rect1.X - 100);
rect2.Y = count + (rect1.Y - 100);
count +=2
}
This is inside a timer event, but is obviously not quite what I want, I've tried multiple variations of the above but none seem to do the job.
I'm sure there'll be an annoyingly simple answer to this.
Thanks in Advance.
Assuming top left of the screen is {0,0} and bottom right is {screenWidth, screenHeight}
I'm also assuming floating point coordinates here (i.e. Rect.X is a double or float). If they aren't, you'll need to do some work in step 2 below to make sure you move an even amount of pixels in each step.
Here's the basic algorithm, in pseudo code:
Calculate final location for your animating rectangles top-left corner: finalPos = {r1.x + r1.width, r1.y+r1.width}
Decide how many steps you want, and calculate how far the rectangle should move each step.
Let's take 100 steps for example. dx = r2.x - finalPos.x / 100, dy = r2.y - finalPos.y / 100
In each timer event, you just add dx and dy to your animating rectangle's position:
Like so:
if (currentStep < 300)
{
r2.x += dx;
r2.y += dy;
currentStep++;
}
else
{
// We're done
timer.Stop();
}
Of course, if you are using a graphical framework to draw stuff, you may already have access to an animation framework that can do the above for you.
If you are able to use WPF it is pretty straightforward:
In the window xaml:
<Window x:Class="WpfApplication6.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="600" Width="600">
<Window.Triggers>
<EventTrigger RoutedEvent="Window.Loaded">
<BeginStoryboard>
<Storyboard>
<DoubleAnimation
Storyboard.TargetName="AnimatedRect"
Storyboard.TargetProperty="(Canvas.Left)"
To="{Binding ElementName=FixedRect, Path=(Canvas.Left)}" Duration="0:0:1"/>
<DoubleAnimation
Storyboard.TargetName="AnimatedRect"
Storyboard.TargetProperty="(Canvas.Top)"
To="{Binding ElementName=FixedRect, Path=(Canvas.Top)}" Duration="0:0:1"/>
</Storyboard>
</BeginStoryboard>
</EventTrigger>
</Window.Triggers>
<Canvas>
<Rectangle Name="FixedRect"
StrokeThickness="2"
Stroke="Black"
Width="{Binding R1.Width}"
Height="{Binding R1.Height}"
Canvas.Left="{Binding R1.X}"
Canvas.Top="{Binding R1.Y}"/>
<Rectangle Name="AnimatedRect"
StrokeThickness="2"
Stroke="Black"
Width="{Binding R2.Width}"
Height="{Binding R2.Height}"
Canvas.Left="{Binding R2.X}"
Canvas.Top="{Binding R2.Y}"/>
</Canvas>
</Window>
Codebehind:
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
Random rnd = new Random();
Rect r1 = new Rect();
r1.X = rnd.Next(500);
r1.Y = rnd.Next(500);
r1.Width = rnd.Next(50,100);
r1.Height = rnd.Next(50, 100);
R1 = r1;
Rect r2 = new Rect();
r2.X = rnd.Next(500);
r2.Y = rnd.Next(500);
r2.Width = rnd.Next(50, 100);
r2.Height = rnd.Next(50, 100);
R2 = r2;
DataContext = this;
}
public Rect R1 { get; set; }
public Rect R2 { get; set; }
}