ScrollViewer doesn't scroll for custom panel - c#

I am making my own custom panel, which is supposed to scroll vertically when the content does not fit the available space, so i put it in a ScrollViewer.
Right now i can't get the ScrollViewer to activate the scrollbar when the panel inside is bigger then the ScrollViewer itself.
The permille functions get attached properties telling how big the childs have to be compared to the available size (without scrolling), aka the ViewPort.
As the size passed in MeasureOverride passes infinite, i don't think i can use the permille functions there.
That is why i measure my children in ArrangeOverride (not best practice, i guess) but that way the scrollviewer doesn't scroll.
How do i get this to work?
My XAML code:
<ScrollViewer>
<controls:TilePanel x:Name="TilePanel" PreviewMouseLeftButtonDown="TilePanel_PreviewMouseLeftButtonDown" PreviewMouseLeftButtonUp="TilePanel_PreviewMouseLeftButtonUp"
PreviewMouseMove="TilePanel_PreviewMouseMove" DragEnter="TilePanel_DragEnter" Drop="TilePanel_Drop" AllowDrop="True" />
</ScrollViewer>
My Custom Panel Class:
/// <summary>
/// A Panel Showing Tiles
/// </summary>
public class TilePanel : PermillePanel
{
public TilePanel()
{
}
protected override Size MeasureOverride(Size constraint)
{
//here constraint width or height can be infinite.
//as tiles are a permille of that height, they too can be infinite after measuring
//this is unwanted behavior, so we measure in the ArrangeOverride method
if (constraint.Width == double.PositiveInfinity)
{
return new Size(0, constraint.Height);
}
else if (constraint.Height == double.PositiveInfinity)
{
return new Size(constraint.Width, 0);
}
else
{
return constraint;
}
}
protected override Size ArrangeOverride(Size arrangeSize)
{
//return base.ArrangeOverride(arrangeSize);
foreach (FrameworkElement child in InternalChildren)
{
Size availableSize = new Size();
//set the width and height for the child
availableSize.Width = arrangeSize.Width * TilePanel.GetHorizontalPermille(child) / 1000;
availableSize.Height = arrangeSize.Height * TilePanel.GetVerticalPermille(child) / 1000;
child.Measure(availableSize);
}
// arrange the children on the panel
// fill lines horizontally, when we reach the end of the current line, continue to the next line
Size newSize = new Size(arrangeSize.Width, arrangeSize.Height);
double xlocation = 0;
double ylocation = 0;
double ystep = 0;
double maxYvalue = 0;
foreach (FrameworkElement child in InternalChildren)
{
double endxlocation = xlocation + child.DesiredSize.Width;
double constrainedWidth = arrangeSize.Width * TilePanel.GetHorizontalPermille(child) / 1000;
double constrainedHeight = arrangeSize.Height * TilePanel.GetVerticalPermille(child) / 1000;
if (TilePanel.GetVerticalPermille(child) != 0 && TilePanel.GetHorizontalPermille(child) != 0)
{
//horizontal overflow -> next line
if (endxlocation >= this.DesiredSize.Width *1.01)
{
ylocation += ystep;
xlocation = 0;
}
}
Rect rect = new Rect(xlocation, ylocation, constrainedWidth, constrainedHeight);
child.Arrange(rect);
xlocation += constrainedWidth;
ystep = Math.Max(ystep, constrainedHeight);
maxYvalue = Math.Max(maxYvalue, ystep + constrainedHeight);
}
if (maxYvalue > newSize.Height)
{
newSize.Height = maxYvalue;
}
return newSize;
}
}

Calling Measure() from within ArrangeOverride() will cause problems. The framework detects this and forces a remeasure. Set a tracepoint in MeasureOverride(), and I'll bet you'll see that it keeps getting called over and over again, even though the layout hasn't changed1.
If you absolutely have to call Measure() from ArrangeOverride(), you will need to do so conditionally such that it only forces a remeasure when the available size actually changes since the last call to Measure(). Then, you'll effectively end up with two measure + arrange passes any time the layout is invalidated, as opposed to just one. However, such an approach is hacky, and I would advise sticking to the best practice of only measuring within MeasureOverride().
1Interestingly, your UI may still respond to input, despite this apparent "infinite loop" in the layout.

If you want to use a custom Panel inside a ScrollViewer then you must add the code that does the actual scrolling. You can do that by implementing the IScrollInfo Interface in your custom Panel.
You can find a tutorial that explains this interface and provides an example code imeplementation in the WPF Tutorial - Implementing IScrollInfo page on the Tech Pro website. It's a fairly simple procedure and looks a tiny bit like this:
public void LineDown() { SetVerticalOffset(VerticalOffset + LineSize); }
public void LineUp() { SetVerticalOffset(VerticalOffset - LineSize); }
public void MouseWheelDown() { SetVerticalOffset(VerticalOffset + WheelSize); }
public void MouseWheelUp() { SetVerticalOffset(VerticalOffset - WheelSize); }
public void PageDown() { SetVerticalOffset(VerticalOffset + ViewportHeight); }
public void PageUp() { SetVerticalOffset(VerticalOffset - ViewportHeight); }
...

Related

Dynamically display an array of PictureBoxes - Performance issue

I'd like to display coverarts for each album of an MP3 library, a bit like Itunes does (at a later stage, i'd like to click one any of these coverarts to display the list of songs).
I have a form with a panel panel1 and here is the loop i'm using :
int i = 0;
int perCol = 4;
int disBetWeen = 15;
int width = 250;
int height = 250;
foreach(var alb in mp2)
{
myPicBox.Add(new PictureBox());
myPicBox[i].SizeMode = System.Windows.Forms.PictureBoxSizeMode.StretchImage;
myPicBox[i].Location = new System.Drawing.Point(disBetWeen + (disBetWeen * (i % perCol) +(width * (i % perCol))),
disBetWeen + (disBetWeen * (i / perCol))+ (height * (i / perCol)));
myPicBox[i].Name = "pictureBox" + i;
myPicBox[i].Size = new System.Drawing.Size(width, height);
myPicBox[i].ImageLocation = #"C:/Users/Utilisateur/Music/label.jpg";
panel1.Controls.Add(myPicBox[i]);
i++;
}
I'm using the same picture per picturebox for convenience, but i'll use the coverart embedded in each mp3 file eventually.
It's working fine with an abstract of the library (around 50), but i have several thousands of albums. I tried and as expected, it takes a long time to load and i cannot really scroll afterward.
Is there any way to load only what's displayed ? and then how to assess what is displayed with the scrollbars.
Thanks
Winforms really isn't suited to this sort of thing... Using standard controls, you'd probably need to either provision all the image boxes up front and load images in as they become visible, or manage some overflow placeholder for the appropriate length so the scrollbars work.
Assuming Winforms is your only option, I'd suggest you look into creating a custom control with a scroll bar and manually driving the OnPaint event.
That would allow you to keep a cache of images in memory to draw the current view [and a few either side], while giving you total control over when they're loaded/unloaded [well, as "total" as you can get in a managed language - you may still need tune garbage collection]
To get into some details....
Create a new control
namespace SO61574511 {
// Let's inherit from Panel so we can take advantage of scrolling for free
public class ImageScroller : Panel {
// Some numbers to allow us to calculate layout
private const int BitmapWidth = 100;
private const int BitmapSpacing = 10;
// imageCache will keep the images in memory. Ideally we should unload images we're not using, but that's a problem for the reader
private Bitmap[] imageCache;
public ImageScroller() {
//How many images to put in the cache? If you don't know up-front, use a list instead of an array
imageCache = new Bitmap[100];
//Take advantage of Winforms scrolling
this.AutoScroll = true;
this.AutoScrollMinSize = new Size((BitmapWidth + BitmapSpacing) * imageCache.Length, this.Height);
}
protected override void OnPaint(PaintEventArgs e) {
// Let Winforms paint its bits (like the scroll bar)
base.OnPaint(e);
// Translate whatever _we_ paint by the position of the scrollbar
e.Graphics.TranslateTransform(this.AutoScrollPosition.X,
this.AutoScrollPosition.Y);
// Use this to decide which images are out of sight and can be unloaded
var current_scroll_position = this.HorizontalScroll.Value;
// Loop through the images you want to show (probably not all of them, just those close to the view area)
for (int i = 0; i < imageCache.Length; i++) {
e.Graphics.DrawImage(GetImage(i), new PointF(i * (BitmapSpacing + BitmapWidth), 0));
}
}
//You won't need a random, just for my demo colours below
private Random rnd = new Random();
private Bitmap GetImage(int id) {
// This method is responsible for getting an image.
// If it's already in the cache, use it, otherwise load it
if (imageCache[id] == null) {
//Do something here to load an image into the cache
imageCache[id] = new Bitmap(100, 100);
// For demo purposes, I'll flood fill a random colour
using (var gfx = Graphics.FromImage(imageCache[id])) {
gfx.Clear(Color.FromArgb(255, rnd.Next(0, 255), rnd.Next(0, 255), rnd.Next(0, 255)));
}
}
return imageCache[id];
}
}
}
And Load it into your form, docking to fill the screen....
public Form1() {
InitializeComponent();
this.Controls.Add(new ImageScroller {
Dock = DockStyle.Fill
});
}
You can see it in action here: https://www.youtube.com/watch?v=ftr3v6pLnqA (excuse the mouse trails, I captured area outside the window)

Fast 2D graphics in WPF

I need to draw a large amount of 2D elements in WPF, such as lines and polygons. Their position also needs to be updated constantly.
I have looked at many of the answers here which mostly suggested using DrawingVisual or overriding the OnRender function. To test these methods I've implemented a simple particle system rendering 10000 ellipses and I find that the drawing performance is still really terrible using both of these approaches. On my PC I can't get much above 5-10 frames a second. which is totally unacceptable when you consider that I easily draw 1/2 million particles smoothly using other technologies.
So my question is, am I running against a technical limitation here of WPF or am I missing something? Is there something else I can use? any suggestions welcome.
Here the code I tried
content of MainWindow.xaml:
<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="500" Width="500" Loaded="Window_Loaded">
<Grid Name="xamlGrid">
</Grid>
</Window>
content of MainWindow.xaml.cs:
using System.Windows.Threading;
namespace WpfApplication1
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
EllipseBounce[] _particles;
DispatcherTimer _timer = new DispatcherTimer();
private void Window_Loaded(object sender, RoutedEventArgs e)
{
//particles with Ellipse Geometry
_particles = new EllipseBounce[10000];
//define area particles can bounce around in
Rect stage = new Rect(0, 0, 500, 500);
//seed particles with random velocity and position
Random rand = new Random();
//populate
for (int i = 0; i < _particles.Length; i++)
{
Point pos = new Point((float)(rand.NextDouble() * stage.Width + stage.X), (float)(rand.NextDouble() * stage.Height + stage.Y));
Point vel = new Point((float)(rand.NextDouble() * 5 - 2.5), (float)(rand.NextDouble() * 5 - 2.5));
_particles[i] = new EllipseBounce(stage, pos, vel, 2);
}
//add to particle system - this will draw particles via onrender method
ParticleSystem ps = new ParticleSystem(_particles);
//at this element to the grid (assumes we have a Grid in xaml named 'xmalGrid'
xamlGrid.Children.Add(ps);
//set up and update function for the particle position
_timer.Tick += _timer_Tick;
_timer.Interval = new TimeSpan(0, 0, 0, 0, 1000 / 60); //update at 60 fps
_timer.Start();
}
void _timer_Tick(object sender, EventArgs e)
{
for (int i = 0; i < _particles.Length; i++)
{
_particles[i].Update();
}
}
}
/// <summary>
/// Framework elements that draws particles
/// </summary>
public class ParticleSystem : FrameworkElement
{
private DrawingGroup _drawingGroup;
public ParticleSystem(EllipseBounce[] particles)
{
_drawingGroup = new DrawingGroup();
for (int i = 0; i < particles.Length; i++)
{
EllipseGeometry eg = particles[i].EllipseGeometry;
Brush col = Brushes.Black;
col.Freeze();
GeometryDrawing gd = new GeometryDrawing(col, null, eg);
_drawingGroup.Children.Add(gd);
}
}
protected override void OnRender(DrawingContext drawingContext)
{
base.OnRender(drawingContext);
drawingContext.DrawDrawing(_drawingGroup);
}
}
/// <summary>
/// simple class that implements 2d particle movements that bounce from walls
/// </summary>
public class SimpleBounce2D
{
protected Point _position;
protected Point _velocity;
protected Rect _stage;
public SimpleBounce2D(Rect stage, Point pos,Point vel)
{
_stage = stage;
_position = pos;
_velocity = vel;
}
public double X
{
get
{
return _position.X;
}
}
public double Y
{
get
{
return _position.Y;
}
}
public virtual void Update()
{
UpdatePosition();
BoundaryCheck();
}
private void UpdatePosition()
{
_position.X += _velocity.X;
_position.Y += _velocity.Y;
}
private void BoundaryCheck()
{
if (_position.X > _stage.Width + _stage.X)
{
_velocity.X = -_velocity.X;
_position.X = _stage.Width + _stage.X;
}
if (_position.X < _stage.X)
{
_velocity.X = -_velocity.X;
_position.X = _stage.X;
}
if (_position.Y > _stage.Height + _stage.Y)
{
_velocity.Y = -_velocity.Y;
_position.Y = _stage.Height + _stage.Y;
}
if (_position.Y < _stage.Y)
{
_velocity.Y = -_velocity.Y;
_position.Y = _stage.Y;
}
}
}
/// <summary>
/// extend simplebounce2d to add ellipse geometry and update position in the WPF construct
/// </summary>
public class EllipseBounce : SimpleBounce2D
{
protected EllipseGeometry _ellipse;
public EllipseBounce(Rect stage,Point pos, Point vel, float radius)
: base(stage, pos, vel)
{
_ellipse = new EllipseGeometry(pos, radius, radius);
}
public EllipseGeometry EllipseGeometry
{
get
{
return _ellipse;
}
}
public override void Update()
{
base.Update();
_ellipse.Center = _position;
}
}
}
I believe the sample code provided is pretty much as good as it gets, and is showcasing the limits of the framework. In my measurements I profiled an average cost of 15-25ms is attributed to render-overhead. In essence we speak here about just the modification of the centre (dependency-) property, which is quite expensive. I presume it is expensive because it propagates the changes to mil-core directly.
One important note is that the overhead cost is proportional to the amount of objects whose position are changed in the simulation. Rendering a large quantity of objects on itself is not an issue when a majority of objects are temporal coherent i.e. don't change positions.
The best alternative approach for this situation is to resort to D3DImage, which is an element for the Windows Presentation Foundation to present information rendered with DirectX. Generally spoken that approach should be effective, performance wise.
You could try a WriteableBitmap, and produce the image using faster code on a background thread. However, the only thing you can do with it is copy bitmap data, so you either have to code your own primitive drawing routines, or (which might even work in your case) create a "stamp" image which you copy to everywhere your particles go...
The fastest WPF drawing method I have found is to:
create a DrawingGroup "backingStore".
during OnRender(), draw my drawing group to the drawing context
anytime I want, backingStore.Open() and draw new graphics objects into it
The surprising thing about this for me, coming from Windows.Forms.. is that I can update my DrawingGroup after I've added it to the DrawingContext during OnRender(). This is updating the existing retained drawing commands in the WPF drawing tree and triggering an efficient repaint.
In a simple app I've coded in both Windows.Forms and WPF (SoundLevelMonitor), this method empirically feels pretty similar in performance to immediate OnPaint() GDI drawing.
I think WPF did a dis-service by calling the method OnRender(), it might be better termed AccumulateDrawingObjects()
This basically looks like:
DrawingGroup backingStore = new DrawingGroup();
protected override void OnRender(DrawingContext drawingContext) {
base.OnRender(drawingContext);
Render(); // put content into our backingStore
drawingContext.DrawDrawing(backingStore);
}
// I can call this anytime, and it'll update my visual drawing
// without ever triggering layout or OnRender()
private void Render() {
var drawingContext = backingStore.Open();
Render(drawingContext);
drawingContext.Close();
}
I've also tried using RenderTargetBitmap and WriteableBitmap, both to an Image.Source, and written directly to a DrawingContext. The above method is faster.
In windows forms these kind of things made me fall back to;
Set Visible=False for the highest level container (e.g. canvas of the form itself)
Draw a lot
Set Visible=True
Not sure if WPF supports this.
Here are some of the things you may try: (I tried them with your sample and it seems to look faster (at least on my system)).
Use Canvas instead of Grid (unless you have other reasons). Play BitmapScalingMode and CachingHint:
<Canvas Name="xamlGrid" RenderOptions.BitmapScalingMode="LowQuality" RenderOptions.CachingHint="Cache" IsHitTestVisible = "False">
</Canvas>
Add a StaticResource for Brush used in GeometryDrawing:
<SolidColorBrush x:Key="MyBrush" Color="DarkBlue"/>
in code use as:
GeometryDrawing gd = new GeometryDrawing((SolidColorBrush)this.FindResource("MyBrush"), null, eg);
I hope this helps.

Dynamic Fontsize for TextBlock with wrapping

I have a TextBlock with a fixed size thats wrapping text. sometimes short sometimes long.
If the text is getting to long it isnt displayed entirely like this
How can i make the Fontsize flexible to make the text fit the TextBox with static size?
My solution is the following:
Set the fontsize to a value, than which you don't want any bigger.
The ActualHeight of the TextBlock changes, when you change the font size or when the content is changed. I built the solution based upon this.
You should create an event handler for the SizeChanged event and write the following code to it.
private void MyTextBlock_SizeChanged(object sender, SizeChangedEventArgs e)
{
double desiredHeight = 80; // Here you'll write the height you want the text to use
if (this.MyTextBlock.ActualHeight > desiredHeight)
{
// You want to know, how many times bigger the actual height is, than what you want to have.
// The reason for Math.Sqrt() is explained below in the text.
double fontsizeMultiplier = Math.Sqrt(desiredHeight / this.MyTextBlock.ActualHeight);
// Math.Floor() can be omitted in the next line if you don't want a very tall and narrow TextBox.
this.MyTextBlock.FontSize = Math.Floor(this.MyTextBlock.FontSize * fontsizeMultiplier);
}
this.MyTextBlock.Height = desiredHeight; // ActualHeight will be changed if the text is too big, after the text was resized, but in the end you want the box to be as big as the desiredHeight.
}
The reason why I used the Math.Sqrt() is that if you set the font size to half as big as before, then the area that the font will use, will be one quarter the size, then before (because it became half as wide and half as tall as before). And you obviously want to keep the width of the TextBox and only change the height of it.
If you were lucky, the font size will be appropriate after this method gets executed once. However, depending on the text that gets re-wrapped after the font size change, you might be so "unlucky", that the text will be one line longer than you would want it to be.
Luckily the event handler will be called again (because you changed the font size) and the resizing will be done again if it is still too big.
I tried it, it was fast and the results looked good.
However, I can imagine, that in a really unlucky choice of text and height, the correct font size would be reached after several iterations. This is why I used Math.Floor(). All in all, it doesn't matter much if the font size is in the end 12.34 or 12 and this way I wouldn't be concerned about an "unlucky" text, which will take too long to render.
But I think Math.Floor() can be omitted if you don't want to have a really tall text box (like 2000 pixels) with a lot of text.
Here's a full solution including an option to set maxheight / maxwidth and and it is calculated straight on render:
public class TextBlockAutoShrink : TextBlock
{
private double _defaultMargin = 6;
private Typeface _typeface;
static TextBlockAutoShrink()
{
TextBlock.TextProperty.OverrideMetadata(typeof(TextBlockAutoShrink), new FrameworkPropertyMetadata(new PropertyChangedCallback(TextPropertyChanged)));
}
public TextBlockAutoShrink() : base()
{
_typeface = new Typeface(this.FontFamily, this.FontStyle, this.FontWeight, this.FontStretch, this.FontFamily);
base.DataContextChanged += new DependencyPropertyChangedEventHandler(TextBlockAutoShrink_DataContextChanged);
}
private static void TextPropertyChanged(DependencyObject sender, DependencyPropertyChangedEventArgs args)
{
var t = sender as TextBlockAutoShrink;
if (t != null)
{
t.FitSize();
}
}
void TextBlockAutoShrink_DataContextChanged(object sender, DependencyPropertyChangedEventArgs e)
{
FitSize();
}
protected override void OnRenderSizeChanged(SizeChangedInfo sizeInfo)
{
FitSize();
base.OnRenderSizeChanged(sizeInfo);
}
private void FitSize()
{
FrameworkElement parent = this.Parent as FrameworkElement;
if (parent != null)
{
var targetWidthSize = this.FontSize;
var targetHeightSize = this.FontSize;
var maxWidth = double.IsInfinity(this.MaxWidth) ? parent.ActualWidth : this.MaxWidth;
var maxHeight = double.IsInfinity(this.MaxHeight) ? parent.ActualHeight : this.MaxHeight;
if (this.ActualWidth > maxWidth)
{
targetWidthSize = (double)(this.FontSize * (maxWidth / (this.ActualWidth + _defaultMargin)));
}
if (this.ActualHeight > maxHeight)
{
var ratio = maxHeight / (this.ActualHeight);
// Normalize due to Height miscalculation. We do it step by step repeatedly until the requested height is reached. Once the fontsize is changed, this event is re-raised
// And the ActualHeight is lowered a bit more until it doesnt enter the enclosing If block.
ratio = (1 - ratio > 0.04) ? Math.Sqrt(ratio) : ratio;
targetHeightSize = (double)(this.FontSize * ratio);
}
this.FontSize = Math.Min(targetWidthSize, targetHeightSize);
}
}
}

Label Size is always NaN?

I have a Panel which I want to extend and override MeassureOverride and Arrange to have my custom layout.
Basically, the panel will contain some labels. As the label has some text content, it should have a specific size. However when I use label.ActualHeight or actualwidth, desiredSize ... in the MeassureOverride or ArrangeOverride, all result to NaN. Is there any way I can get the desired Size of the label so that the text content is fit?
Do you call base.MeasureOverride(abailableSize) and base.ArrangeOverride(finalSize) at the end of each method?
Here is an example of creating a custom panel
A custom implementation of MeasureOverride might look like this (from the post):
protected override Size MeasureOverride(Size availableSize)
{
Size sizeSoFar = new Size(0, 0);
double maxWidth = 0.0;
foreach (UIElement child in Children)
{
child.Measure(new Size(double.PositiveInfinity, double.PositiveInfinity));
if (sizeSoFar.Width + child.DesiredSize.Width > availableSize.Width)
{
sizeSoFar.Height += child.DesiredSize.Height;
sizeSoFar.Width = 0;
}
else
{
sizeSoFar.Width += child.DesiredSize.Width;
maxWidth = Math.Max(sizeSoFar.Width, maxWidth);
}
}
return new Size(maxWidth, sizeSoFar.Height);
}
A custom implementation of ArrangeOverride might look like this (from the post):
protected override Size ArrangeOverride(Size finalSize)
{
Size sizeSoFar = new Size(0, 0);
foreach (UIElement child in Children)
{
child.Arrange(new Rect(sizeSoFar.Width, sizeSoFar.Height,
child.DesiredSize.Width, child.DesiredSize.Height));
if (sizeSoFar.Width + child.DesiredSize.Width >= finalSize.Width)
{
sizeSoFar.Height += child.DesiredSize.Height;
sizeSoFar.Width = 0;
}
else
{
sizeSoFar.Width += child.DesiredSize.Width;
}
}
return finalSize;
}
If you want to force the panel rendering (call the MeasureOverride function), use the InvalidateMeasure function
You could also check out Custom Panel Elements on msdn.
The DesiredSize for each child is only set after you have measured it. In your MeasureOverride you must call child.Measure() for every of your panel's children. The same goes with child.Arrange() in ArrangeOverride.
See http://msdn.microsoft.com/en-us/library/ms745058.aspx#LayoutSystem_Measure_Arrange
Edit in response to your comment: just pass the maximum size your label could have (the available size), or a constrained size if you need to. The label once measured will use its minimum size as the DesiredSize if the alignments are different from stretch.

Autoscale Font in a TextBox Control so that its as big as possible and still fits in text area bounds

I need a TextBox or some type of Multi-Line Label control which will automatically adjust the font-size to make it as large as possible and yet have the entire message fit inside the bounds of the text area.
I wanted to see if anyone had implemented a user control like this before developing my own.
Example application: have a TextBox which will be half of the area on a windows form. When a message comes in which is will be approximately 100-500 characters it will put all the text in the control and set the font as large as possible. An implementation which uses Mono Supported .NET libraries would be a plus.
If know one has implemented a control already... If someone knows how to test if a given text completely fits inside the text area that would be useful for if I roll my own control.
Edit: I ended up writing an extension to RichTextBox. I will post my code shortly once i've verified that all the kinks are worked out.
I had to solve the same basic problem. The iterative solutions above were very slow. So, I modified it with the following. Same idea. Just uses calculated ratios instead of iterative. Probably, not quite as precise. But, much faster.
For my one-off need, I just threw an event handler on the label holding my text.
private void PromptLabel_TextChanged(object sender, System.EventArgs e)
{
if (PromptLabel.Text.Length == 0)
{
return;
}
float height = PromptLabel.Height * 0.99f;
float width = PromptLabel.Width * 0.99f;
PromptLabel.SuspendLayout();
Font tryFont = PromptLabel.Font;
Size tempSize = TextRenderer.MeasureText(PromptLabel.Text, tryFont);
float heightRatio = height / tempSize.Height;
float widthRatio = width / tempSize.Width;
tryFont = new Font(tryFont.FontFamily, tryFont.Size * Math.Min(widthRatio, heightRatio), tryFont.Style);
PromptLabel.Font = tryFont;
PromptLabel.ResumeLayout();
}
I haven't seen an existing control to do this, but you can do it the hard way by using a RichTextBox and the TextRenderer's MeasureText method and repeatedly resizing the font. It's inefficient, but it works.
This function is an event handler for the 'TextChanged' event on a RichTextBox.
An issue I've noticed:
When typing, the text box will scroll to the current caret even if scrollbars are disabled. This can result in the top line or left side getting chopped off until you move back up or left with the arrow keys. The size calculation is correct assuming you can get the top line to display at the top of the text box. I included some scrolling code that helps sometimes (but not always).
This code assumes word wrap is disabled. It may need modification if word wrap is enabled.
The code:
[DllImport("user32.dll")]
public static extern int SendMessage(IntPtr hWnd, uint wMsg, int wParam, uint lParam);
private static uint EM_LINEINDEX = 0xbb;
private void richTextBox1_TextChanged(object sender, EventArgs e)
{
// If there's no text, return
if (richTextBox1.TextLength == 0) return;
// Get height and width, we'll be using these repeatedly
int height = richTextBox1.Height;
int width = richTextBox1.Width;
// Suspend layout while we mess with stuff
richTextBox1.SuspendLayout();
Font tryFont = richTextBox1.Font;
Size tempSize = TextRenderer.MeasureText( richTextBox1.Text, richTextBox1.Font);
// Make sure it isn't too small first
while (tempSize.Height < height || tempSize.Width < width)
{
tryFont = new Font(tryFont.FontFamily, tryFont.Size + 0.1f, tryFont.Style);
tempSize = TextRenderer.MeasureText(richTextBox1.Text, tryFont);
}
// Now make sure it isn't too big
while (tempSize.Height > height || tempSize.Width > width)
{
tryFont = new Font(tryFont.FontFamily, tryFont.Size - 0.1f, tryFont.Style);
tempSize = TextRenderer.MeasureText(richTextBox1.Text, tryFont);
}
// Swap the font
richTextBox1.Font = tryFont;
// Resume layout
richTextBox1.ResumeLayout();
// Scroll to top (hopefully)
richTextBox1.ScrollToCaret();
SendMessage(richTextBox1.Handle, EM_LINEINDEX, -1, 0);
}
The solution i came up with was to write a control which extends the standard RichTextBox control.
Use the extended control in the same way you would a regular RichTextBox control with the following enhancements:
Call the ScaleFontToFit() method after resizing or text changes.
The Horizontal Alignment field can be used to center align the text.
The Font attributes set in the designer will be used for the entire region. It is not possible to mix fonts as they will changed once the ScaleFontToFit method is called.
This control combines several techniques to determine if the text still fits within it's bounds. If the text area is multiline, it detects if scrollbars are visible. I found a clever way to detect whether or not the scrollbars are visible without requiring any winapi calls using a clever technique I found on one of Patrick Smacchia's posts.. When multiline isn't true, vertical scrollbars never appear so you need to use a different technique which relies on rendering the text using a the Graphics object. The Graphic rendering technique isn't suitable for Multiline boxes because you would have to account for word wrapping.
Here are a few snippets which shows how it works (link to source code is provided below). This code could easily be used to extend other controls.
/// <summary>
/// Sets the font size so the text is as large as possible while still fitting in the text
/// area with out any scrollbars.
/// </summary>
public void ScaleFontToFit()
{
int fontSize = 10;
const int incrementDelta = 5; // amount to increase font by each loop iter.
const int decrementDelta = 1; // amount to decrease to fine tune.
this.SuspendLayout();
// First we set the font size to the minimum. We assume at the minimum size no scrollbars will be visible.
SetFontSize(MinimumFontSize);
// Next, we increment font size until it doesn't fit (or max font size is reached).
for (fontSize = MinFontSize; fontSize < MaxFontSize; fontSize += incrementDelta)
{
SetFontSize(fontSize);
if (!DoesTextFit())
{
//Console.WriteLine("Text Doesn't fit at fontsize = " + fontSize);
break;
}
}
// Finally, we keep decreasing the font size until it fits again.
for (; fontSize > MinFontSize && !DoesTextFit(); fontSize -= decrementDelta)
{
SetFontSize(fontSize);
}
this.ResumeLayout();
}
#region Private Methods
private bool VScrollVisible
{
get
{
Rectangle clientRectangle = this.ClientRectangle;
Size size = this.Size;
return (size.Width - clientRectangle.Width) >= SystemInformation.VerticalScrollBarWidth;
}
}
/**
* returns true when the Text no longer fits in the bounds of this control without scrollbars.
*/
private bool DoesTextFit()
{
if (VScrollVisible)
{
//Console.WriteLine("#1 Vscroll is visible");
return false;
}
// Special logic to handle the single line case... When multiline is false, we cannot rely on scrollbars so alternate methods.
if (this.Multiline == false)
{
Graphics graphics = this.CreateGraphics();
Size stringSize = graphics.MeasureString(this.Text, this.SelectionFont).ToSize();
//Console.WriteLine("String Width/Height: " + stringSize.Width + " " + stringSize.Height + "form... " + this.Width + " " + this.Height);
if (stringSize.Width > this.Width)
{
//Console.WriteLine("#2 Text Width is too big");
return false;
}
if (stringSize.Height > this.Height)
{
//Console.WriteLine("#3 Text Height is too big");
return false;
}
if (this.Lines.Length > 1)
{
//Console.WriteLine("#4 " + this.Lines[0] + " (2): " + this.Lines[1]); // I believe this condition could be removed.
return false;
}
}
return true;
}
private void SetFontSize(int pFontSize)
{
SetFontSize((float)pFontSize);
}
private void SetFontSize(float pFontSize)
{
this.SelectAll();
this.SelectionFont = new Font(this.SelectionFont.FontFamily, pFontSize, this.SelectionFont.Style);
this.SelectionAlignment = HorizontalAlignment;
this.Select(0, 0);
}
#endregion
ScaleFontToFit could be optimized to improve performance but I kept it simple so it'd be easy to understand.
Download the latest source code here. I am still actively working on the project which I developed this control for so it's likely i'll be adding a few other features and enhancements in the near future. So, check the site for the latest code.
My goal is to make this control work on Mac using the Mono framework.
I had a similar requirement for a text box in a panel on a windows form hosted window. (I injected the panel onto the existing form). When the size of the panel changes (in my case) the text would resize to fit the box. Code
parentObject.SizeChanged += (sender, args) =>
{
if (textBox1.Text.Length > 0)
{
int maxSize = 100;
// Make a Graphics object to measure the text.
using (Graphics gr = textBox1.CreateGraphics())
{
for (int i = 1; i <= maxSize; i++)
{
using (var test_font = new Font(textBox1.Font.FontFamily, i))
{
// See how much space the text would
// need, specifying a maximum width.
SizeF text_size =
TextRenderer.MeasureText(
textBox1.Text,
test_font,
new Size(textBox1.Width, int.MaxValue),
TextFormatFlags.WordBreak | TextFormatFlags.TextBoxControl);
try
{
if (text_size.Height > textBox1.Height)
{
maxSize = i - 1;
break;
}
}
catch (System.ComponentModel.Win32Exception)
{
// this sometimes throws a "failure to create window handle" error.
// This might happen if the TextBox is invisible and/or
// too small to display a toolbar.
// do whatever here, add/delete, whatever, maybe set to default font size?
maxSize = (int) textBox1.Font.Size;
}
}
}
}
// Use that font size.
textBox1.Font = new Font(textBox1.Font.FontFamily, maxSize);
}
};

Categories