Description
I am creating a "simulator" for different resolutions. Basically I have a control inside a panel. Then the user can choose an aspect ratio (more information below) and the control inside the simulator should get resized to match the desired ratio.
Problem
The problem is that I do not know what is a good way to calculate the size of the control without having to use a lot of CPU or trying or resizing. How can I know, if I have to resize the height or the width of the control to fit inside the simulator?
The simulator can grow or shrink. That is why I can not be sure, if the control inside of it will fill up the whole width of the simulator, or the height, but the aspect ratio should be always correct.
Hint
This is probably a very easy mathematical problem. I just don't find a solution right now (today is not my day)!
If you have any ideas or suggestions, feel free to ask and propose!
Example
Available Resolutions
3:2 (Like on the iPhone until iPhone 5; Anyone knows an other name?)
16:10 (WXGA)
16:9 (Widescreen)
4:3 (VGA)
Thanks for helping!
Here is a little testbed. Put a control on a form and assign the ViewPort variable to it. Here I chose a textBox1 but any control will do. Then pick a target aspect ratio, I chose TargetRatio_3_2.
Try it by resizing the form!
Note 1: I chose a form as the Container (your Simulator) for easier testing and therefore use its ClientRectangle to access its inner measures. Any other Control will basically work the same.
Not 2: I have added a few lines to place the ViewPort (your Control) in the center.
private void Form1_Resize(object sender, EventArgs e)
{
Control Container = this;
Control ViewPort = textBox1;
float ContainerRatio = 1f * Container.ClientRectangle.Width / Container.ClientRectangle.Height;
const float TargetRatio_3_2 = 3f / 2f;
const float TargetRatio_16_9 = 16f / 9f;
const float TargetRatio_4_3 = 4f / 3f;
const float TargetRatio_16_10 = 16f / 10f;
//..
float TargetRatio = TargetRatio_3_2;
if (ContainerRatio < TargetRatio)
{
ViewPort.Width = Container.ClientRectangle.Width;
ViewPort.Height = (int)(ViewPort.Width / TargetRatio);
ViewPort.Top = (Container.ClientRectangle.Height - ViewPort.Height) / 2;
ViewPort.Left = 0;
}
else
{
ViewPort.Height = Container.ClientRectangle.Height;
ViewPort.Width = (int)(ViewPort.Height * TargetRatio);
ViewPort.Top = 0;
ViewPort.Left = (Container.ClientRectangle.Width - ViewPort.Width) / 2;
}
}
Related
I have a button on a form with AutoSize set to false which looks like this:
I want it so that whenever the button's text is changed, the font scales up or down so that it perfectly fits the width and height of the button.
I've looked online and found methods using the TextRenderer.MeasureString function, or brute-forcing it with a while loop, however the ones I found only accounted for the width of the control and not the height, meaning it can end up looking like this:
Here is the example I tried:
private void ScaleFont(Control c)
{
SizeF extent = TextRenderer.MeasureText(c.Text, c.Font);
float hRatio = c.Height / extent.Height;
float wRatio = c.Width / extent.Width;
float ratio = (hRatio < wRatio) ? hRatio : wRatio;
float newSize = c.Font.Size * ratio;
c.Font = new Font(c.Font.FontFamily, newSize, c.Font.Style);
}
Can anyone help with this? Thanks in advance.
Edit: Here is an image showing what I want to achieve:
As you can see, the text is spread out into multiple lines and it perfectly fits the control.
I'm creating a program that is a tile based dungeon editor to develop games. The tiles that are shown on screen are user controls that are dynamically created once the user specifies the height and width of the level. These user controls are then added to a panel.
My main concern is the efficiency of what I'm doing. If a user creates a 20x20 level, will the amount of user controls "bog down" the program? Each control (or tile as it were) will hold an image and some other attributes such as collidable, interactive, etc.
Will I be okay using user controls, or is there a less expensive alternative out there for this sort of thing?
EDIT: Thanks for the initial replies! From what you guys have said, this won't be too expensive. However, what about the performance in terms of resizing these controls?
private void changeTileSizeOnScroll(object sender, EventArgs e)
{
int newSize = sliderTileResizer.Value;
for (int w = 0; w < matrixWidth; w++)
{
for (int h = 0; h < matrixHeight; h++)
{
pnlTileEditor.Controls[w * matrixHeight + h].Size = new Size(newSize, newSize);
pnlTileEditor.Controls[w * matrixHeight + h].Location = new Point(newSize * w - w, newSize * h - h);
}
}
}
I was going to use databinding for the trackbar and tiles, but I need to update the location based on the size of the tiles so that each tile is directly beside the previous one. Is this a terrible way to resize?
I'm writing a WPF application that displays a XAML object (it's basically a map drawn in XAML). As part of its features, it should zoom in/out and pan. The panning works fine, and the zoom zooms, but I can't quite understand how to zoom to a specific point, like my mouse cursor, for example.
This is my current code:
internal void PerformZoom(float ZoomFactor, Point ZoomCenterPoint)
{
m_originalTransform = m_canvas.RenderTransform;
float newZoomFactor = m_oldZoomFactor + ZoomFactor;
float scaleToApply = (newZoomFactor / m_oldZoomFactor);
m_totalZoom = newZoomFactor;
var st = new ScaleTransform(scaleToApply, scaleToApply);
TransformGroup tg = new TransformGroup();
tg.Children.Add(m_originalTransform);
tg.Children.Add(st);
m_canvas.RenderTransform = tg;
m_oldZoomFactor = newZoomFactor;
}
[edit] Found the solution - Just edited the CenterX / CenterY properties of the transformation and it worked like a charm.
Thanks for all your help!
[edit2] Here's a viable solution (considering the mouse position):
public partial class MainWindow
{
private float currentZoom = 1f;
private const float StepSize = .2f;
public MainWindow()
{
InitializeComponent();
}
private void MainGrid_OnMouseWheel(object sender, MouseWheelEventArgs e)
{
var pos = 1;
if (e.Delta < 0)
{
pos = -1;
}
var mousePosition = e.MouseDevice.GetPosition(MainGrid);
currentZoom += StepSize * pos;
var transform = new ScaleTransform(currentZoom, currentZoom, mousePosition.X, mousePosition.Y);
MainGrid.RenderTransform = transform;
}
}
You will have to compose your ScaleTransform with a TranslateTransform which translates your component while zooming.
The offset given by the TranslateTransform depends of the behavior you wanna have (i.e. center on mouse, center on screens center...)
I wrote in the past a behavior which you can attach to a component : It makes it zoomable (centered on mouse, reacting to mousewheel)
It's pretty dirty and not sure to be efficient (i no longer use it)... and comments are in french :-/
see the source
[edit] In fact, I remember it was to scroll and scale a Panels background. But it shouldnt be so hard to modify for applying it to any object as the transformations are the same for images and elements.
I have a canvas that changes size depending on the users input, i want to hit a button and be able to zoom out to see the whole canvas. Basically i know the height and width of the canvas i just want to zoom in or out so the user can see the whole canvas. I have zoom in and zoom out to work but not sure how do zoom to fit? any thoughts?
February 11th
Thank you for your response, This was great help and i am able to zoom out on the canvas completely. The problem that i am having now is the user has zoom in, and zoom out controls. So if the user zooms in and out and then tries to zoom to fit the canvas the scaling factor will be off, my code is below
This is for the basic zooming in and out on the canvas:
double ScaleRate = 1.2;
public void buttonZoomIn_Click(object sender, RoutedEventArgs e)
{
st.ScaleX *= ScaleRate;
st.ScaleY *= ScaleRate;
}
public void buttonZoomOut_Click(object sender, RoutedEventArgs e)
{
st.ScaleX /= ScaleRate;
st.ScaleY /= ScaleRate;
}
The zoom to fit button that i want to press to zoom out completely on the canvas:
private void zoomToFitBt_Click(object sender, RoutedEventArgs e)
{
float maxWidthScale = (float)ScrollViewerCanvas.Width / (float)Canvas1.Width;
float maxHeightScale = (float)ScrollViewerCanvas.Height / (float)Canvas1.Height;
float scale = Math.Min(maxHeightScale, maxWidthScale);
if (st.ScaleX > scale || st.ScaleY> scale)
{
st.ScaleX *= scale;
st.ScaleY *= scale;
}
}
If i press the zoom to fit button off the start it is fine, but its when the user has done some manual zooming that it messes up. My idea was to maybe every time the user hits the zoom to fit button that it will first go back to its initial state then use the zoom to fit code but not sure about that.
Thanks for your help guys
Based on what little information given, I will simplify your problem into what I gauge you are asking at a most basic mathmatical level. I think you are asking...
"I have 2 rectangles (the viewport,
and the canvas). How do I scale
the canvas such that it is as big as
possible without exceeding the width
or height of the viewport."
this Code will determine how to scale a rectangle in such a way that it will barely fit inside of another rectangle.
Rectangle c = new Rectangle(0, 0, 200, 100); //Canvas Rectancle (assume 200x100)
Rectangle v = new Rectangle(0, 0, 50, 50); //Viewport Rectangle (assume 50x50)
//The maximum scale width we could use
float maxWidthScale = (float)v.Width / (float)c.Width;
//The maximum scale height we could use
float maxHeightScale = (float)v.Height / (float)c.Height;
//Use the smaller of the 2 scales for the scaling
float scale = Math.Min(maxHeightScale, maxWidthScale);
scale = .25 (or 25%) in order to fit using the sample rectangles.
I have noticed that some applications change their controls' positions to fit themselves as much as possible in the current resolution. For example, if the window is maximized, the controls are set in such a way that the overall GUI looks balanced.
Is it possible to make or implement this functionality in Visual studio 2010 using C#?
Use Dock and Anchor properties. Here is a good article. Note that these will handle changes when maximizing/minimizing. That is a little different that if the screen resolution changes, but it will be along the same idea.
Use combinations of these to get the desired result:
Set Anchor property to None, the controls will not be resized, they only shift their position.
Set Anchor property to Top+Bottom+Left+Right, the controls will be resized but they don't change their position.
Set the Minimum Size of the form to a proper value.
Set Dock property.
Use Form Resize event to change whatever you want
I don't know how font size (label, textbox, combobox, etc.) will be affected in (1) - (4), but it can be controlled in (5).
float widthRatio = Screen.PrimaryScreen.Bounds.Width / 1280;
float heightRatio = Screen.PrimaryScreen.Bounds.Height / 800f;
SizeF scale = new SizeF(widthRatio, heightRatio);
this.Scale(scale);
foreach (Control control in this.Controls)
{
control.Font = new Font("Verdana", control.Font.SizeInPoints * heightRatio * widthRatio);
}
..and to detect a change in resolution to handle it (once you're using Docking and Anchoring like SwDevMan81 suggested) use the SystemEvents.DisplaySettingsChanged event in Microsoft.Win32.
sorry I saw the question late,
Here is an easy programmatically solution that works well on me,
Create those global variables:
float firstWidth;
float firstHeight;
after on load, fill those variables;
firstWidth = this.Size.Width;
firstHeight = this.Size.Height;
then select your form and put these code to your form's SizeChange event;
private void AnaMenu_SizeChanged(object sender, EventArgs e)
{
float size1 = this.Size.Width / firstWidth;
float size2 = this.Size.Height / firstHeight;
SizeF scale = new SizeF(size1, size2);
firstWidth = this.Size.Width;
firstHeight = this.Size.Height;
foreach (Control control in this.Controls)
{
control.Font = new Font(control.Font.FontFamily, control.Font.Size* ((size1+ size2)/2));
control.Scale(scale);
}
}
I hope this helps, it works perfect on my projects.
Here I like to use https://www.netresize.net/index.php?c=3a&id=11#buyopt. But it is paid version.
You also can get their source codes if you buy 1 Site License (Unlimited Developers).
How ever I am finding the nuget package solution.
add this code at page load do for all control or add all control in containers
int x;
Point pt = new Point();
x = Screen.PrimaryScreen.WorkingArea.Width - 1024;
x = x / 2;
pt.Y = groupBox1.Location.Y + 50;
pt.X = groupBox1.Location.X + x;
groupBox1.Location = pt;
in the form load event add this line
this.WindowState = FormWindowState.Maximized;
private void MainForm_Load( object sender, EventArgs e )
{
this.Size = Screen.PrimaryScreen.WorkingArea.Size
}
this.WindowState = FormWindowState.Maximized;