16 bit mouse click limit on picturebox - c#

This is a C# question.
I have a form. On the form I have a panel. On the panel I have a picture box with a very large scrollable bitmap (Y >> 32768). The picture box click event does not fire when the picture box Y is greater than 32767. I understand that mouse clicks are limited to 16 bits.
Is there way to get a mouse click of the underlying panel so I can compute Y from the scroll bar positon and the y coordinate of the panel?

Did you try another approach, such as "downscale" the bitmap to 32k size (or less) before to display it rather to display it in full size ? You could get the real X / Y position by multiply its value by the downscaling factor.
It don't know if there is an easy way to cross the 32k barrier but even if you could, I guess that the UI will be very slow according the size of your picture...

Related

How can I add a ui text automatic with a space at the bottom of an Image to avoid overlap by script?

I have a Canvas > Panel.
Under the Panel there is a Image.
Under the Image there is another Image and a Text both are childs of the first Image :
The Loading... is at Y position -81 the vica image position on Y is at 0
I have some other images with texts like that. Some of the texts at position -34 or -20 or -40 on Y.
All the vicas images at Y position 0 (or 0.3)
My question is if there is a way to position or better to create the ui text and then position is automatic under the vica/s images with some space without overlap ? Instead dragging on my own each text to find the right space.
You could use the Vertical Layout Group, which is a bit tricky to work with, but it can simplify your work in a lot of ways.
In your specific example, you could have a parent GameObject, with the VerticalLayoutGroup component, and the Image and Text GameObjects as its children. You could then use the LayoutGroup to handle the spacing between the two children.
And this would be the result:
In case you need more advanced control over the arrangement and size of UI elements, there are many components that are worth looking into, and you can find them here.

How can i calculate the right coordinates?

I need help. I have a Picturebox and would now like to calculate given coordinates on the picture and then play them in the label. How can I do that best?
As seen in the picture.
If you then click on the image on it, then the data is entered in a list box.
Thank you for your help.
My Picture here: https://prnt.sc/puxyu6
In WPF this particular might for once be the hardest. WPF/UWP is designed for the MVVM, and I do not know anyone but beginners that programm outside of MVVM. And I can not think of way to do this with MVVM.
PictureBox is also the WinForms Element. The WPF equivalent is called Image.
Navigation aids like this are not a trivial thing. One reason there are so few of it. But it comes down to few step process:
Get the x and y pixel coordinates that was clicked, also in relation to that the overall display size of the Image. Usually the MouseClick Event would be the tool for that, but I can not find it. MouseDown or LeftMouseDown are the closest events.
If the entire image was shown with no zooming or cropping, it is now just simple math. If it was 20% of the X axis and 21% of the Y axis, it is pretty easy to figure out where 20% of X and 21 of Y is on the SourceImage.
If there was any zoom or crop, this has to be taken into account, otherwise it is 2.
Equate the Image Pixel position with the coordinates you know for it.
Part 1 would look like this and needs to be registered with the MouseDown or LeftMouseDown Event of the Image:
private void ContentControl_MouseDown(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
//Unpack the sender
Image source = (Image)Sender;
//Get the click point
Point clickPoint = e.GetPosition(source);
//There is more then 1 height Property in WPF.
//The Actuall one is what you are looking for
//Unfortunately you get doubles for this and int for the other. Consider general advise regarding double math
double ElementHeight = source.ActualHeight;
double ElementWidth = source.ActualWidth;
//Do what you need to find the relative position
//Part 2
}
Hopefully someone else can give you a better answer.

Snake in C# - player can scale window - dividing manual-scaled window into identical squares

As part of my self-education of programming I decided to make a snake in C#. The problem I have is about the client size of the game form.
I want player to be able to scale the window of the game, which is divided into 25 x 25 grid (every coordinate is like "one pixel") - it means, that at any moment, the window is divided into 25 x 25 identical squares.
The problem I get is near this code:
int SquareSide = (ClientSize.Width / 25);
When I set the ClientSize strictly to for example 600 x 600, which is a multiple of 25, everything goes OK. But when I don't (for example by manual resizing, which can change the size to, for example, 711 x 711), it creates at the right side a 'strip', which seems to be the rest of pixels, which can't be used because we are dividing to integer number.
My question is - is there any not-extremely-hard way to achieve dividing ANY client size of form into 25 x 25 grid without this problem? I tried using double, but FillRectangle method doesn't accept it.
I hope my question is understandable and thank you for replies.
To tell you the truth, there is
g.FillRectangle(Brush b, RectangleF rect)
RectangleF is a rectangle whose coordinates are float.
So you can use:
float SquareSide = (ClientSize.Width * 1f / 25);
I would try to simply handle OnResize event of the window, and at the moment user finishes rezise it, force the size that program need for perfect fit of the grid.
So for example at the moment user releases mouse and you figure out that one dimensions of the window 711x711, bring it to nearest correct fit 700x700.
In this way you guarantee good user experience on different monitor resolutions and for you guarantee a correct fit of the grid you draw.
Hope this helps.
Switch to float coordinates for everything. Make sure your game looks OK when lines do not have whole pixel coordinates. Make sure you "find next cell" code also works with floats, including mouse position detection if needed.
The other approach is to be happy with integer coordinates (and cells of the same size) and make page layout flexible to accomodate some unused space for odd 711x711 layouts (i.e. just center the field and keep some variable width border).

Graphics/Bitmap Limits?

Im having some weird problems with Graphics and Bitmap.
I have a Graphics Object that is displayed on a PictureBox and im capturing the MouseMove and MouseClick Events that give X and Y Position of the Mouse on the Image but if the Y Position goes Bigger then 32775 it then goes into Negatives which means everything breaks. And if the Image is Bigger then 65535 it then stops displaying the Image.
Any Ideas how these problems can be fixed?
Thanks
Example Code:
http://pastebin.com/YEX0XD1q
Just Click Make 10,000 Bigger about 4 times then scroll down and on the right it will show the mouse X and Y position and as you move down through the image and hover over the Red Area if you go down enough it will go into Negative Y.
By Researching i've managed to solve my problem
Dont Use PictureBox inside Panel, Instead use ScrollableControl. This will fix the Problem where i couldn't make something bigger then 65K Height.
Use GetVirtualMouseLocation to get Virtual Mouse Positions
I Just used what was posted here
The Above Works Perfectly.

How do I determine the true pixel size of my Monitor in .NET?

I want to display an image at 'true size' in my application. For that I need to know the pixel size of the display.
I know windows display resolution is nominally 96dpi, but for my purposes I want a better guess. I understand this information may not always be available or accurate (e.g. older CRT displays), but I imagine with the prevelance of LCD displays that this should be possible!
Is there a way to get the pixel size of my display?
Is there a way to determine if the pixel size is accurate?
.NET API's preferred (I couldn't find them), but Win32 is OK too, I'm happy to P/Invoke.
For the display size you'll want Screen.PrimaryScreen.Bounds.Size (or Screen.GetBounds(myform)).
If you want the DPI, use the DpiX and DpiY properties of Graphics:
PointF dpi = PointF.Empty;
using(Graphics g = this.CreateGraphics()){
dpi.X = g.DpiX;
dpi.Y = g.DpiY;
}
Oh, wait! You wanted actual, hold a ruler up to the monitor and measure, size?! No. Not possible using any OS services. The OS doesn't know the actual dimensions of the monitor, or how the user has it calibrated. Some of this information is theoretically detectable, but it's not deterministic enough for the OS to use it reliably, so it doesn't.
As a work around, you can try a couple of things.
You can try to query the display string of the installed monitor device (I'm not sure how to do that) and see if you can parse out a sensible size out of that. For example, the monitor might be a "ValueBin E17p", and you might deduce that it's a 17" monitor from that. Of course, this display string is likely to be "Plug and Play Monitor". This scheme is pretty sketchy at best.
You could ask the user what size monitor they have. Maybe they'll know.
Once you know (or think you know) the monitor's diagonal size, you need to find its physical aspect ratio. Again, a couple of things:
Assume the current pixel aspect ratio matches the monitor's physical aspect ratio. This assumes that (A) the user has chosen a resolution that is ideal for their monitor, and that (B) the monitor has square pixels. I don't know of a current consumer-oriented computer monitor that doesn't have square pixels, but older ones did and newer ones might.
Ask the user. Maybe they'll know.
Once you know (or think you know) what the monitor's diagonal size and physical aspect ratio are, then you you can calculate it's physical width and height. A2 + B2 = C2, so a few calculations will give it to you good:
If you found out that it's a 17" monitor, and its current resolution is 1280 x 1024:
12802 + 10242 = 2686976
Sqrt(2686976) = 1639.1998047828092637409837247032
17" * 1280 / 1639.2 = 13.274768179599804782820888238165"
17" * 1024 / 1639.2 = 10.619814543679843826256710590532"
This puts the physical width at 13.27" and the physical height at 10.62". This makes the pixels 13.27" / 1280 = 10.62" / 1024 = 0.01037" or about 0.263 mm.
Of course, all of this is invalid if the user doesn't have a suitable resolution, the monitor has wacky non-square pixels, or it's an older analog monitor and the controls aren't adjusted properly for the display to fill the entire physical screen. Or worse, it could be a projector.
In the end, you may be best off performing a calibration step where you have the user actually hold a ruler up to the screen, and measure the size of something for you. You could:
Have the user click the mouse on any two points an inch (or a centimeter) apart.
Draw a box on the screen and have the user press the up and down arrows to adjust its height, and the left and right arrows to adjust its width, until the box is exactly one inch (or centimeter) square according to their ruler.
Draw a box on the screen and have the user tell you how many inches/centimeters it is in each dimension.
No matter what you do, don't expect your results to be 100% accurate. There are way too many factors at play for you (or the user) to get this exactly correct, every time.
Be aware that 96 dpi is usually pretty close to accurate. Modern pixels on non-projected screens all tend to be about 0.25 mm, give or take, so you usually end up with about 100 physical pixels per inch, give or take, if the monitor is set to its native resolution. (Of course, this is a huge generalization and does not apply to all monitors. Eee PCs, for example, have pixels about 0.19 mm in size, if I remember the specs correctly.)
sorry, you've got to P/Invoke for this information.
Here's the link that I utilized for it a while ago:
http://www.davidthielen.info/programming/2007/05/get_screen_dpi_.html
You can check by just manually calculating from your screen size
cos(45)*LCD_SCREEN_DIAGONAL_IN_INCHES/sqrt(HORZ_RES^2 + VERT_RES^2)
That would give you the pixel width in inches
GetDeviceCaps can be P/Invoke'd to get some figures, but I've never known the figures to be that trustworthy...
You may obtain the physical dimensions of the display using the EDID information stored in the registry. You can obtain the appropriate monitor's registry key using the EnumDisplayDevices windows API call.
Physical Dimensions to the Screen object:
TL;DR
WPF's True Size = Pixels * DPI Magnification
DPI Magnification:
Matrix dpiMagnification
= PresentationSource.FromVisual(MyUserControl).CompositionTarget.TransformToDevice;
double magnificationX = dpiMagnification.M11;
double magnificationY = dpiMagnification.M22;
Discussion
I had trouble solving this question still in 2020. Back when this question was asked/answered in 2009, .NET C# probably meant Windows Forms. But WPF is the de facto standard of the day...
By asking about "true size" you have probably already figured out that the operating system does some calculation with actual pixels (say 1366x768, which I understand is usual laptop resolutions) and the DPI (hard to find) in order to give a control's true size. And you are trying to make an app that scales to different monitors.
This DPI actual number seems to be hidden, but it has been normalized (converted to a percentage). Assume 100% = 96 DPI, just because the actual number does not matter anymore. People can easily increase the system-wide text size by going to Desktop on Windows 10 > right click > Display settings > section Scale and layout > change the percentage to magnify text and other elements.
You can find the pixels another way, and multiple/divide the pixel by the DPI percentage in order to get true size. For instance, I want to drag a UserControl around a canvas element of a WPF window with the mouse. The user control's pixel count and the mouse xy-coordinates were off by the normalized DPI. In order to keep the mouse moving at the same rate as the user control, I use:
double newXCoord = System.Windows.Forms.Cursor.Position.X;
double newYCoord = System.Windows.Forms.Cursor.Position.Y;
double deltaX = newXCoord - oldXCoord;
double deltaY = newYCoord - oldYCoord;
double magnificationX = 1;
double magnificationY = 1;
Matrix dpiMagnification
= PresentationSource.FromVisual(visual).CompositionTarget.TransformToDevice;
if (magnificationMatrix != null)
{
magnificationX = dpiMagnification.M11;
magnificationY = dpiMagnification.M22;
}
PixelsFromLeft += deltaX / m_magnificationX;
PixelsFromTop += deltaY / m_magnificationY;

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