I have downloaded Kinect SDK 1.7, toolkit and have played with following samples.
ControlBasics WPF
InteractionGallery WPF.
I figured out that Kinect Toolkit internally uses the interaction frame to detect the hand position/gesture and accordingly maps it with the Kinect Controls.
I have a requirement where I want to capture a grip event on a Kinect Tile Button. Since the default KinectTileButton does not provide a Grip event. I added a grip event handler on my button.
KinectRegion.AddHandPointerGripHandler(kinectButton, OnHandPointerCaptured);
private void OnHandPointerCaptured(object sender, HandPointerEventArgs handPointerEventArgs)
{
// Add code here
}
I placed a debug breakpoint inside the OnHandPointerCaptured method and was able to receive proper hits when I grip on the KinectTileButton. But for some reason I do not see the KinectCursor image change to a grip as it happens on the KinectScrollViewer control.
I tried setting up the isGripTarget property in the KinectButtonBase class but it doesn't help.
private void InitializeKinectButtonBase()
{
KinectRegion.AddHandPointerPressHandler(this, this.OnHandPointerPress);
KinectRegion.AddHandPointerGotCaptureHandler(this, this.OnHandPointerCaptured);
KinectRegion.AddHandPointerPressReleaseHandler(this, this.OnHandPointerPressRelease);
KinectRegion.AddHandPointerLostCaptureHandler(this, this.OnHandPointerLostCapture);
KinectRegion.AddHandPointerEnterHandler(this, this.OnHandPointerEnter);
KinectRegion.AddHandPointerLeaveHandler(this, this.OnHandPointerLeave);
// Use the same OnHandPointerPress handler for the grip event
KinectRegion.AddHandPointerGripHandler(this, this.OnHandPointerPress);
//Set Kinect button as Grip target
// KinectRegion.SetIsPressTarget(this, true);
KinectRegion.SetIsGripTarget(this, true);
}
How do I change the KinectCursor image from openhand icon to grip, and also the size.
Here's what i found-
1) Cursor Image and Size - Both these samples use Microsoft.Kinect.Toolkit.Controls project that defines the Custom Controls (KinectTileButton,KinectScrollViwer,KinectRegion etc.) used in these samples. The Kinect Cursor image and size is defined as a resource in
Microsoft.Kinect.Toolkit.Controls ->Themes->Generic.xaml. Search for following in the file -
<Style TargetType="{x:Type local:KinectCursor}">
You can modify this as per your need. Wasn't able to find any properties/hooks exposed to control this directly from the UI.
2) Grip event on Tile Button - Kinect Button Supports various events which can be subsribed to and acted upon on your desire. see this
Hand over button event in Kinect SDK 1.7
3) Change Cursor image to Grip on Tile Button -
Microsoft.Kinect.Toolkit.Controls project uses KinectCursorVisualizer.cs and KinectCursor.cs to render the virtual hand cursor on the UI. The Open Hand/Grip visual state is controlled via this Dependency Property defined in KinectCursor.cs.
public static readonly DependencyProperty IsOpenProperty = DependencyProperty.Register(
"IsOpen",
typeof(bool),
typeof(KinectCursor),
new UIPropertyMetadata(true, (o, args) => ((KinectCursor)o).EnsureVisualState()));
A quick find all references on the property IsOpen tells that the only place where this property is set is in KinectCursorVisualizer.cs-> OnHandPointersUpdated method. Line- 229
// Set open state
cursor.IsOpen = !pointer.IsInGripInteraction;
And this pointer.IsInGripInteraction property is set at KinectAdapter.cs Line 678
handPointer.IsInGripInteraction = newIsInGripInteraction;
If you look at the code just above this line you'll find that this property is only set to true if the target element has a QueryInteractionStatusHandler defined and it sets
args.Handled , args.IsInGripInteraction property to true.
Since KinectScrollViewer has this handler defined you see a grip image.
private void InitializeKinectScrollViewer()
{
KinectRegion.AddHandPointerGotCaptureHandler(this, this.OnHandPointerCaptured);
KinectRegion.AddHandPointerLostCaptureHandler(this, this.OnHandPointerLostCapture);
KinectRegion.AddHandPointerEnterHandler(this, this.OnHandPointerEnter);
KinectRegion.AddHandPointerMoveHandler(this, this.OnHandPointerMove);
KinectRegion.AddHandPointerPressHandler(this, this.OnHandPointerPress);
KinectRegion.AddHandPointerGripHandler(this, this.OnHandPointerGrip);
KinectRegion.AddHandPointerGripReleaseHandler(this, this.OnHandPointerGripRelease);
//This is the QueryInteractionStatusHandler
KinectRegion.AddQueryInteractionStatusHandler(this, this.OnQueryInteractionStatus);
KinectRegion.SetIsGripTarget(this, true);
this.scrollMoveTimer.Tick += this.OnScrollMoveTimerTick;
this.scrollViewerInertiaScroller.SlowEnoughForSelectionChanged += this.OnSlowEnoughForSelectionChanged;
// Create KinectRegion binding
this.kinectRegionBinder = new KinectRegionBinder(this);
this.kinectRegionBinder.OnKinectRegionChanged += this.OnKinectRegionChanged;
}
but KinectTileButton (extends KinectButtonBase) does not have this handler defined
private void InitializeKinectButtonBase()
{
KinectRegion.AddHandPointerPressHandler(this, this.OnHandPointerPress);
KinectRegion.AddHandPointerGotCaptureHandler(this, this.OnHandPointerCaptured);
KinectRegion.AddHandPointerPressReleaseHandler(this, this.OnHandPointerPressRelease);
KinectRegion.AddHandPointerLostCaptureHandler(this, this.OnHandPointerLostCapture);
KinectRegion.AddHandPointerEnterHandler(this, this.OnHandPointerEnter);
KinectRegion.AddHandPointerLeaveHandler(this, this.OnHandPointerLeave);
KinectRegion.SetIsPressTarget(this, true);
}
How to define this handler ? - Simple add following to your UI. Can be added to constructor
//Add the handler
KinectRegion.AddQueryInteractionStatusHandler(kinectButton, OnQuery);
Define the Handler
//Variable to track GripInterationStatus
bool isGripinInteraction = false;
private void OnQuery(object sender, QueryInteractionStatusEventArgs handPointerEventArgs)
{
//If a grip detected change the cursor image to grip
if (handPointerEventArgs.HandPointer.HandEventType == HandEventType.Grip)
{
isGripinInteraction = true;
handPointerEventArgs.IsInGripInteraction = true;
}
//If Grip Release detected change the cursor image to open
else if (handPointerEventArgs.HandPointer.HandEventType == HandEventType.GripRelease)
{
isGripinInteraction = false;
handPointerEventArgs.IsInGripInteraction = false;
}
//If no change in state do not change the cursor
else if (handPointerEventArgs.HandPointer.HandEventType == HandEventType.None)
{
handPointerEventArgs.IsInGripInteraction = isGripinInteraction;
}
handPointerEventArgs.Handled = true;
}
You may have to tweak this as per your requirement. Happy Kinecting :)
Related
I'm wondering if it is possible somehow locate popup of ToolTip outside of application form in the fixed point over the empty desktop with MouseHover event, of course if event is useful for ToolTip, not sure. Or any other way if it is possible
I'm not asking for how to display another form as an option for this goal.
You can use either of these options:
Handle showing and hiding the ToolTip yourself. You can use MouseHover show the ToolTip in desired location and using MouseLeave hide it.
Using MoveWindow Windows API method, force the tooltip to show in a specific location instead of default location.
Option 1
You can handle MouseHover and MouseLeave event of your control(s) and show ToolTip in specific location of desktop window this way:
private void control_MouseHover(object sender, EventArgs e)
{
var control = (Control)sender;
var text = toolTip1.GetToolTip(control);
if (!string.IsNullOrEmpty(text))
toolTip1.Show(text, control, control.PointToClient(new Point(100, 100)));
}
private void control_MouseLeave(object sender, EventArgs e)
{
var control = (Control)sender;
toolTip1.Hide(control);
}
Option 2
As another option which I previously offered for align right edges of a control and ToolTip, you can set OwnerDraw property of ToolTip to true and handle Draw event of the control and use MoveWindow Windows API method to move ToolTip to desired location:
[System.Runtime.InteropServices.DllImport("User32.dll")]
static extern bool MoveWindow(IntPtr h, int x, int y, int width, int height, bool redraw);
private void toolTip1_Draw(object sender, DrawToolTipEventArgs e) {
e.DrawBackground();
e.DrawBorder();
e.DrawText();
var t = (ToolTip)sender;
var h = t.GetType().GetProperty("Handle",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var handle = (IntPtr)h.GetValue(t);
var location = new Point(100,100);
MoveWindow(handle, location.X, location.Y, e.Bounds.Width, e.Bounds.Height, false);
}
It sounds like ultimately what you want is a box to display some information whenever you hover over some particular items on your GUI. You also say that you want the information to display at a fixed point.
As opposed to achieving this with the tool-tip, I would do the following:
Create some fixed label or text-box to display information and put it somewhere on your Windows form.
Create a subscriber to the mouse hover event.
Based on the sender (which control you're hovering) from the mouse hover event, choose what information to display in the fixed location.
I've seen people doing this in some other programs... Take, RealTerm for example. Try it out if you want and see how it feels before you try this solution.
On the other hand, if you must do this with a tool-tip. You can choose the position using overloads of ToolTip.Show.
I have a simple ListView in a Universal Windows App. It scrolls just fine both on a touch-enabled device and on my local machine. On the touch device I would like to be able to tap and drag the scroll bar thumb in order to quickly scroll through the list (same as you would get clicking and dragging the scroll thumb with a mouse). But, when I try to select the scroll bar thumb it does not work; the thumb is not selectable.
At first I thought the scroll thumb was just too small, so I fiddled with the default style of ScrollBar to increase the width. Then I tried tweaking other values in the default ScrollViewer style, like the ScrollingIndicatorMode and ScrollingIndicatorStates so that they would always use MouseIndicator, and making sure all IsHitTestVisible are True. To no avail.
It seems like there must be something in the default styles that allows this but I can't find it through trial and error, and no where in the MSDN docs appears to address this styling.
Is this doable in touch mode?
Is this doable in touch mode?
AFAIK, this is not possible currently. The scroll event of ScrollBar can only be triggered by scrolling the content or moving the Thumb by mouse input.
This is by design, but on the touch device if we want to quickly scroll through the list, we just quickly swipe one item for a short distance, the ListView will firstly speed up the scrolling and then slow down and finally stop. Other controls which contain a ScrollViewer behave the same, in the viewport(content of ScrollViewer) when in touch device, moving the thumb is not work, to speed up the scrolling, you can only give quick swipe gesture on the viewport.
Our suggestion is that you may submit a request to add this new features for developing through the Windows Feedback tool.
For posterity's sake I want to post my work around which actually turned out not being quite as difficult as I thought and looks really good now.
The basic idea is to use a Slider control (has a Thumb that is select-able, drag-able, and moves along a track) with a vertical orientation and to sync the Slider's Value property (which changes when dragged) to the ListView's ScrollIntoView method so you can scroll the ListView as the Slider Thumb is dragged. Vice-versa (move the Slider Thumb when the ListView scrolls normally) is also required for a clean, seamless experience. I have some code sample below to get you started (not everything is there to work right away). In addition, edit the Slider's default Style template to make it look exactly like a scroll bar (and even even add a tooltip to display the current value when dragging).
Note: I'm using WinRTXamlToolkit in code-behind to traverse the VisualTree easily.
Code behind:
public sealed partial class MainPage : Page
{
private bool _isScroll = false;
private bool _isSlide = false;
public MainPage()
{
this.InitializeComponent();
var vm = new ViewModel();
vm.ValueChanged += LetterSliderValueChanged;
DataContext = vm;
}
/// <summary>
/// Bring list items into view on the screen based on the value (letter) of the slider
/// </summary>
/// <param name="sender">The view model to bring into view</param>
private void LetterSliderValueChanged(object sender, RoutedEventArgs e)
{
if (_isScroll) return;
if (sender == null) return;
_isSlide = true;
ListView?.ScrollIntoView(sender, ScrollIntoViewAlignment.Leading);
}
/// <summary>
/// Update the position of the slider when the ListView is scrolling from a normal touch
/// </summary>
private void ScrollViewerViewChanged(object sender, ScrollViewerViewChangedEventArgs e)
{
if (_isSlide)
{
_isSlide = false;
return;
}
_isScroll = true;
var scrollViewer = sender as ScrollViewer;
var scrollBars = scrollViewer.GetDescendantsOfType<ScrollBar>();
var verticalBar = scrollBars.FirstOrDefault(x => x.Orientation == Orientation.Vertical);
// Normalize the scales to move the slider thumb in sync with scrolling
var sliderTotal = LetterSlider.Maximum - LetterSlider.Minimum;
var barTotal = verticalBar.Maximum - verticalBar.Minimum;
var barPercent = verticalBar.Value / barTotal;
LetterSlider.Value = (barPercent * sliderTotal) + LetterSlider.Minimum;
_isScroll = false;
}
/// <summary>
/// Add the slider method to the ListView's ScrollViewer Viewchanged event
/// </summary>
private void ListViewLoaded(object sender, RoutedEventArgs e)
{
var listview = sender as ListView;
if (listview == null) return;
var scrollViewer = listview.GetFirstDescendantOfType<ScrollViewer>();
scrollViewer.ViewChanged -= ScrollViewerViewChanged;
scrollViewer.ViewChanged += ScrollViewerViewChanged;
}
}
XAML:
<Slider x:Name="LetterSlider" Orientation="Vertical"
Value="{Binding SliderValue, Mode=TwoWay, UpdateSourceTrigger=PropertyChanged}"
Maximum="{Binding MaxSliderLetter, Mode=OneTime}"
Minimum="{Binding MinSliderLetter, Mode=OneTime}"
RenderTransformOrigin="0.5,0.5">
<Slider.RenderTransform>
<RotateTransform Angle="180"/>
</Slider.RenderTransform>
</Slider>
View Model:
//Method to update the ListView to show items based on the letter of the slider
public RoutedEventHandler ValueChanged;
public int SliderValue
{
get { return _sliderValue; }
set
{
_sliderValue = value;
NotifyPropertyChanged("SliderValue");
char letter = (char)_sliderValue;
var items = ItemsGroup.FirstOrDefault(i => (char)i.Key == letter);
if (items == null) return;
ValueChanged(items.FirstOrDefault(), new RoutedEventArgs());
}
}
I'm working on making a memory game in C# using borders with images and changing their source. Changing the first source works correctly, however after the second flip I call a function to check if they match before flipping them to a correct or hidden image. I've been having an issue with the second image because the events I've tried call before the function has exited so the second image only shows the hidden image. Is there an event I can call to check if the image has loaded before exiting?
//border mousedown event
private void Border_MouseDown(object sender, MouseButtonEventArgs e)
{
//flip the image over
Border picBorder = sender as Border;
picBorder.IsEnabled = false; //disable the border so they can't click it again
int index = Int32.Parse(Regex.Match(picBorder.Name, #"\d+").Value); //get border #
BitmapImage car = new BitmapImage(carImages[index]);
picBorder.Child = new Image { Source = car};
picBorder.IsEnabled = false;
//Storing border locations for checking later
borderLocations[currentCarsFlipped] = picBorder;
currentCarsFlipped++;
}
Once CurrentCarsFlipped == 2, I need to check if there is a match. Currently, I have checkWin() which looks like it will work, but is hard to debug when you can only see 1 image for every 2 clicks
use a Boolean variable ,
False if not updated and true after update, then you can check
I wonder if it's possible to customize my C# application (winforms) to get a better design, I made a PSD (photoshop document) so I can generate png jpeg... pictures if I need them.
Example of a form like the one I want :
Indeed as it was pointed out in the comments, it is easy to use WPF (indows Presentation Foundation) to achieve that result, but if you really need that it must be made in windows forms I can help you with that...
ControlBox and Border
It seens that your form does not have a control box (minimize, maximize and close buttons)
to achieve that you can set
form.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None
I'm not sure if that galaxy behind your form is part of the application so i'll be considering that it is not
To achieve that irregular shape of the form we have to do a workaround here
Irregular Shape of the Form
we are going to set a Color to TransparentKey, so everything in the form in that specific color will be transparent, like it does not exists (if you click in that part it will go into de desktop or whatever application you have behind in your form)
So let's use a specific color which we will probably dont use in the form
form.TransparencyKey = Color.FromArgb(111, 111, 111); //You can do it by the editor
So in order to make that white part we are going to use an Panel and a PictureBox outsite of the Panel trying to copy the shape of your image
Stylized Inputs
To make it easier and reusable I'm going to make a userControl in this one
the usercontrol will have
a Panel called HighLightPanel, its dock property will be set to Fill
a Panel called BackColorPanel, it will be inside the HighLightPanel
a PictureBox called InputPicture, its dock property will be set to Left, it will be inside BackColorPanel and its acessor will be public
a TextBox called TextBox, its dock property wil be set to fill, it will be inside BackColorPanel, the BorderStyle Property set to None, you should set the size and font you most desize in this one, I'm going to use Segoe UI; 15,75pt and its acessor will be public
Now we have to make some properties in our UserControl to make it work without work in other controls
First in the SizeChanged event of the HighLightPanel we will make the BackColorPanel be exacly two points smaller in every direction and its position to 1;1 so we can see the HighLightPanel
private void HighlightPanel_SizeChanged(object sender, EventArgs e)
{
this.BackColorPanel.Size = new Size(
HighlightPanel.Width - 2,
HighlightPanel.Height - 2);
}
Now we will create two propertys to handle the Highlight Color
public Color HighlightBorderColor { get; set; }
public Color NonHighlightBorderColor { get; set; }
And in the Enter and Leave Property of our TextBox we are going to change the HighlightPanel
private void TextBox_Enter(object sender, EventArgs e)
{
HighlightPanel.BackColor = HighlightBorderColor;
}
private void TextBox_Leave(object sender, EventArgs e)
{
HighlightPanel.BackColor = NonHighlightBorderColor;
}
So now every time the user enter the Input it will appear that the Input has an Border in the specified Color
Now to enhance its usability to developers we will make some wrappers in its controls to be easier change property of child controls in the editor
public Image InputImage
{
get { return InputPicture.Image; }
set { InputPicture.Image = value; }
}
public PictureBoxSizeMode InputImageLayout
{
get { return InputPicture.SizeMode; }
set { InputPicture.SizeMode = value; }
}
public char PasswordCharacter
{
get { return TextBox.PasswordChar; }
set { TextBox.PasswordChar = value; }
}
public bool ShowInputImage
{
get { return InputPicture.Visible; }
set { InputPicture.Visible = value; }
}
In the InputImage set the picture you want for the User and the Key
Insert the two controls in the position you like
Position of the Form
if you want your form to be moveable without the border you will have to use this snippet, it is more easy in WPF
#region MoveForm
Point LastPoint;
bool ShouldMove;
private void form_MouseDown(object sender, MouseEventArgs e)
{
LastPoint = e.Location;
ShouldMove = true;
this.TransparencyKey = Color.FromArgb(111, 111, 111);
}
private void form_MouseUp(object sender, MouseEventArgs e)
{
ShouldMove = false;
}
private void form_MouseMove(object sender, MouseEventArgs e)
{
if (ShouldMove)
{
this.Location = new Point(
this.Location.X - LastPoint.X + e.X,
this.Location.Y - LastPoint.Y + e.Y);
}
}
#endregion
If you need a lot of special graphics effects learning WPF will indeed be a sound investement.
If all you want is that login screen, it is trivial in Winforms and doesn't take any horrible hacks as you've been told..
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;
this.BackColor = System.Drawing.Color.LavenderBlush;
this.TransparencyKey = System.Drawing.Color.LavenderBlush;
this.ControlBox = false;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Text= "";
These seven lines are all it takes for a form to be transparent. I copied them from the Designer code; you can simply set the 7 Properties in the property grid.
Now add a panel, dock it to the bottom and give it the right color; add a picturebox and your other controls and you are set.
To create the two input groups you also need just a few regular controls and only a few simple lines of code:
You place one Panel, BorderStyle = FixedSingle; and add a Label and a TextBox to it. The Label has AutoSize = False; and both ImageAlign and TextAlign are set to MiddleLeft. You assign an image to the Label's Image and prefix the Text with enough blanks to not overlap. Obviously you should define a PasswordChar for the 2nd TextBox. Now all you need is to script the Enter and Leave events to change the BackColor of the respective Panels between, say SystemColors.Control and SystemColors.MenuHighlight. Size the Labels to almost fill the Panels and you are done. Less code than the WPF version, I'd bet.
If you need such input an controls again and again, simply create Usercontrols for each type you need!
Here is an example of the limits you will hit: Wouldn't it be nice to add a dropshadow effect to the image? It is doable in Winforms. But it would involve painting that effect; this would take at least 15 or 20 lines of involved code instead of simply turning the effect on with (estimated) 1-3 simple lines.
Do you need any nice hover effects? Not easy, to say the least..
These limits will be all over the place, so it really depends on how fancy your requirements will get.
Maybe you should use this example as a starter to compare the two techniques and to warm you up to WPF?
I'm trying to show a vertical line in position X of the cursor. I'm trying to do that in a slider control, but I couldn't made it. This will be showed while the user has its cursor on it.
I only know that I need to modify the template. Is so much difficult to do that? If not, can you help me?
Thanks.
This is not easy to attain using templating because of the fact that mouse position is not a dependency property and mouse move is not a routed event. This really comes down to what you want to do, if it's to just show a vertical line whether the mouse is then I agree with Dany to use adorners, as you're not really interested in the slider itself. However, if it's to move the thumb to where the mouse is I would use an attached property.
The reason I use attached properties rather than hooking up the events directly on the control is that it provides more modularised and reusable codebase and makes it more obvious of the visual effect in the XAML, rather than needing to look at C# code as well.
Here's what I would suggest
public class SliderHelperPackage
{
public static readonly DependencyProperty BindThumbToMouseProperty = DependencyProperty.RegisterAttached(
"BindThumbToMouse", typeof(bool), typeof(SliderHelperPackage), new PropertyMetadata(false, OnBindThumbToMouseChanged));
public static void SetBindThumbToMouse(UIElement element, bool value)
{
element.SetValue(BindThumbToMouseProperty, value);
}
public static bool GetBindThumbToMouse(UIElement element)
{
return (bool)element.GetValue(BindThumbToMouseProperty);
}
private static void OnBindThumbToMouseChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
if (e.NewValue.Equals(e.OldValue))
return;
var slider = d as Slider;
if (slider == null)
throw new ArgumentException(#"dependency object must be a slider", "d");
if ((bool) e.NewValue)
{
slider.MouseMove += SliderMouseMove;
}
else
{
slider.MouseMove -= SliderMouseMove;
}
}
static void SliderMouseMove(object sender, MouseEventArgs e)
{
var slider = (Slider) sender;
var position = e.GetPosition(slider);
// When the mouse moves, we update the slider's value so it's where the ticker is (we take into account margin's on the track)
slider.Value = (slider.Maximum - slider.Minimum)*Math.Max(position.X-5,0)/(slider.ActualWidth-10) + slider.Minimum;
}
}
And you can then use it in your XAML like so. So when you set this to true we hook up to the mouse move event on the slider and change its value so the thumb follows the mouse
<Slider SliderPosn:SliderHelperPackage.BindThumbToMouse="True" Margin="5" Height="25" VerticalAlignment="Top"/>
http://www.codeproject.com/KB/WPF/adornedcontrol.aspx
this reference should give you all necessary information to fix your issue
cheers!