I'm resizing a canvas with touch events as follows:
e.Handled = true;
var transformation = MyCanvas.RenderTransform as MatrixTransform;
var matrix = transformation == null ? Matrix.Identity :transformation.Matrix;
matrix.ScaleAt(e.DeltaManipulation.Scale.X,
e.DeltaManipulation.Scale.Y,
e.ManipulationOrigin.X,
e.ManipulationOrigin.Y);
MyCanvas.RenderTransform = new MatrixTransform(matrix);
The canvas has several child canvasses. I don't want to resize them and in fact need them to go smaller. So looked at RenderTransform.Inverse but am not having any joy.
You can create a custom canvas by inheriting from Panel with
A new dependency property: NonInheritableScale
A binding between bind the transform's scale to the NonInhertiableScale property
overrides of the MeasureOverride() and ArrangeOverride() methods,
so that the take 1.0/NonInhertiableScale.X and 1.0/NonInhertiableScale.Y into account during the layout.
Here is an article on creating custom WPF panels that might help you (a search result, haven't read it).
EDIT after reading the comment below
In that case of a chart you might want to redraw the chart with different axis ranges. A RenderTransform might be not accurate enough and indeed you will have to scale back everything else (axis, labels, gridlines,...)
previous answer, still valid
You will have to iterate through the child canvases and scale them individually. As far as I know there is no build in support for what you want.
You will have to apply both the inverse scale transformation to negate the parent's resize and a scale transformation that will make them smaller.
Post the code you are using to get more detailed help and or feedback.
Related
here is my problem:
I want to have a bunch of Text-GameObjects to be evenly distributed across the screen horizontally.
So I took a Layout-Group and added it onto a Panel, which is streched across the screen, with the following settings:
Panel Settings
(The Layout Element on the Panel is not important here, I think, but the Panel itself is controlled by another Object to stretch across the Screen)
Now, I add the Text-GameObjects via Script. That looks like that:
days[i].transform.SetParent(GameObject.Find("Day Panel").transform);
days[i].AddComponent<Text>();
days[i].transform.GetComponent<Text>().font = (Font)Resources.GetBuiltinResource(typeof(Font), "Arial.ttf");
days[i].transform.GetComponent<Text>().fontSize = 25;
days[i].transform.GetComponent<Text>().color = Color.black;
days[i].transform.GetComponent<Text>().alignment = TextAnchor.UpperCenter;
days[i].transform.GetComponent<Text>().text = shownDates[i].Day.ToString();
days[i].transform.localScale = new Vector3(1, 1, 1);
days[i].transform.localPosition = new Vector3(0, 0, 0);
Now I have the problem, that the width of the text-GameObjects is influenced by the length of the string I show with them. So if a text-GameObject has a 3-char-long string in it, it is wider than a text-GameObject next to it with a one-char-long string. But I need to distribute the width "fairly" between the Text-Objects, independently from what's inside.
I hope, that you can help me, Thanks :D
Making my comment an answer as it answers your question. You have two options to solve your issue.
The first I provided is not as robust and not modular that will work if you know the number of child objects at compile time. You can utilize the field minWidth of a LayoutElement. By setting this value as the width each element needs to be to evenly fill the space, the text object will be no smaller than the value you give it. However, if you ever add any new objects to your layout group at runtime or at any other time, you would need to recalculate these values so it is not a great solution.
The second solution which would allow for almost no work by you is to add an empty parent RectTransform to fill the space above the text object. With the layout group forcing the width and height to expand to the container, each RectTransform will fill the space evenly, while the childed text can be whatever size it needs to be. Here is the hierarchy setup of this solution:
And here is the solution working:
In the example, the parent objects are panels with Image components. I only did this to show that there is a divide between each object like you want. You can remove this component and still have the object retain its structure.
I want to create a plot that dynamically displays active elements as rectangles. I have achieved a first version that is actually ok using OxyPlot.Annotations.RectangleAnnotation which I add to myPlotModel.Annotations, you can see it in the image hereafter:
Example of wanted display
The thing is that after a while, the amount of drawn rectangles make the update not smooth as I update the shown timewindow (which is set to 15 seconds). I have already set a maximum of drawn elements that suffice to cover the displayed window (i.e. the rectangles get removed as they are too far in the past), but the rendering is still jerky. I draw the rectangles by allocating them to an equal fraction of the Y-axis, that is the third one from the top gets:
rowNumber= 3.0
minimumY = maximalY - maximalY / totalElements * rowNumber
maximumY = maximalY - maximalY / totalElements * (rowNumber + 1.0)
And the Y-axis is hidden.
My question:
Is there a smarter way of creating such a display that would be less computationally heavy, and therefore allow a smoother update? I do not have to stick to OxyPlot, it is simply the easiest way that I found to obtain what I wanted.
Thanks for your answers!
Technically, the answer to your question is "Yes".
There are a number of ways to do this.
You could have a vertical itemscontrol that had an itemscontrol in it's template. That could have a canvas as it's itemspresenter and you could bind canvas.top and canvas.left to properties in it's content. Template each into a rectangle and bind height and width.
And of course do something about the scale on the bottom and the column of activity labels or whatever you want to call them there.
Unless you're using an absolutely ancient machine, that'd just fly.
It's quite a lot of work but it would probably be quicker to write that than to search through a load of alternative packages and decide which was optimal.
I have two different grids, one stacked up on another. Now I am trying to reduce the size of the first grid(using visual layer animations), such that the other grid now takes up all the space.
ScalarKeyFrameAnimation animation1 = compositor.CreateScalarKeyFrameAnimation();
animation1.InsertKeyFrame(1.0f, 0);
animation1.Duration = TimeSpan.FromMilliseconds(300);
visual.StartAnimation(nameof(visual.Scale) + "." + nameof(visual.Scale.Y), animation1);
I have tried manipulating both offsets and scale property but none are able to change the actual height of the grid. As a result, the second grid doesn't move from its place.
Above is the live visual tree values, the actual height is not being affected with either scale or offset animation. And no "second grid" taking up entire space animation is happening.
ActualHeight & ActualWidth are values set by the layout engine.
VisualLayer animations and RenderTransform animations in XAML apply after the Layout passes and won't update affect ANY layout properties. They are, for lack of a better word, "Render time" properties. Any changes to them will not affect any layout other object.
If you'd really like this to work, you'd need to use either a LayoutTransform or animate the Width & Height of the object if they have one set using Storyboards. Noting however, this will cause animations to run on the UI thread because they require the Layout engine to re-run passes every frame, which will reduce performance.
How to make a circle with text inside ?? then move it from one location to another, and then access it later (to delete it).
I want to make something like this
Your question is really very broad and you got a few nice links you should study to learn all about GDI+ drawing.
But if taken literally there is a slightly exotic alternative which puts the burdon of most chores onto the Chart control from DataVisualization.Charting.
You can create EllipseAnnotations and add them to a Chart control.
Disable the Axes and clear the Legends and then use code like this to add a moveable circle wit thext inside:
EllipseAnnotation ea = new EllipseAnnotation();
ea.X = 11; // put at..
ea.Y = 11; // 11% of the chart's area
ea.AllowMoving = true;
ea.BackColor = Color.BlanchedAlmond;
ea.Text = (chart1.Annotations.Count + 1) + "";
chart1.Annotations.Add(ea);
Note that there are quite a few annotation types available. which allow you to add Rectangles, Images, Polygons, Lines and pure Text.
And another pro is that saving or loading the graphics takes only one line each, as you can serialize a Chart out of the box!
:-)
GraphX for .NET is an advanced open-source graph layout and visualization library that supports different layout algorithms and provides many means for visual customizations It is capable of rendering large amount of vertices
https://github.com/panthernet/GraphX
To draw shapes follow here.Also you need a complete tut,you can follow here
Some insight is here:
To draw a simple shape at design time Drag the OvalShape or
RectangleShape control from the Visual Basic PowerPacks tab (to
install, see Visual Basic Power Packs Controls)in the Toolbox to a
form or container control.
Drag the sizing and move handles to size and position the shape. You
can also size and position the shape by changing the Size and Position
properties in the Properties window To create a rectangle with rounded
corners, select the CornerRadius property in the Properties window
and set it to a value that is greater than 0. In the Properties
window, optionally set additional properties to change the appearance
of the shape. To draw a simple shape at run time On the Project
menu, click Add Reference. In the Add Reference dialog box, select
Microsoft.VisualBasic.PowerPacks.VS, and then click OK. In the Code
Editor, add an Imports or using statement at the top of the module:
using Microsoft.VisualBasic.PowerPacks; Add the following code in an Event procedure:
ShapeContainer canvas = new ShapeContainer();
// To draw an oval, substitute
// OvalShape for RectangleShape.
RectangleShape theShape = new RectangleShape();
// Set the form as the parent of the ShapeContainer.
canvas.Parent = this;
// Set the ShapeContainer as the parent of the Shape.
theShape.Parent = canvas;
// Set the size of the shape.
theShape.Size = new System.Drawing.Size(200, 300);
// Set the location of the shape.
theShape.Location = new System.Drawing.Point(100, 100);
// To draw a rounded rectangle, add the following code:
theShape.CornerRadius = 12;
Customizing Shapes When you use the default settings, the OvalShape and RectangleShape controls are
displayed with a solid black border that is one pixel wide and a
transparent background. You can change the width, style, and color of
the border by setting properties. Additional properties enable you to
change the background of a shape to a solid color, a pattern, a
gradient fill, or an image. Before you change the background of a
shape, you should know how several of the properties interact. The
BackColor property setting has no effect unless the BackStyle property
is set to Opaque. If the FillStyle property is set to Solid, the
FillColor overrides the BackColor. If the FillStyle property is set to
a pattern value such as Horizontal or Vertical, the pattern will be
displayed in the FillColor. The background will be displayed in the
BackColor, provided that the BackStyle property is set to Opaque. In
order to display a gradient fill, the FillStyle property must be set
to Solid and the FillGradientStyle property must be set to a value
other than None. Setting the BackgroundImage property to an image
overrides all other background settings.
This SO link I found is also nice here
Another problem in my WPF questions series :)
I'm creating custom Decorator that will be used to decorate Panels (or it can be Behavior, no difference).
That Decorator deals with elements that are in that Panel (Children property of the Panel). It attaches some RenderTransforms to those elements. Now I need a position of some element ('child' of the Panel) relative to the Panel itself. In other words I need a position if some child element in the Panels coordinate space. in just another words I want the offset that was specified by the ArrangeOverride method of the Panel when calling Arrange method on Children.
That seem to be easy. But I cannot find the way to always get right coordinates.
This code
VisualTreeHelper.GetOffset(child)
does not work when the panel is inside ScrollView - it takes topmost, leftmost visible corner of the Panel as an origin of coordinate space - not the real topmost and leftmost corner of the Panel.
The code
Point position = child.TransformToAncestor(panel).Transform(new Point(0,0));
will not work when some render transforms are already active on the child element of the Panel. It will return the position of transformed image(by the render transfrom) of child element. The render position.
The same problem is with this aproach:
Point panelPosition = panel.PointToScreen(new Point(0, 0));
Point childPosition = child.PointToScreen(new Point(0, 0));
Point position = new Point(childPosition.X - panelPosition.X, childsPosition.Y - panelPosition.Y);
So this i what I have tryied but it did not work. I have 2 similar questions on this topic that were tying to simplify the problem, so I got some of suggestions above. Now I introduced the problem in its full complexity, I hope to get the right advice.
If something is unclear please leave the comment.
Thank you
You can "undo" the RenderTransform before calling TransformToAncestor:
Point origin = child.RenderTransform.Inverse.Transform(new Point(0, 0));
Point position = child.TransformToAncestor(listBox).Transform(origin);