Scrolling to a point when WebBrowser is zoomed - c#

I'm trying to zoom into a picture on a webpage loaded in the .Net WebBrowser control.
For example, there's a picture at (100,100) on 100% zoom. Now I want to set the zoom to 200% and have the picture at the top left in the WebBrowser control.
It almost works. If the point is on the left side of the screen it works. But if the point is more to the right of the screen, new calculated points are not correct.
Y is always correct. Only the X is giving me problems.
Anyone know how the ScrollTo is related to the current zoom factor. Or is it also related to other variables? I suspect the problem is also the adaptation of the webpage related to the size of the screen. (on zooming it removes the left and right edge of a webpage that doesn't hold any information. After that it enlarges the content). I need true zoom where the scaling affects only the content, not the layout. There is no reflow caused when scaling.
public class MyBrowser : WebBrowser
private int _zoom = 100;
public int Zoom
{
set
{
_zoom = value;
//perform zoom
object pvaIn = _zoom;
try
{
this._axIWebBrowser2.ExecWB(
OLECMDID.OLECMDID_OPTICAL_ZOOM,
OLECMDEXECOPT.OLECMDEXECOPT_DONTPROMPTUSER,
ref pvaIn,
IntPtr.Zero);
}
catch (Exception)
{
throw;
}
}
get
{
return _zoom;
}
}
private Point GetCurrentScroll()
{
int scrollX = this.Document.GetElementsByTagName("HTML")[0].ScrollLeft;
int scrollY = this.Document.GetElementsByTagName("HTML")[0].ScrollTop;
return new Point(scrollX, scrollY);
}
public void ZoomOnPoint(int x, int y, int zoomFactor)
{
int currentZoom = this.Zoom;
Point currentScroll = GetCurrentScroll();
//Set new values
this.Zoom = newZoom;
this.Document.Window.ScrollTo(
currentScroll.X + ((x * currentZoom) / zoomFactor), //X is sometimes correct, mostly on the rightside of the screen
currentScroll.Y + y); //Y is correct
}
}

In WPF, I multiply the X and Y values with the H and V zoom perc, it works :)

Related

SkiaSharp Touch Bitmap Image

In the app I'm trying to develop a key part is getting the position of where the user has touched. First I thought of using a tap gesture recognizer but after a quick google search I learned that was useless (See here for an example).
Then I believe I discovered SkiaSharp and after learning how to use it, at least somewhat, I'm still not sure how I get the proper coordinates of a touch. Here are sections of the code in my project that are relevant to the problem.
Canvas Touch Function
private void canvasView_Touch(object sender, SKTouchEventArgs e)
{
// Only carry on with this function if the image is already on screen.
if(m_isImageDisplayed)
{
// Use switch to get what type of action occurred.
switch (e.ActionType)
{
case SKTouchAction.Pressed:
TouchImage(e.Location);
// Update simply tries to draw a small square using double for loops.
m_editedBm = Update(sender);
// Refresh screen.
(sender as SKCanvasView).InvalidateSurface();
break;
default:
break;
}
}
}
Touch Image
private void TouchImage(SKPoint point)
{
// Is the point in range of the canvas?
if(point.X >= m_x && point.X <= (m_editedCanvasSize.Width + m_x) &&
point.Y >= m_y && point.Y <= (m_editedCanvasSize.Height + m_y))
{
// Save the point for later and set the boolean to true so the algorithm can begin.
m_clickPoint = point;
m_updateAlgorithm = true;
}
}
Here I'm just seeing or TRYING to see if the point clicked was in range of the image and I made a different SkSize variable to help. Ignore the boolean, not that important.
Update function (function that attempts to draw ON the point pressed so it's the most important)
public SKBitmap Update(object sender)
{
// Create the default test color to replace current pixel colors in the bitmap.
SKColor color = new SKColor(255, 255, 255);
// Create a new surface with the current bitmap.
using (var surface = new SKCanvas(m_editedBm))
{
/* According to this: https://learn.microsoft.com/en-us/xamarin/xamarin-forms/user-interface/graphics/skiasharp/paths/finger-paint ,
the points I have to start are in Xamarin forms coordinates, but I need to translate them to SkiaSharp coordinates which are in
pixels. */
Point pt = new Point((double)m_touchPoint.X, (double)m_touchPoint.Y);
SKPoint newPoint = ConvertToPixel(pt);
// Loop over the touch point start, then go to a certain value (like x + 100) just to get a "block" that's been altered for pixels.
for (int x = (int)newPoint.X; x < (int)newPoint.X + 200.0f; ++x)
{
for (int y = (int)newPoint.Y; y < (int)newPoint.Y + 200.0f; ++y)
{
// According to the x and y, change the color.
m_editedBm.SetPixel(x, y, color);
}
}
return m_editedBm;
}
}
Here I'm THINKING that it'll start, you know, at the coordinate I pressed (and these coordinates have been confirmed to be within the range of the image thanks to the function "TouchImage". And when it does get the correct coordinates (or at least it SHOULD of done that) the square will be drawn one "line" at a time. I have a game programming background so this kind of sounds simple but I can't believe I didn't get this right the first time.
Also I have another function, it MIGHT prove worthwhile because the original image is rotated and then put on screen. Why? Well by default the image, after taking the picture, and then displayed, is rotated to the left. I had no idea why but I corrected it with the following function:
// Just rotate the image because for some reason it's titled 90 degrees to the left.
public static SKBitmap Rotate()
{
using (var bitmap = m_bm)
{
// The new ones width IS the old ones height.
var rotated = new SKBitmap(bitmap.Height, bitmap.Width);
using (var surface = new SKCanvas(rotated))
{
surface.Translate(rotated.Width, 0.0f);
surface.RotateDegrees(90);
surface.DrawBitmap(bitmap, 0, 0);
}
return rotated;
}
}
I'll keep reading and looking up stuff on what I'm doing wrong, but if any help is given I'm grateful.

How to solve what y axis segment was clicked in LightningChart

I've started using LightningChart in my real time monitoring application. In my app there are many y axis which use segmented layout (one y axis per segment):
mainChart.ViewXY.AxisLayout.YAxesLayout = YAxesLayout.Segmented;
My goal is that when you mouse click a segment, it gets larger compared to other segments (kinda like zoom effect) and the other segments gets smaller. When you click it again it goes back to normal.
I know I can change the size of the segments with:
mainChart.ViewXY.AxisLayout.Segments[segmentNumber].Height = someValue;
That takes care of the zooming effect.
Now the problem is that how can I solve which segment was actually clicked? I figured out that you get mouse position via MouseClick -event (e.MousePos) but that seem to give only the screen coordinates so i'm not sure that it helps.
I'm using the LightningChart version 8.4.2
You are correct that getting mouse position via MouseClick event is the key here. The screen coordinates you get via e.GetPosition (not e.MousePos) can be converted to chart axis values with CoordToValue() -method. Then you just compare the y-coordinate to each y-axis minimum/maximum value to find out what segment was clicked. Here is an example:
_chart.MouseClick += _chart_MouseClick;
private void _chart_MouseClick(object sender, MouseButtonEventArgs e)
{
var mousePos = e.GetPosition(_chart).Y;
double axisPos = 0;
bool isWithinYRange = false;
foreach (AxisY ay in _chart.ViewXY.YAxes)
{
ay.CoordToValue((float)mousePos, out axisPos, true);
if (axisPos >= ay.Minimum && axisPos <= ay.Maximum)
{
// Segment clicked, get the index via ay.SegmentIndex;
isWithinYRange = true;
}
}
if (!isWithinYRange)
{
// Not in any segment
}
}
After finding out the segment index, you can modify its height as you described:
_chart.ViewXY.AxisLayout.Segments[0].Height = 1.5;
Note Height means segment height compared to other segments.
Hope this is helpful.

Unity3D - Displaying a message at the border of the screen

I want to display a kind of banner everytime the player enters a new location. This should be at the very left border of the screen. My problem is that my current solution behaves inconsistently across resolutions. On higher resolutions the banner is positioned further to the right than needed.
I also use a piece of code to properly position the text every time it is displayed.
public class AreaName : MonoBehaviour
{
private static AreaName instance;
void Start ()
{
if (instance)
Destroy(this);
else
instance = this;
BannerBase = transform.FindChild("BannerBase").GetComponent<Image>();
NameDisplay = BannerBase.transform.FindChild("BannerText").GetComponent<Text>();
}
private Image BannerBase;
private Text NameDisplay;
public static void Display (string areatitle)
{
int width = TextWidth(instance.NameDisplay, areatitle);
instance.BannerBase.rectTransform.position = new Vector3(-305 + width, instance.BannerBase.transform.position.y, 0);
instance.NameDisplay.text = areatitle;
print(width);
}
private static int TextWidth (Text obj, string text)
{
int totalLength = 0;
Font myFont = obj.font; //chatText is my Text component
CharacterInfo characterInfo = new CharacterInfo();
char[] arr = text.ToCharArray();
foreach (char c in arr)
{
myFont.GetCharacterInfo(c, out characterInfo, obj.fontSize);
totalLength += characterInfo.advance;
}
return totalLength;
}
}
Are there any simple errors that I am overseeing? Or am I just understanding the Unity UI system wrong?
You shouldn't need to code nothing to do that.
You have put your banner at the lower left corner of the screen, with a (0,0) pivot, that's all right, but, why is it positioned at x: -320?
If you put your banner at -320 for some reason, at native resolution it probably will work as expected, but if you have activated the Canvas Resizer, at other resolutions it will be moved since is not positioned at the corner at all.

mono c# CairoHelper.Translate

using Cairo;
I have drawn a rectangle inside a bigger rectangle witch is inside a drawing area.
I have managed to attach a event to the Drawing area witch is a object I have extended from it
this.AddEvents ((int) EventMask.ButtonPressMask);
this.ButtonPressEvent += delegate(object o, ButtonPressEventArgs args) {
hasInterface(args.Event.X, args.Event.Y);
Console.WriteLine("Button Pressed " + args.Event.X + ", " + args.Event.Y);
};
I'm dynamically drawing the squares using:
cr.Translate(width/2, height/2);
cr.Rectangle((pX + (i * tmp)) , pY, boxsize, boxsize);
private void recordPosition(double x, double y)
{
x = x*2;
y = y*2;
boxCoordinates.Add( new double[,]
{
{x, y}
}
); // store coords
}
List<double,double> boxCoordinates
So for the inside of the drawing area the square is drawn at x=0, y=0 from the "outside" point of view it's in x=90, y=45; the width = 180 , height = 100
I was using translate (since half of this is copied ) of the size/2 so this means that the drawing area was doing a resize of the square, to solve this issue I was saving the position's multiplying it by 2, but this is not working has I'm getting "hits" outside of the rectangle drawn.
What is the best way to do this? I mean to translate the X Y positions from the window to the drawing area, I saw this was possible in other languages but not sure how to do it in C# and the drawing area from mono.
Thanks for any help.
I've done this a few times in C w SDL and C# with Cairo, basically, you want to be able to convert the bounding box of each of your rectangles to and from the coordinates you are using for rendering on the cairo canvas.
For each of your rectangles, you'll have the location you of your rectangles in thier own world. I like to call these the "world coordinates" and their "screen coordinates" (which map to where your mouse will be).
You can store the world coordinates of each box and then translate them to screen ones for each frame you render.
public class Shape {
public Point WorldLoc { get; set; }
}
You would do all your physics (if you have any) on the WorldLoc values. When you come to render, You want to be able to convert your WorldLoc to ScreenLoc.
public class Scene {
public double Zoom;
public Point Offset;
public Point WorldToScreen( Point world ){
var p = new Point();
p.x = (world.x - Offset.x) * Zoom;
p.y = (world.y - Offset.y) * Zoom;
return p;
}
}
Each time you render somthing in this Scene, you'll use WorldToScreen() to get the screen coordinates. You can then use the same thing to work out if your mouse is in the screen box of a world box.

Centering a canvas on a given point

I am trying to center a rectangle on a point and can't figure out the math needed to do it.
The context this is being used in is a form which paints a bitmap and allows the user to zoom in at a specified point, and pan/scroll while zoomed in.
Here is my code which current works for centering the CanvasBounds on the middle of the ClientRectangle:
private void UpdateCanvas()
{
int canvasWidth = (int)(_bitmap.Width * _zoomRatio);
int canvasHeight = (int)(_bitmap.Height * _zoomRatio);
Point canvasLocation = new Point((ClientRectangle.Width - canvasWidth) / 2, (ClientRectangle.Height - canvasHeight) / 2);
CanvasBounds = new Rectangle(canvasLocation, new Size(canvasWidth, canvasHeight));
}
_zoomRatio is the zoom which adjusts the size of the canvas. 1.0 would be 100%, 2.0 is 200%, etc.
Basically instead I want to feed this function a point taken by mouse input, and use that point as the center for the canvasBounds rectangle. Then when the user manipulates the horizontal and vertical scroll bars, it can change the _centerPoint and update the CanvasBounds.
I think you need to just offset your "point" with your canvas size:
private void UpdateCanvas(Point mousePoint)
{
int canvasWidth = (int)(_bitmap.Width * _zoomRatio);
int canvasHeight = (int)(_bitmap.Height * _zoomRatio);
int canvasX = (mousePoint.X - (canvasWidth / 2));
int canvasY = (mousePoint.Y - (canvasHeight / 2));
CanvasBounds = new Rectangle(canvasX, canvasY, canvasWidth, canvasHeight);
}
If that's not what you are looking for, maybe edit your post with a simple screen shot.

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