Pinch-to-zoom on huge images? - c#

I found this Pinch-to-zoom example at http://forums.create.msdn.com
Here is the xaml:
<Grid x:Name="ContentPanel" Grid.Row="1" Margin="12,0,12,0">
<StackPanel>
<TextBlock Text="Tap to center" Style="{StaticResource PhoneTextNormalStyle}"/>
<TextBlock Text="Tap and hold to reset" Style="{StaticResource PhoneTextNormalStyle}"/>
<TextBlock Text="Touch and move to drag" Style="{StaticResource PhoneTextNormalStyle}"/>
<TextBlock Text="Pinch (touch with two fingers) to scale and rotate" Style="{StaticResource PhoneTextNormalStyle}" TextWrapping="Wrap"/>
<TextBlock Text="Flick (drag and release the touch while still moving) will show flick data on bottom of screen." Style="{StaticResource PhoneTextNormalStyle}" TextWrapping="Wrap"/>
</StackPanel>
<TextBlock x:Name="flickData" Text="Flick:" Style="{StaticResource PhoneTextNormalStyle}" VerticalAlignment="Bottom"/>
<Image x:Name="image" Source="/map.jpg" RenderTransformOrigin="0.5,0.5" CacheMode="BitmapCache">
<Image.RenderTransform>
<CompositeTransform x:Name="transform"/>
</Image.RenderTransform>
<toolkit:GestureService.GestureListener>
<toolkit:GestureListener
Tap="OnTap" Hold="OnHold"
DragStarted="OnDragStarted" DragDelta="OnDragDelta" DragCompleted="OnDragCompleted"
Flick="OnFlick"
PinchStarted="OnPinchStarted" PinchDelta="OnPinchDelta" PinchCompleted="OnPinchCompleted"/>
</toolkit:GestureService.GestureListener>
</Image>
</Grid>
And the cs source:
public partial class GestureSample : PhoneApplicationPage
{
double initialAngle;
double initialScale;
public GestureSample()
{
InitializeComponent();
}
private void OnTap(object sender, GestureEventArgs e)
{
transform.TranslateX = transform.TranslateY = 0;
}
private void OnDoubleTap(object sender, GestureEventArgs e)
{
transform.ScaleX = transform.ScaleY = 1;
}
private void OnHold(object sender, GestureEventArgs e)
{
transform.TranslateX = transform.TranslateY = 0;
transform.ScaleX = transform.ScaleY = 1;
transform.Rotation = 0;
}
private void OnDragStarted(object sender, DragStartedGestureEventArgs e)
{
image.Opacity = 0.3;
}
private void OnDragDelta(object sender, DragDeltaGestureEventArgs e)
{
transform.TranslateX += e.HorizontalChange;
transform.TranslateY += e.VerticalChange;
}
private void OnDragCompleted(object sender, DragCompletedGestureEventArgs e)
{
image.Opacity = 1.0;
}
private void OnPinchStarted(object sender, PinchStartedGestureEventArgs e)
{
Point point0 = e.GetPosition(image, 0);
Point point1 = e.GetPosition(image, 1);
Point midpoint = new Point((point0.X + point1.X) / 2, (point0.Y + point1.Y) / 2);
image.RenderTransformOrigin = new Point(midpoint.X / image.ActualWidth, midpoint.Y / image.ActualHeight);
initialAngle = transform.Rotation;
initialScale = transform.ScaleX;
image.Opacity = 0.8;
}
private void OnPinchDelta(object sender, PinchGestureEventArgs e)
{
transform.Rotation = initialAngle + e.TotalAngleDelta;
transform.ScaleX = transform.ScaleY = initialScale * e.DistanceRatio;
}
private void OnPinchCompleted(object sender, PinchGestureEventArgs e)
{
image.Opacity = 1.0;
}
private void OnFlick(object sender, FlickGestureEventArgs e)
{
flickData.Text = string.Format("{0} Flick: Angle {1} Velocity {2},{3}",
e.Direction, Math.Round(e.Angle), e.HorizontalVelocity, e.VerticalVelocity);
}
}
It works pretty well for small images (less then 2000x2000 pixels). But in my example, i have this huge metro map (http://www.vasttrafik.se/upload/Linjekartor_hogupplost/Goteborg2010/Linjen%C3%A4tskarta-101212.png or vector http://www.vasttrafik.se/upload/Linjekartor_hogupplost/Goteborg2010/Linjen%C3%A4tskarta-101212.pdf). It would be even nicer if the user could scale a vector image but even importing such a huge vector is a serious performance issue.
Maybe i could split the image up into several "multi-scale images" and use this http://dotnetbyexample.blogspot.com/2010/08/windows-phone-7-multi-touch-panzoom.html, but i don't really know how to use his class :(
Any ideas? How would you guys solve this problem?
Thanks
Richard

The ideal approach for your solution is to use MultiScaleImage, which is specifically designed to display large image data. However, in order to work with MultiScaleImage you need to get your iamge data prepared int he right format. Basically, you need the image sliced up and rescaled, etc so that the user loads as little information as possible while they zoom in and out of your image.
The DeepZoom documentation describes the process and has links to the DeepZoom Composer tool, which you use to prepare your image data.
Once you've got the MultiScaleImage approach working, you can then look at using Laurent's Multitouch Behavior (if necessary) to provide additional user interactions.

Have you heard of Silverlight Deep-Zoom?
http://msdn.microsoft.com/en-us/library/cc645050(v=vs.95).aspx

There is a size limit on Silverlight UIElements on the phone. As you have discovered, this is 2000x2000 pixels. No single control can be larger than this—hence your issue.
If you must use an image larger than this look at the MultiScaleImage.
Also be aware of the potential for memory issues if you're using very large image files.

Related

How to realize a Minimap / Mapcontrol using Bitmap and WPF

As the title is already describing I am working on a custom standalone minimap application for a game. It should also have the possibility to place custom markers. This feature does not have to be interactive, it could also load fixed markers from the code or a file.
I am looking for some advice on the best approach, it does not have to be something real fancy. It is only for personal use. Only one thing is fixed: The worldmap is supplied as *.bmp.
I am also aiming for writing everything myself (so not using any Nugets) for the sake of learning.
Below you will find my current approach. This is the first version, so the code is far from being optimized...
MainWindow.xaml:
<ScrollViewer x:Name="MyScrollViewer" HorizontalScrollBarVisibility="Visible">
<Image x:Name="WorldMap" Source="..." Stretch="None"/>
</ScrollViewer>
<Rectangle Name="Player" RadiusX="3" RadiusY="3" Height="6" Width="6" Fill="White"/>
MainWindow.xaml.cs:
public MainWindow()
{
InitializeComponent();
Demo();
}
private async void Demo()
{
while (true)
{
var result = GameClient.GetPlayerPosition();
var hori = result[0] - MyScrollViewer.ActualWidth / 2;
var verti = result[1] - MyScrollViewer.ActualHeight / 2;
MyScrollViewer.ScrollToHorizontalOffset(hori);
MyScrollViewer.ScrollToVerticalOffset(verti);
await Task.Delay(100);
}
}
My first goal was to be able to track the clients position at all, which worked.
The map is moving accordingly as long as the player is not near the edges of the map.
If the player is near any edge, the app is not tracking the position correctly, since the ScrollViewer can not scroll below zero. But I am aware of this.
The next step would be to also move the Player-Rectangle I defined in the XAML, to be able to track its position near the edges. This is something I am currently not worried about.
So I basically have two questions:
Do you think the current approach is fine?
How could I realize custom markers / labels on the map?
Edit:
This is the final solution after Clemens suggested it in the comments:
XAML:
<Grid Background="Black">
<Canvas x:Name="MainCanvas">
<Image x:Name="WorldMapRot" Source="..." Stretch="None"/>
</Canvas>
</Grid>
Codebehind:
protected override void OnMouseLeftButtonDown(MouseButtonEventArgs e)
{
base.OnMouseLeftButtonDown(e);
CaptureMouse();
start = e.GetPosition(this);
origin.X = MainCanvas.RenderTransform.Value.OffsetX;
origin.Y = MainCanvas.RenderTransform.Value.OffsetY;
isDragged = true;
}
protected override void OnMouseLeftButtonUp(MouseButtonEventArgs e)
{
base.OnMouseLeftButtonUp(e);
ReleaseMouseCapture();
isDragged = false;
}
protected override void OnMouseMove(MouseEventArgs e)
{
if (isDragged == false)
return;
base.OnMouseMove(e);
if (e.LeftButton == MouseButtonState.Pressed && IsMouseCaptured)
{
var pos = e.GetPosition(this);
var matrix = MainCanvas.RenderTransform.Value;
matrix.OffsetX = origin.X + (pos.X - start.X);
matrix.OffsetY = origin.Y + (pos.Y - start.Y);
MainCanvas.RenderTransform = new MatrixTransform(matrix);
}
}
protected override void OnMouseWheel(MouseWheelEventArgs e)
{
base.OnMouseWheel(e);
Point p = e.MouseDevice.GetPosition(MainCanvas);
Matrix m = MainCanvas.RenderTransform.Value;
if (e.Delta > 0)
m.ScaleAtPrepend(1.1, 1.1, p.X, p.Y);
else
m.ScaleAtPrepend(1 / 1.1, 1 / 1.1, p.X, p.Y);
MainCanvas.RenderTransform = new MatrixTransform(m);
}

Move an image over a canvas in windows store app

I need to move an image over a canvas on tap and slide. How can I achieve this. I tried the following. The image is moving but not as the user moves it.
XAML
<Canvas Background="White">
<Image Name="img" Width="200" Height="200" Source="Assets/11.png" ManipulationMode="All" ManipulationStarted="img_ManipulationStarted" ManipulationDelta="img_ManipulationDelta"/>
</Canvas>
C#
private Point initialPt;
private void img_ManipulationStarted(object sender, ManipulationStartedRoutedEventArgs e)
{
initialPt = e.Position;
}
private void img_ManipulationDelta(object sender, ManipulationDeltaRoutedEventArgs e)
{
Point currentPt = e.Position;
double x = currentPt.X - initialPt.X;
double y = currentPt.Y - initialPt.Y;
if (x != 0 || y != 0)
{
TranslateTransform posTransform = new TranslateTransform();
posTransform.X = currentPt.X;
posTransform.Y = currentPt.Y;
img.RenderTransform = posTransform;
e.Complete();
}
}
Instead of using a TranslateTransform, you should directly set the absolute position in the canvas, so you have to bind the ManipulationDelta event to the Canvas, and detect if the point of impact is inside of the image.
<Canvas Background="White" ManipulationMode="All" ManipulationDelta="canvas_ManipulationDelta">
<Image Name="img" Width="200" Height="200" Source="Assets/11.png"/>
</Canvas>
Here is the new event handling function:
private void canvas_ManipulationDelta(object sender, ManipulationDeltaRoutedEventArgs e)
{
if ((e.Position.X > Canvas.GetLeft(img) && e.Position.X < Canvas.GetLeft(img) + img.Width)
|| (e.Position.Y > Canvas.GetTop(img) && e.Position.Y < Canvas.GetTop(img) + img.Height)) {
{
Canvas.SetLeft(img, e.Position.X);
Canvas.SetTop(img, e.Position.Y);
}
}
Simple as pie. You can remove initialPt and img_ManipulationStarted.

Windows phone 8 apps Image pinch/zoom in data template using canvas

Windows Phone 8 apps i am using image in pivot control inside data template and then using pinch/zoom image But My Problem is if i am minimize image so small then it not zooming image..How to use canvas in data template.
MY XAML
<phone:Pivot x:Name="pivot" ItemsSource="{Binding}" VerticalAlignment="Stretch" HorizontalAlignment="Stretch" >
<phone:Pivot.HeaderTemplate>
<DataTemplate>
<TextBlock Name="title" FontWeight="ExtraBold" Text="{Binding _textview}" HorizontalAlignment="Center" FontSize="30" Foreground="Orange"></TextBlock>
</DataTemplate>
</phone:Pivot.HeaderTemplate>
<phone:Pivot.ItemTemplate>
<DataTemplate>
<Grid>
<Image Margin="0,-30,0,80" Name="img" Stretch="Fill" Source="{Binding _images}" RenderTransformOrigin="0.5, 0.5" CacheMode="BitmapCache">
<Image.RenderTransform>
<CompositeTransform x:Name="transform" />
</Image.RenderTransform>
<toolkit:GestureService.GestureListener>
<toolkit:GestureListener PinchStarted="OnPinchStarted" PinchDelta="OnPinchDelta" DoubleTap="GestureListener_DoubleTap" DragDelta="GestureListener_DragDelta" />
</toolkit:GestureService.GestureListener>
</Image>
</Grid>
</DataTemplate>
</phone:Pivot.ItemTemplate>
</phone:Pivot>
MY CS
private void OnPinchStarted(object sender, PinchStartedGestureEventArgs e)
{
var image = sender as Image;
var transform = image.RenderTransform as CompositeTransform;
angle = transform.Rotation;
scale = transform.ScaleX;
}
private void OnPinchDelta(object sender, PinchGestureEventArgs e)
{
var image = sender as Image;
var transform = image.RenderTransform as CompositeTransform;
transform.Rotation = angle + e.TotalAngleDelta;
transform.ScaleX = scale * e.DistanceRatio;
transform.ScaleY = scale * e.DistanceRatio;
}
private void GestureListener_DoubleTap(object sender, GestureEventArgs e)
{
var image = sender as Image;
var transform = image.RenderTransform as CompositeTransform;
transform.ScaleX = transform.ScaleY = 1;
}
private void GestureListener_DragDelta(object sender, DragDeltaGestureEventArgs e)
{
var image = sender as Image;
var transform = image.RenderTransform as CompositeTransform;
transform.TranslateX += e.HorizontalChange;
transform.TranslateY += e.VerticalChange;
}
when you need to show an image in canvas,
<Canvas>
<Image Margin="0,-30,0,80" Name="img" Stretch="Fill" Source="{Binding _images}" RenderTransformOrigin="0.5, 0.5" CacheMode="BitmapCache">
<Image.RenderTransform>
<CompositeTransform x:Name="transform" />
</Image.RenderTransform>
</Image>
</Canvas>
For further reference, here is a great official sample
You can prevent pinching the image too small by limiting the scale to a minimum size.
// Don't shrink the image to less than 1/4 normal size.
const double minScaleX = 0.25;
const double minScaleY = 0.25;
private void OnPinchDelta(object sender, PinchGestureEventArgs e)
{
var image = sender as Image;
var transform = image.RenderTransform as CompositeTransform;
transform.Rotation = angle + e.TotalAngleDelta;
transform.ScaleX = scale * e.DistanceRatio;
transform.ScaleY = scale * e.DistanceRatio;
if (transform.ScaleX < minScaleX)
{
transform.ScaleX = minScaleX;
}
if (transform.ScaleY < minScaleY)
{
transform.ScaleY = minScaleY;
}
}

How to get the portion of image inside rectangle for cropping , windows phone 8

I have an image, and a rectangle on top of it.The image can be zoomed and dragged .I need to get the portion of the image inside the rectangle after these operations and save it as a jpeg.
This is my code,
private void OnPinchStarted(object sender, PinchStartedGestureEventArgs e)
{
initialAngle = compositeTransform.Rotation;
initialScale = compositeTransform.ScaleX;
}
private void OnPinchDelta(object sender, PinchGestureEventArgs e)
{
if (1.0 <= (initialScale * e.DistanceRatio))
{
compositeTransform.ScaleX = initialScale * e.DistanceRatio;
compositeTransform.ScaleY = initialScale * e.DistanceRatio;
}
}
private void OnDragDelta(object sender, DragDeltaGestureEventArgs e)
{
compositeTransform.TranslateX += e.HorizontalChange;
compositeTransform.TranslateY += e.VerticalChange;
}
and my XAML is
<Image x:Name="mypic" RenderTransformOrigin="0.5, 0.5" CacheMode="BitmapCache" HorizontalAlignment="Left" Margin="79,0,0,0" VerticalAlignment="Top" Height="345" >
<Image.RenderTransform>
<TransformGroup>
<ScaleTransform x:Name="scale" />
<TranslateTransform x:Name="transform" />
<CompositeTransform x:Name="compositeTransform"/>
</TransformGroup>
</Image.RenderTransform>
<toolkit:GestureService.GestureListener>
<toolkit:GestureListener DragDelta="OnDragDelta" PinchStarted="OnPinchStarted" PinchDelta="OnPinchDelta" />
</toolkit:GestureService.GestureListener>
</Image>
<Rectangle x:Name="rect" Fill="#FFF4F4F5" HorizontalAlignment="Left" Height="250" Margin="111,26,0,0" Stroke="Black" VerticalAlignment="Top" Width="233" Opacity="0.1" StrokeThickness="3"/>
<Button Content="Button" HorizontalAlignment="Left" Margin="275,396,0,0" VerticalAlignment="Top" Click="ClipImage"/>
In the ClipImage method how do I get the cropped image? Im not using canvas here.. Is using canvas mandatory for this?In case Im moving the rectangle i can call CompositionTarget.Rendering to get the current x,y points .How do I proceed in this scenario?
EDIT:
Im now able to get portion of image inside rectangle with the following code..
void ClipImage()
{
RectangleGeometry geo = new RectangleGeometry();
r = (Rectangle)rect;
GeneralTransform gt = r.TransformToVisual(LayoutRoot);
Point p = gt.Transform(new Point(0, 0));
geo.Rect = new Rect(p.X, p.Y, (r.Width) + 50, (r.Height) + 50);
mypic.Clip = geo;
r.Visibility = System.Windows.Visibility.Collapsed;
TranslateTransform t = new TranslateTransform();
t.X = -p.X;
t.Y = -p.Y;
mypic.RenderTransform = t;
}
This works fine when I don't pan or zoom the image, but when the image is zoomed by user, this doesnt work.Can some one pls help..

Smooth image clipping while scrolling

So I'm trying to achieve an affect like the native cropper when you use a PhotoChooserTask. If you aren't familiar, there's an image in the background with a border over top, and the image appears to change opacity when in and out of the border. The following code works fine, but it's not terribly smooth (the clipped image slightly lags behind the dragging movement). Is there any way to speed up the clipping or change things so that there's less lag? I have the following XAML:
<Grid x:Name="ContentPanel" Grid.Row="1" Margin="12,0,12,0" HorizontalAlignment="Center" VerticalAlignment="Center">
<Grid x:Name="cropContainer" Width="375" MouseLeftButtonDown="cropContainer_MouseLeftButtonDown" MouseLeftButtonUp="cropContainer_MouseLeftButtonUp" MouseMove="cropContainer_MouseMove">
<Grid.RenderTransform>
<TranslateTransform x:Name="cropTransform" />
</Grid.RenderTransform>
<Image x:Name="fullImage" Source="{Binding Image}" Opacity=".5" />
<Image x:Name="clippedImage" Source="{Binding Image}">
<Image.Clip>
<RectangleGeometry Rect="0,0,375,267" />
</Image.Clip>
</Image>
</Grid>
</Grid>
<Border x:Name="cropBorder" Grid.Row="1" BorderThickness="1" BorderBrush="White" Opacity="1" Height="267.90571169537624660018132366274" Width="375">
</Border>
and here is the code for tracking and clipping during the sliding:
private Point _cropBorderOffset, _original, _newPosition;
private bool _moving;
private double _maxUp, _maxDown;
void Page_Loaded(object sender, RoutedEventArgs e)
{
var transform = cropBorder.TransformToVisual(Application.Current.RootVisual);
_cropBorderOffset = transform.Transform(new Point(0, 0));
_maxDown = ((fullImage.ActualHeight - cropBorder.ActualHeight) / 2);
_maxUp = -_maxDown;
var rect = (clippedImage.Clip as RectangleGeometry).Rect;
(clippedImage.Clip as RectangleGeometry).Rect = new Rect(rect.X, (fullImage.ActualHeight / 2) - 134, rect.Width, rect.Height);
}
private void cropContainer_MouseLeftButtonDown(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
cropContainer.CaptureMouse();
_original = e.GetPosition(cropBorder);
_moving = true;
}
private void cropContainer_MouseLeftButtonUp(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
cropContainer.ReleaseMouseCapture();
_moving = false;
}
private void cropContainer_MouseMove(object sender, System.Windows.Input.MouseEventArgs e)
{
_newPosition = e.GetPosition(cropBorder);
if(_moving)
{
var deltaY = _newPosition.Y - _original.Y;
var transform = fullImage.TransformToVisual(Application.Current.RootVisual);
var fullImageOffset = transform.Transform(new Point(0, 0));
var marginTop = deltaY;
//Too far down
if (marginTop > _maxDown)
{
marginTop = _maxDown;
}
//Too far up
else if (marginTop < _maxUp)
{
marginTop = _maxUp;
}
cropTransform.Y = marginTop;
var rect = (clippedImage.Clip as RectangleGeometry).Rect;
(clippedImage.Clip as RectangleGeometry).Rect = new Rect(rect.X, _cropBorderOffset.Y - fullImageOffset.Y, rect.Width, rect.Height);
}
}
Instead of drawing the image twice, once with clipping and once without, could you not simply draw semi-transparent rectangles to block out the sides and draw a white outlined for the center? That should reduce lag considerably.
You could then use the left, top, width and height of the clipping rectangle once the position is chosen to actually do the crop in-memory.

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