Im not able to under stand why there is a black Border in the end. Below Cancel button. im not sure why this kind of behavior is occurring.as im not able to pin point my problem.(I did check my code many times) im attach that solution it self please take a look. thanks
Code is here
Without pixel snapping, anti-aliased rendered lines may appear blurry if the edge falls between device pixels.
I have had the same problem in the past. I solved it by adding SnapsToDevicePixels="True" to the application's root element: SnapsToDevicePixels
mc:Ignorable="d" WindowStyle="None" ResizeMode="NoResize" SizeToContent="WidthAndHeight" WindowStartupLocation="CenterScreen"
SnapsToDevicePixels="True"
Related
It appears that my WPF app is replacing some Unicode characters with others.
With this simple example:
<Window x:Class="WPFUnicodeFail.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:local="clr-namespace:WPFUnicodeFail"
mc:Ignorable="d"
Title="MainWindow" Height="350" Width="525" FontFamily="Segoe UI" FontSize="40">
<StackPanel Orientation="Horizontal">
<Label>◀</Label>
<Label>◀</Label>
<Label>◄</Label>
<Label>◄</Label>
<Label>▲</Label>
</StackPanel>
I get this result:
While if I switch the font to Arial, I get this:
None of this makes much sense, because the first two labels should be the BLACK LEFT-POINTING TRIANGLE (U+25C0) ◀ and the following two should be BLACK LEFT-POINTING POINTER (U+25C4) ◄. The TRIANGLE is supposed to be an equilateral triangle, while the POINTER is supposed to be flatter. With Segoe UI, the TRIANGLE is transparently replaced with the POINTER. With Arial, it's even worse, they are switched.
Trying both including the character itself in the source code and the &#x code yields the same result as seen in the images above.
In Word 2016, I try the three different characters with Segoe UI and I get the correct result (although with inconsistent scaling even though the font size is the same, but that's a different issue):
Why does this happen? How do I get consistent results with different fonts? Or at least, how do I get the TRIANGLE with Segoe UI and other fonts that seem to change it to the POINTER?
If you check the fonts you're using with the Windows Character Map (Start > Programs > Accessories > System Tools > Character Map), you'll notice that the Segoe UI font is missing the U+25C0 character, so does the Arial too. I suppose, this is implementation specific how does the system treat such a case when a character has to be displayed that is missing in the font. If you choose the Segoe UI Symbol font, you can see those characters correctly displayed by a WPF app. Maybe MS Word can do this automatically?
If you want to ensure that all your symbols will be correctly displayed in different fonts, you should probably check those fonts with the Character Map tool.
If large images are displayed in a size smaller than the original, then begin to show artifacts "pixelation":
https://habrastorage.org/files/8a6/198/506/8a61985069cb4d0097540bf0d07f4a68.png
But this can be solved by specifying the attribute of the object in XAML, scaling algorithm with higher quality:
<Image Height="50" Width="50"
Source="Resources/logo.png"
RenderOptions.BitmapScalingMode="HighQuality" /><!-- Scaling Mode -->
Then, the image looks fine:
https://habrastorage.org/files/819/863/48f/81986348f9ab454a9d6b676d88321d0a.png
Question. How to change the scaling algorithm that is applied to the icon in the window? Icon set through XAML (the last line):
<Window x:Class="MyApp.AboutWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/present"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:res="clr-namespace:MyApp.Properties"
Title="{x:Static res:Resources.AboutWindowTitle}"
Height="450" Width="300"
ResizeMode="NoResize"
WindowStartupLocation="CenterOwner"
Icon="Resources/info.png"><!-- Icon -->
Icon in the title bar looks like this:
_https://habrastorage.org/files/946/bb7/67b/946bb767b66042aba985a8e55a21b078.png (Sorry, I do not have enough reputation to post third link)
Attribute RenderOptions.BitmapScalingMode = "HighQuality" applied to the window, gives nothing.
Unlike the elements in client area, those in title bar are not under direct control of a WPF application. A png file set to a Window's Icon property will be converted to the icon image in title bar (and that in task bar) but as you see, the conversion seems to be quite limited.
So as far as I know, unfortunately, the only practical solution to set nicely shown icon in title bar is to create or find an icon file (.ico) which has multiple images inside and use it instead of merely a png file.
I was used to Windows Forms and non-resizeable windows when I posted this question, so I did not understand how to make content ajustable to the window. However, now that I understand how to use margins and other properties that allow for "responsive" windows, I highly recommend not to use this method. Use margins and alignment instead.
I've been working with WPF.NET for quite a while now, but there is a problem that has been bugging me since I first started using it in Visual Studio. It seems that when I run my program, the windows shrinks by 10 pixels, in comparison to the designer display.
Here are some pictures to better explain my problem:
Designer mode display:
Actual window when ran:
This has only been occuring in WPF. It does not happen in Windows Forms. It has been happening in VS 2012 and VS 2013.
Is there any way to solve this?
I'm pretty new to all this, and this problem was very frustrating. I worked out that on run, the whole window shrank to the panel/grid size, losing about 10px from the panel/grid (x&y).
^^above didn't help much, no disrespect.
I found this by XAML Designer(from 2010) which helped, maybe it will help you.
But basically, add:
SizeToContent="WidthAndHeight"
(instead of ^Rohit Vats "d:DesignHeight="77" d:DesignWidth="294"") ..in the Window wrapper
Make sure all margins are set to desired value for the content. Worked perfectly for me.
Design height and width might be set on your window which is completely different from actual rendered height and width of control. Remove design heigh and width:
<Window x:Class="WpfApplication1.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
mc:Ignorable="d"
d:DesignHeight="77" d:DesignWidth="294"> <-- HERE
<Grid>
...
</Grid>
</Window>
On a side note you should totally avoid giving hard coded height and width to your control. Play with relative width and height instead OR simply let your containing panel decide height and width. Otherwise, on window resize your control won't resize per actual window dimensions.
The ContextMenu provided by the Silverlight 4 Toolkit worked great until I implemented a
<RenderTransform> tag in my XAML in order to have the Silverlight app scale to fit the entire browser window (following this little tutorial)
When all worked great, before the tutorial, my XAML looked like:
<UserControl>
<Grid>
<!-- Rest of app here... -->
</Grid>
</UserControl>
Now, my app looks like:
<UserControl>
<Canvas>
<Canvas.RenderTransform>
<ScaleTransform [vars]></ScaleTransform>
</Canvas.RenderTransform>
<Grid>
<!-- Rest of app here... -->
</Grid>
</Canvas>
</UserControl>
The scaling works perfectly, but now when I right click, the ContextMenu doesn't appear where it should (under the mouse). Instead, it appears at the same x-position as the mouse, but it shows up at the very top of the app. It's also very buggy, I have to keep clicking around to get it to go away, and I can't right click somewhere else to bring it up again, and it doesn't scale along with the rest of the app.
What might be causing this? Is there a correct way to go about fixing this, or should I just apply an offset to the menu to move it to the mouse?
You will need to pass the cursor coordinates through the inverse of your scale transformation to convert the screen point to a point your application understands.
I want to seamlessly tile a bunch of different-colored Rectangles in WPF. That is, I want to put a bunch of rectangles edge-to-edge, and not have gaps between them.
If everything is aligned to pixels, this works fine. But I also want to support arbitrary zoom, and ideally, I don't want to use SnapsToDevicePixels (because it would compromise quality when the image is zoomed way out). But that means my Rectangles sometimes render with gaps. For example:
<Page xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Background="Black">
<Canvas SnapsToDevicePixels="False">
<Canvas.RenderTransform>
<ScaleTransform ScaleX="0.5" ScaleY="0.5"/>
</Canvas.RenderTransform>
<Rectangle Canvas.Left="25" Width="100" Height="100" Fill="#CFC"/>
<Rectangle Canvas.Left="125" Width="100" Height="100" Fill="#CCF"/>
</Canvas>
</Page>
If the ScaleTransform's ScaleX is 1, then the Rectangles fit together seamlessly. When it's 0.5, there's a dark gray streak between them. I understand why -- the combined semi-transparent edge pixels don't combine to be 100% opaque. But I would like a way to fix it.
I could always just make the Rectangles overlap, but I won't always know in advance what patterns they'll be in (this is for a game that will eventually support a map editor). Besides, this would cause artifacts around the overlap area when things were zoomed way in (unless I did bevel-cut angles on the underlapping portion, which is an awful lot of work, and still causes problems at corners).
Is there some way I can combine these Rectangles into a single combined "shape" that does render without internal gaps? I've played around with GeometryDrawing, which does exactly that, but then I don't see a way to paint each RectangleGeometry with a different-colored brush.
Are there any other ways to get shapes to tile seamlessly under an arbitrary transform, without resorting to SnapsToDevicePixels?
You might consider using guidelines (see GuidelineSet on MSDN) and overriding the Rectangles' OnRender methods so that their boundaries line up with the pixel boundaries of the device. WPF uses guidelines to determine whether and where to snap drawings.
Internally, it's exactly what SnapsToDevicePixels is using to ensure that objects line up with the device's pixels, but by placing guidelines manually you'll be able to control when the snapping behaviour is applied and when it is not (so when your image is zoomed all of the way out, you can avoid drawing guidelines, or only draw guidelines where your shapes lie next to other shapes, and rely on WPF's anti-aliasing to take care of the rest). You might be able to do it with an attached property so that you can apply it to any element, though if it's only one type of element (e.g. Rectangle) that you need this behaviour on, it's probably not worth the extra effort.
It seems like Microsoft is aware of this problem, too - WPF 4.0 is expected to feature Layout Rounding, which, like the version in Silverlight, rounds off non-integer values at the Render pass when layout rounding has been enabled.
I guess the gaps are not actual gaps but the stroke that is painted. When you scale it down than you just make the stroke smaller to a point where it is not visible anymore. I tried to paint the stroke in the color of the rectangle wich works just fine on any scale.
<Page xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Background="Black">
<Canvas SnapsToDevicePixels="False">
<Canvas.RenderTransform>
<ScaleTransform ScaleX="0.5" ScaleY="0.5"/>
</Canvas.RenderTransform>
<Rectangle Canvas.Left="25" Width="100" Height="100" Fill="#CFC" Stroke="#CFC"/>
<Rectangle Canvas.Left="125" Width="100" Height="100" Fill="#CCF" Stroke="#CCF"/>
</Canvas>
</Page>