WPF double gradient for color picker - wpf
My goal is to implement a custom color picker. I don't want to use existing implementations such as the xceed one, among other reasons because I'm working in a RGBA FP32^4 space. I know that WPF works only in a int8^4 space for display, but the coordinates I'm working with are in FP32^4 space. It will interop with a DirectX12 asset with 10 bits display.
One thing I need is to implement the double gradient luminosity vs saturation graph, from the {Hue Saturation Luminosity} space.
I could not figure out how to to this with double gradients in a Rectangle; so I thought that one way to do this is to have a single gradient eg.,
<Rectangle.Fill>
<LinearGradientBrush EndPoint="1,0.5" StartPoint="0,0.5">
<GradientStop Color="{Binding HueColor}" Offset="1"/>
<GradientStop Color="#00000000" Offset="0"/>
</LinearGradientBrush>
</Rectangle.Fill>
then add an horizontal saturation gradient filter that would overlap.
Using an opacity mask is not helping here:
<Rectangle.OpacityMask>
<LinearGradientBrush EndPoint="0.5,0" StartPoint="0.5,1">
<GradientStop Color="#00000000" Offset="0"/>
<GradientStop Color="#FFFFFFFF" Offset="1"/>
</LinearGradientBrush>
</Rectangle.OpacityMask>
I could not find a way to achieve this in WPF. I wanted to avoid using cuda or directx12, that would be kind of overkill, even though accurate.
I had to implement manually the bitmap creation with 2 classes.
public class HSLfloat
{
public float H { get; set; }
public float S { get; set; }
public float L { get; set; }
public HSLfloat(RGBAfloat rgbafloat)
{
var tol = 0.000001;
var rgb = rgbafloat.ToArrayRGB();
var rgbTuple = rgbafloat.ToArrayTuple();
var Cmax = rgb.Max();
var Cmin = rgb.Min();
var delta = Cmax - Cmin;
L = delta / 2;
var s = Math.Abs(delta) < tol ? 0 : delta / (1 - Math.Abs(2 * L - 1));
var CmaxName = rgbTuple.Where(o => Math.Abs(o.Item1 - Cmax) < tol).Select(o => o.Item2).First();
if (Math.Abs(delta) < tol)
H = 0;
else
{
switch (CmaxName)
{
case 'R':
H = 60 * ((rgbafloat.G - rgbafloat.B) / delta % 6);
break;
case 'G':
H = 60 * ((rgbafloat.B - rgbafloat.R) / delta + 2);
break;
case 'B':
H = 60 * ((rgbafloat.R - rgbafloat.G) / delta + 4);
break;
}
}
}
public HSLfloat(float h, float s, float l)
{
H = h;
S = s;
L = l;
}
public RGBAfloat ToRGBAfloat() => new RGBAfloat(this);
public (float H, float S, float L) ToTuple() => (H, S, L);
}
and for RGBA space:
public class RGBAfloat
{
public float R { get; set; }
public float G { get; set; }
public float B { get; set; }
public float A { get; set; }
public RGBAfloat()
{
}
public RGBAfloat(double r, double g, double b, double a = 1d)
{
R = (float)r;
G = (float)g;
B = (float)b;
A = (float)a;
}
public RGBAfloat(float r, float g, float b, float a= 1f)
{
R = r;
G = g;
B = b;
A = a;
}
public RGBAfloat(RGBAfloatStruct colorFloatStruct)
{
R = colorFloatStruct.R;
G = colorFloatStruct.G;
B = colorFloatStruct.B;
A = colorFloatStruct.A;
}
public RGBAfloat(HSLfloat hslfloat)
{
var c = (1 - Math.Abs(2 * hslfloat.L - 1)) * hslfloat.S;
var x = c * (1 - Math.Abs((hslfloat.H / 60) % 2 - 1));
var m = hslfloat.L - c / 2;
var quadrant = (int)(hslfloat.H % 360 / 60); // [0-5]
switch (quadrant)
{
default:
case 0:
R = c + m;
G = x + m;
B = 0f + m;
break;
case 1:
R = x + m;
G = c + m;
B = 0f + m;
break;
case 2:
R = 0f + m;
G = c + m;
B = x + m;
break;
case 3:
R = 0f + m;
G = x + m;
B = c + m;
break;
case 4:
R = x + m;
G = 0f + m;
B = c + m;
break;
case 5:
R = c + m;
G = 0f + m;
B = x + m;
break;
}
}
public RGBAfloatStruct ToRGBAFloatStruct() => new RGBAfloatStruct {A = A, R = R, G = G, B = B};
public float[] ToArrayRGB() => new[] {R, G, B};
public float[] ToArray() => new[] {R, G, B, A};
public (float,char)[] ToArrayTuple() => new[] { (R, 'R'), (G, 'G'), (B, 'B') };
public (float R, float G, float B) ToTupleRGB() => (R, G, B);
public (float R, float G, float B, float A) ToTuple() => (R, G, B, A);
public HSLfloat ToHSLfloat() => new HSLfloat(this);
public int ToRGBAint()
{
var rr = (int)(R * 255);
var gg = (int)(G * 255);
var bb = (int)(B * 255);
int color = rr << 16;
color |= gg << 8;
color |= bb << 0;
return color;
}
public WriteableBitmap ToWriteableBitmap(int size = 200)
{
var (h, s, l) = ToHSLfloat().ToTuple();
var writeableBitmap = new WriteableBitmap(size, size, 96, 96, PixelFormats.Bgr32, null);
for (int y = 0; y < size; y++)
for (int x = 0; x < size; x++)
{
s = (float)x / size;
l = (float)(size - y) / size;
var intColor = new HSLfloat(h, s, l).ToRGBAfloat().ToRGBAint();
unsafe
{
var ptr = writeableBitmap.BackBuffer;
ptr += y * writeableBitmap.BackBufferStride;
ptr += x * 4;
*((IntPtr*)ptr) = (IntPtr)intColor;
}
}
return writeableBitmap;
}
}
Result, SL map with (r,g,b)= (0.8, 0.5, 0.3):
Try using a visual brush. You can bind your F32 Hue color and use a converter to convert between color spaces (as you can see in line 11). You might even get rid of the visual brush and use the linear gradient and opacity mask directly in your rectangle, though I didn't try that myself.
<Rectangle Width="200" Height="200">
<Rectangle.Fill>
<VisualBrush TileMode="None">
<VisualBrush.Visual>
<Canvas Background="Black" Width="1" Height="1" SnapsToDevicePixels="True">
<Rectangle Width="1" Height="1" SnapsToDevicePixels="True">
<Rectangle.Fill>
<LinearGradientBrush StartPoint="0,0" EndPoint="1,0">
<LinearGradientBrush.GradientStops>
<GradientStop Color="White" Offset="0" />
<GradientStop Color="{Binding HueColor, Converter={StaticResource color4Color}}" Offset="1" />
</LinearGradientBrush.GradientStops>
</LinearGradientBrush>
</Rectangle.Fill>
<Rectangle.OpacityMask>
<LinearGradientBrush StartPoint="0,0" EndPoint="0,1">
<LinearGradientBrush.GradientStops>
<GradientStop Color="#FFFFFFFF" Offset="0"/>
<GradientStop Color="#00FFFFFF" Offset="1"/>
</LinearGradientBrush.GradientStops>
</LinearGradientBrush>
</Rectangle.OpacityMask>
</Rectangle>
</Canvas>
</VisualBrush.Visual>
</VisualBrush>
</Rectangle.Fill>
</Rectangle>
Related
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using System.ComponentModel; using System.Timers; using System.Windows.Media; using System.Windows.Media.Media3D; using System.Windows.Threading; using System.Windows; using System.Windows.Input; namespace wpfbowl { /// <summary> /// Interaction logic for Window1.xaml /// </summary> public partial class Window1 : INotifyPropertyChanged { public Window1() { InitModels(); InitializeComponent(); } private Model3DGroup _cube; private bool _cubeSelected; private bool _cubeMoving; private Point3D _startPoint; private Point3D _currentPoint; public void InitModels() { const int bowlQuality = 20; Models = new Model3DGroup(); BowlModel = new Model3DGroup(); _cube = GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(0, 2.6, 0), new Size3D(1.5, 0.2, 2)); Models.Children.Add(_cube); var bowl = CreateBowl(new Point3D(0, 0, 0), 3, bowlQuality, bowlQuality, GetSurfaceMaterial(Colors.Green)); BowlModel.Children.Add(bowl); } private readonly Timer _timer; public Model3DGroup Models { get; set; } public Model3DGroup BowlModel { get; set; } private double _rotationLeftRight; public double RotationLeftRight { get { return _rotationLeftRight; } set { if (_rotationLeftRight == value) return; _rotationLeftRight = value; OnPropertyChanged("RotationLeftRight"); } } private double _rotationUpDown; public double RotationUpDown { get { return _rotationUpDown; } set { if (_rotationUpDown == value) return; _rotationUpDown = value; OnPropertyChanged("RotationUpDown"); } } public static Model3DGroup CreateBowl(Point3D center, double radius, int u, int v, MaterialGroup materialGroup) { var bowl = new Model3DGroup(); if (u < 2 || v < 2) return null; var pts = new Point3D[u, v]; for (var i = 0; i < u; i++) { for (var j = 0; j < v; j++) { pts[i, j] = GetPosition(radius, i * 180 / (u - 1), j * 360 / (v - 1)); pts[i, j] += (Vector3D)center; } } var p = new Point3D[4]; for (var i = 0; i < (u /2) - 1; i++) { for (var j = 0; j < v - 1; j++) { p[0] = pts[i, j]; p[1] = pts[i + 1, j]; p[2] = pts[i + 1, j + 1]; p[3] = pts[i, j + 1]; bowl.Children.Add(CreateTriangleModel(materialGroup, p[0], p[1], p[2])); bowl.Children.Add(CreateTriangleModel(materialGroup, p[2], p[1], p[0])); bowl.Children.Add(CreateTriangleModel(materialGroup, p[2], p[3], p[0])); bowl.Children.Add(CreateTriangleModel(materialGroup, p[0], p[3], p[2])); } } return bowl; } private static Model3DGroup CreateTriangleModel(Material material, Point3D p0, Point3D p1, Point3D p2) { var mesh = new MeshGeometry3D(); mesh.Positions.Add(p0); mesh.Positions.Add(p1); mesh.Positions.Add(p2); mesh.TriangleIndices.Add(0); mesh.TriangleIndices.Add(1); mesh.TriangleIndices.Add(2); var normal = CalculateNormal(p0, p1, p2); mesh.Normals.Add(normal); mesh.Normals.Add(normal); mesh.Normals.Add(normal); var model = new GeometryModel3D(mesh, material); var group = new Model3DGroup(); group.Children.Add(model); return group; } private static Vector3D CalculateNormal(Point3D p0, Point3D p1, Point3D p2) { var v0 = new Vector3D(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z); var v1 = new Vector3D(p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z); return Vector3D.CrossProduct(v0, v1); } private static Point3D GetPosition(double radius, double theta, double phi) { var pt = new Point3D(); var snt = Math.Sin(theta * Math.PI / 180); var cnt = Math.Cos(theta * Math.PI / 180); var snp = Math.Sin(phi * Math.PI / 180); var cnp = Math.Cos(phi * Math.PI / 180); pt.X = radius * snt * cnp; pt.Y = radius * cnt; pt.Z = -radius * snt * snp; return pt; } public static MaterialGroup GetSurfaceMaterial(Color colour) { var materialGroup = new MaterialGroup(); var emmMat = new EmissiveMaterial(new SolidColorBrush(colour)); materialGroup.Children.Add(emmMat); materialGroup.Children.Add(new DiffuseMaterial(new SolidColorBrush(colour))); var specMat = new SpecularMaterial(new SolidColorBrush(Colors.White), 30); materialGroup.Children.Add(specMat); return materialGroup; } public static Model3DGroup GetCube(MaterialGroup materialGroup, Point3D point, Size3D size) { var farPoint = new Point3D(point.X - (size.X / 2), point.Y - (size.Y / 2), point.Z - (size.Z / 2)); var nearPoint = new Point3D(point.X + (size.X / 2), point.Y + (size.Y / 2), point.Z + (size.Z / 2)); var cube = new Model3DGroup(); var p0 = new Point3D(farPoint.X, farPoint.Y, farPoint.Z); var p1 = new Point3D(nearPoint.X, farPoint.Y, farPoint.Z); var p2 = new Point3D(nearPoint.X, farPoint.Y, nearPoint.Z); var p3 = new Point3D(farPoint.X, farPoint.Y, nearPoint.Z); var p4 = new Point3D(farPoint.X, nearPoint.Y, farPoint.Z); var p5 = new Point3D(nearPoint.X, nearPoint.Y, farPoint.Z); var p6 = new Point3D(nearPoint.X, nearPoint.Y, nearPoint.Z); var p7 = new Point3D(farPoint.X, nearPoint.Y, nearPoint.Z); //front side triangles cube.Children.Add(CreateTriangleModel(materialGroup, p3, p2, p6)); cube.Children.Add(CreateTriangleModel(materialGroup, p3, p6, p7)); //right side triangles cube.Children.Add(CreateTriangleModel(materialGroup, p2, p1, p5)); cube.Children.Add(CreateTriangleModel(materialGroup, p2, p5, p6)); //back side triangles cube.Children.Add(CreateTriangleModel(materialGroup, p1, p0, p4)); cube.Children.Add(CreateTriangleModel(materialGroup, p1, p4, p5)); //left side triangles cube.Children.Add(CreateTriangleModel(materialGroup, p0, p3, p7)); cube.Children.Add(CreateTriangleModel(materialGroup, p0, p7, p4)); //top side triangles cube.Children.Add(CreateTriangleModel(materialGroup, p7, p6, p5)); cube.Children.Add(CreateTriangleModel(materialGroup, p7, p5, p4)); //bottom side triangles cube.Children.Add(CreateTriangleModel(materialGroup, p2, p3, p0)); cube.Children.Add(CreateTriangleModel(materialGroup, p2, p0, p1)); return cube; } #region INotifyPropertyChanged Members public event PropertyChangedEventHandler PropertyChanged; protected void OnPropertyChanged(string name) { var handler = PropertyChanged; if (handler != null) { handler(this, new PropertyChangedEventArgs(name)); } } #endregion private void Window_MouseDown(object sender, System.Windows.Input.MouseButtonEventArgs e) { var mousePos = e.GetPosition(mainViewport); var hitParams = new PointHitTestParameters(mousePos); VisualTreeHelper.HitTest(mainViewport, null, ResultCallback, hitParams); } public HitTestResultBehavior ResultCallback(HitTestResult result) { // Did we hit 3D? var rayResult = result as RayHitTestResult; if (rayResult != null) { // Did we hit a MeshGeometry3D? var rayMeshResult = rayResult as RayMeshGeometry3DHitTestResult; if (rayMeshResult != null) { if (_cubeSelected) { _cubeMoving = true; _currentPoint = rayMeshResult.PointHit; RotationLeftRight = (_startPoint.X - _currentPoint.X) * 15; RotationUpDown = (_currentPoint.Z -_startPoint.Z)*15; } else { var model = rayMeshResult.ModelHit; foreach (var c in _cube.Children) { if (c.GetType() != typeof(Model3DGroup)) continue; var model3DGroup = (Model3DGroup)c; foreach (var sc in model3DGroup.Children) { if (model != sc) continue; _cubeSelected = true; _startPoint = rayMeshResult.PointHit; } } } } } return HitTestResultBehavior.Continue; } private void Window_MouseMove(object sender, System.Windows.Input.MouseEventArgs e) { if (!_cubeSelected) return; var mousePos = e.GetPosition(mainViewport); var hitParams = new PointHitTestParameters(mousePos); VisualTreeHelper.HitTest(mainViewport, null, ResultCallback, hitParams); } private void Window_MouseUp(object sender, MouseButtonEventArgs e) { if (!_cubeSelected) return; _cubeSelected = false; _cubeMoving = false; } } }
Here you go, I wasn't quite sure what you meant about the rectangles so I've just added four red rectangles around the opening of a green bowl. Cheers, Andy Xaml first ... <Window x:Class="wpfbowl.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Window1" Height="500" Width="500" DataContext="{Binding RelativeSource={RelativeSource Self}}"> <Window.Resources> <Transform3DGroup x:Key="WorldTrans"> <RotateTransform3D> <RotateTransform3D.Rotation> <AxisAngleRotation3D x:Name="myAngleRotation" Axis="0,0,1" Angle="{Binding Rotation}" /> </RotateTransform3D.Rotation> </RotateTransform3D> </Transform3DGroup> </Window.Resources> <StackPanel> <Viewport3D Name="mainViewport" ClipToBounds="True" HorizontalAlignment="Stretch" Margin="0" Height="500" > <Viewport3D.Camera> <PerspectiveCamera LookDirection="0,5,0" UpDirection="0,0,1" Position="0,-10,0" /> </Viewport3D.Camera> <ModelVisual3D > <ModelVisual3D> <ModelVisual3D.Content> <Model3DGroup> <PointLight Position="0,-10,0" Range="150" Color="White" /> </Model3DGroup> </ModelVisual3D.Content> </ModelVisual3D> </ModelVisual3D> <ModelVisual3D Transform="{StaticResource WorldTrans}"> <ModelVisual3D Content="{Binding Models}"> </ModelVisual3D> </ModelVisual3D> </Viewport3D> </StackPanel> </Window> ... and heres the code behind ... using System; using System.ComponentModel; using System.Timers; using System.Windows.Media; using System.Windows.Media.Media3D; using System.Windows.Threading; namespace wpfbowl { /// <summary> /// Interaction logic for Window1.xaml /// </summary> public partial class Window1 : INotifyPropertyChanged { public Window1() { InitModels(); InitializeComponent(); _timer = new Timer(100); _timer.Elapsed += TimerElapsed; _timer.Enabled = true; } void TimerElapsed(object sender, ElapsedEventArgs e) { Dispatcher.Invoke(DispatcherPriority.Normal, new Action<double>(Transform), 2); } private void Transform(double value) { Rotation += value; } public void InitModels() { const int bowlQuality = 20; Models = new Model3DGroup(); var sphere = CreateBowl(new Point3D(0, 0, 0), 3, bowlQuality, bowlQuality, GetSurfaceMaterial(Colors.Green)); Models.Children.Add(GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(3, 0, 0), new Size3D(1.5, 0.2, 2))); Models.Children.Add(GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(-3, 0, 0), new Size3D(1.5, 0.2, 2))); Models.Children.Add(GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(0, 0, 3), new Size3D(1.5, 0.2, 2))); Models.Children.Add(GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(0, 0, -3), new Size3D(1.5, 0.2, 2))); Models.Children.Add(sphere); } private readonly Timer _timer; public Model3DGroup Models { get; set; } private double _rotation; public double Rotation { get { return _rotation; } set { if (_rotation == value) return; _rotation = value; OnPropertyChanged("Rotation"); } } public static Model3DGroup CreateBowl(Point3D center, double radius, int u, int v, MaterialGroup materialGroup) { var bowl = new Model3DGroup(); if (u < 2 || v < 2) return null; var pts = new Point3D[u, v]; for (var i = 0; i < u; i++) { for (var j = 0; j < v; j++) { pts[i, j] = GetPosition(radius, i * 180 / (u - 1), j * 360 / (v - 1)); pts[i, j] += (Vector3D)center; } } var p = new Point3D[4]; for (var i = 0; i < (u /2) - 1; i++) { for (var j = 0; j < v - 1; j++) { p[0] = pts[i, j]; p[1] = pts[i + 1, j]; p[2] = pts[i + 1, j + 1]; p[3] = pts[i, j + 1]; bowl.Children.Add(CreateTriangleModel(materialGroup, p[0], p[1], p[2])); bowl.Children.Add(CreateTriangleModel(materialGroup, p[2], p[1], p[0])); bowl.Children.Add(CreateTriangleModel(materialGroup, p[2], p[3], p[0])); bowl.Children.Add(CreateTriangleModel(materialGroup, p[0], p[3], p[2])); } } return bowl; } private static Model3DGroup CreateTriangleModel(Material material, Point3D p0, Point3D p1, Point3D p2) { var mesh = new MeshGeometry3D(); mesh.Positions.Add(p0); mesh.Positions.Add(p1); mesh.Positions.Add(p2); mesh.TriangleIndices.Add(0); mesh.TriangleIndices.Add(1); mesh.TriangleIndices.Add(2); var normal = CalculateNormal(p0, p1, p2); mesh.Normals.Add(normal); mesh.Normals.Add(normal); mesh.Normals.Add(normal); var model = new GeometryModel3D(mesh, material); var group = new Model3DGroup(); group.Children.Add(model); return group; } private static Vector3D CalculateNormal(Point3D p0, Point3D p1, Point3D p2) { var v0 = new Vector3D(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z); var v1 = new Vector3D(p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z); return Vector3D.CrossProduct(v0, v1); } private static Point3D GetPosition(double radius, double theta, double phi) { var pt = new Point3D(); var snt = Math.Sin(theta * Math.PI / 180); var cnt = Math.Cos(theta * Math.PI / 180); var snp = Math.Sin(phi * Math.PI / 180); var cnp = Math.Cos(phi * Math.PI / 180); pt.X = radius * snt * cnp; pt.Y = radius * cnt; pt.Z = -radius * snt * snp; return pt; } public static MaterialGroup GetSurfaceMaterial(Color colour) { var materialGroup = new MaterialGroup(); var emmMat = new EmissiveMaterial(new SolidColorBrush(colour)); materialGroup.Children.Add(emmMat); materialGroup.Children.Add(new DiffuseMaterial(new SolidColorBrush(colour))); var specMat = new SpecularMaterial(new SolidColorBrush(Colors.White), 30); materialGroup.Children.Add(specMat); return materialGroup; } public static Model3DGroup GetCube(MaterialGroup materialGroup, Point3D point, Size3D size) { var farPoint = new Point3D(point.X - (size.X / 2), point.Y - (size.Y / 2), point.Z - (size.Z / 2)); var nearPoint = new Point3D(point.X + (size.X / 2), point.Y + (size.Y / 2), point.Z + (size.Z / 2)); var cube = new Model3DGroup(); var p0 = new Point3D(farPoint.X, farPoint.Y, farPoint.Z); var p1 = new Point3D(nearPoint.X, farPoint.Y, farPoint.Z); var p2 = new Point3D(nearPoint.X, farPoint.Y, nearPoint.Z); var p3 = new Point3D(farPoint.X, farPoint.Y, nearPoint.Z); var p4 = new Point3D(farPoint.X, nearPoint.Y, farPoint.Z); var p5 = new Point3D(nearPoint.X, nearPoint.Y, farPoint.Z); var p6 = new Point3D(nearPoint.X, nearPoint.Y, nearPoint.Z); var p7 = new Point3D(farPoint.X, nearPoint.Y, nearPoint.Z); //front side triangles cube.Children.Add(CreateTriangleModel(materialGroup, p3, p2, p6)); cube.Children.Add(CreateTriangleModel(materialGroup, p3, p6, p7)); //right side triangles cube.Children.Add(CreateTriangleModel(materialGroup, p2, p1, p5)); cube.Children.Add(CreateTriangleModel(materialGroup, p2, p5, p6)); //back side triangles cube.Children.Add(CreateTriangleModel(materialGroup, p1, p0, p4)); cube.Children.Add(CreateTriangleModel(materialGroup, p1, p4, p5)); //left side triangles cube.Children.Add(CreateTriangleModel(materialGroup, p0, p3, p7)); cube.Children.Add(CreateTriangleModel(materialGroup, p0, p7, p4)); //top side triangles cube.Children.Add(CreateTriangleModel(materialGroup, p7, p6, p5)); cube.Children.Add(CreateTriangleModel(materialGroup, p7, p5, p4)); //bottom side triangles cube.Children.Add(CreateTriangleModel(materialGroup, p2, p3, p0)); cube.Children.Add(CreateTriangleModel(materialGroup, p2, p0, p1)); return cube; } #region INotifyPropertyChanged Members public event PropertyChangedEventHandler PropertyChanged; protected void OnPropertyChanged(string name) { var handler = PropertyChanged; if (handler != null) { handler(this, new PropertyChangedEventArgs(name)); } } #endregion } }