Spurious and Missing mouse events in WPF app - wpf

I have a WPF app with two canvases which overlay each other . . .
<Canvas Name="GeometryCnv" Canvas.Top="0" Canvas.Left="0" Margin="10,21,315,251" />
<Canvas Name="ROIcnv" Background ="Transparent" Canvas.Top="0" Canvas.Left="0" Margin="10,21,315,251" MouseDown="ROIcnvMouseDown" MouseUp="ROIcnvMouseUp" MouseMove="ROIcnvMouseMove"/>
I draw some geometry on the first canvas and I draw a rectangle to denote a Region on Interest (ROI) on the second one, using the Mouse-down event to start the drawing, Mouse-move events while drawing (resizing or positioning) the rectangle, and the Mouse-up event to end the drawing.
Except that it's not handling the events reliably. It gets the initial Mouse-down event to start it. It gets Mouse-move events continuously - regardless of whether the mouse is moving - and it does not get the Mouse-up event at all, nor does it get any subsequent mouse down events, say if I double-click the mouse.
The event-handler code looks like this . . .
private void ROIcnvMouseDown(object sender, MouseButtonEventArgs e)
{
MouseLineBegin = Mouse.GetPosition(ROIcnv);
bMouseDown = true;
}
private void ROIcnvMouseUp(object sender, MouseButtonEventArgs e)
{
MouseLineEnd = Mouse.GetPosition(ROIcnv);
bMouseDown = false;
}
private void ROIcnvMouseMove(object sender, MouseEventArgs e)
{
iMM++; // counting mouse move events
ROIcnv.Children.Clear(); // clear the ROI canvas
if (bMouseDown) // if we're drawing now
{
MouseLineEnd = Mouse.GetPosition(ROIcnv);
// get the upper left and lower right = coords from the beginning and end points . . .
int ulx = 0;
int uly = 0;
int lrx = 0;
int lry = 0;
if (MouseLineEnd.X >= MouseLineBegin.X)
{
ulx = (int) MouseLineBegin.X;
lrx = (int) MouseLineEnd.X;
}
else
{
lrx = (int)MouseLineBegin.X;
ulx = (int)MouseLineEnd.X;
}
if (MouseLineEnd.Y >= MouseLineBegin.Y)
{
uly = (int)MouseLineBegin.Y;
lry = (int)MouseLineEnd.Y;
}
else
{
lry = (int)MouseLineBegin.Y;
uly = (int)MouseLineEnd.Y;
}
int h = Math.Abs(lry-uly);
int w = Math.Abs(lrx-ulx);
var rect = new Path
{
Data = new RectangleGeometry(new Rect(ulx, uly, w, h)),
Stroke = Brushes.Black,
StrokeThickness = 2
};
ROIcnv.Children.Add(rect);
}
}
... I've tried suspending the mouse in mid-air and resting it on towels to eliminate any vibrations that might cause spurious move events with no benefit, any anyway that wouldn't account for not getting subsequent up and down events.
Note: I tried this on another computer with exactly the same results.

You'll have much better responses if you provide a minimal, working example of your problem (specifically both your ROIcnvMouseDown and ROIcnvMouseUp methods are missing as are all of your property declarations). The problem is possibly due to your newly-created Path object interfering with the mouse messages, if so then it can be fixed by setting it's IsHitTestVisible property to false. Need a minimal example to determine this for sure though.
UPDATE: Sorry, my bad, I must have stuffed up the cut-n-paste into my test app. Try capturing the mouse in response to the mouse down event:
private void ROIcnvMouseDown(object sender, MouseButtonEventArgs e)
{
MouseLineBegin = Mouse.GetPosition(ROIcnv);
bMouseDown = true;
Mouse.Capture(sender as IInputElement);
}
And of course you need to release it in response to MouseUp:
private void ROIcnvMouseUp(object sender, MouseButtonEventArgs e)
{
MouseLineEnd = Mouse.GetPosition(ROIcnv);
bMouseDown = false;
Mouse.Capture(sender as IInputElement, CaptureMode.None);
ROIcnv.Children.Clear();
}
The other thing I've done is call ROIcnv.Children.Clear(); in response to MouseUp as I assume you no longer want the selection rectangle to be visible. On my machine this doesn't result in any spurious mouse move events.
Does that answer the question?

Related

Spurious drop events after drag drop operation completes

I've implemented dragging to external applications in my WPF application and it works. However after dropping onto a target I continue to get spurious drop events on my application after I bring the cursor back onto it. This continues 'forever'.
As far as I can tell from online searches after calling DragDrop.DoDragDrop() I shouldn't need to do anything else. I have tried adding some code to cancel the event but it has no effect even though it runs:
private void UIElement_OnPreviewMouseMove(object sender, MouseEventArgs e)
{
var frameworkElement = (FrameworkElement) sender;
if (frameworkElement.DataContext is IDragSource dragSource)
{
var position = e.GetPosition((IInputElement) sender);
if (dragSource.DragCanStart(new Point {X = position.X, Y = position.Y}))
{
var dragStart = true;
void OnFrameworkElementOnQueryContinueDrag(object o, QueryContinueDragEventArgs e2)
{
if (!dragStart)
{
e2.Action = DragAction.Cancel;
frameworkElement.QueryContinueDrag -= OnFrameworkElementOnQueryContinueDrag;
}
}
frameworkElement.QueryContinueDrag += OnFrameworkElementOnQueryContinueDrag;
dragSource.DragInitiate(sender);
e.Handled = true;
dragStart = false;
}
}
}
I've tracked it down to our code initiating multiple drags. Our guard logic wasn't quite good enough which meant every time the mouse moved over the source component it triggered another drag.
Tricky to debug :)

Manipulating SurfaceScrollViewer content

I'm diving into WPF here and I can't figure some things with multitouch.
I've got two questions about SurfaceScrollViewer.
Easier one first: I've got a large photo I'm displaying with SurfaceScrollViewer, so I can pan around, but I can't figure out how to get the content to start out centered in the screen. I can't find any native alignment properties in SScrollViewer. If I give the content margins, it crops it. Same if I do a RenderTransform. If I do a LayoutTransform, it doesn't seem to do change. Any ideas?
I also want to give this content Zoom functionality while inside SurfaceScrollViewer. Really I'm trying to zoom and pan with the elastic effects of SSV. Should I write the manipulations out by hand or can I patch the functions in SSV to be able to zoom? It seems like SSV absorbs 2nd touches into its panning function. I'd have to write a Manipulation handler to send multi touches to the content, right?
My code looks something like this right now:
<Grid x:Name="LayoutGrid" Width="1950" Height="1118" HorizontalAlignment="Center" >
<s:SurfaceScrollViewer x:Name="scrollViewer" HorizontalScrollBarVisibility="Hidden" VerticalScrollBarVisibility="Hidden" >
<local:FloorView x:Name="floorViewer" Width="4209" Height="1442" >
<local:FloorView.LayoutTransform>
<TranslateTransform X="1000" />
</local:FloorView.LayoutTransform>
</local:FloorView>
</s:SurfaceScrollViewer>
</Grid>
Any help is much appreciated. Thanks!
figured out the first part:
scrollViewer.ScrollToHorizontalOffset(x);
scrollViewer.ScrollToVerticalOffset(y);
looks like i'll have to control manipulation events on the SSV to add zoom.
figured out the second part to zoom inside scrollviewer
handle touchdown events on the scrollviewer
send one touches to surfacescrollviewer and
send two touches to the content
enable manipulations on content
handle manipulations with the scrollviewer as the container
then use the delta manipulations to add a ScaleTransform to the content
don't forget to handle touchup events
private void floorViewer_TouchDown(object sender, TouchEventArgs e) //catch touch events on floorviewer
{
Touch1ID = e.TouchDevice.Id - 16777216; ;
if (Touch1ID == 0) //if one touch present, TouchDevice.Id is 2^24, two then 2^24+1 (this might just be my machine)
{
floorViewer.IsManipulationEnabled = false;
floorViewer.ReleaseTouchCapture(e.TouchDevice);
scrollViewer.CaptureTouch(e.TouchDevice);
}
else {
floorViewer.IsManipulationEnabled = true;
foreach(TouchDevice device in scrollViewer.TouchesOver){
scrollViewer.ReleaseTouchCapture(device);
floorViewer.CaptureTouch(device);
}
}
StartTimeout();
e.Handled = true;
}
void scrollViewer_TouchUp(object sender,TouchEventArgs e)
{
clearID();
e.Handled = true;
}
private void clearID()
{
Touch1ID = 0;
}
private void floorview_TouchUp(object sender, TouchEventArgs e)
{
clearID();
e.Handled = true;
}
//manipulators on floorviewer when it gets touches passed to it
private void scrollViewer_ManipulationStarting(object sender, ManipulationStartingEventArgs e)
{
e.ManipulationContainer = scrollViewer;
e.Handled = true;
}
private void scrollViewer_ManipulationDelta(object sender, ManipulationDeltaEventArgs e)
{
double oldScale = flrScale;
flrScale *= e.DeltaManipulation.Scale.X;
if (flrScale < .95 | flrScale > 2) flrScale = oldScale;
floorViewer.RenderTransform = new ScaleTransform(flrScale, flrScale, e.ManipulationOrigin.X + flrInitX, e.ManipulationOrigin.Y + flrInitY);
e.Handled = true;
}
boom!

How can I make WPF ScrollViewer middle-click-scroll?

Clicking the middle mouse button (aka: mouse wheel) and then moving the mouse down slightly lets users scroll in IE, and most Windows apps. This behavior appears to be missing in WPF controls by default? Is there a setting, a workaround, or something obvious that I'm missing?
I have found how to achieve this using 3 mouse events (MouseDown, MouseUp, MouseMove). Their handlers are attached to the ScrollViewer element in the xaml below:
<Grid>
<ScrollViewer MouseDown="ScrollViewer_MouseDown" MouseUp="ScrollViewer_MouseUp" MouseMove="ScrollViewer_MouseMove">
<StackPanel x:Name="dynamicLongStackPanel">
</StackPanel>
</ScrollViewer>
<Canvas x:Name="topLayer" IsHitTestVisible="False" />
</Grid>
It would be better to write a behaviour instead of events in code-behind, but not everyone has the necessary library, and also I don't know how to connect it with the Canvas.
The event handlers:
private bool isMoving = false; //False - ignore mouse movements and don't scroll
private bool isDeferredMovingStarted = false; //True - Mouse down -> Mouse up without moving -> Move; False - Mouse down -> Move
private Point? startPosition = null;
private double slowdown = 200; //The number 200 is found from experiments, it should be corrected
private void ScrollViewer_MouseDown(object sender, MouseButtonEventArgs e)
{
if (this.isMoving == true) //Moving with a released wheel and pressing a button
this.CancelScrolling();
else if (e.ChangedButton == MouseButton.Middle && e.ButtonState == MouseButtonState.Pressed)
{
if (this.isMoving == false) //Pressing a wheel the first time
{
this.isMoving = true;
this.startPosition = e.GetPosition(sender as IInputElement);
this.isDeferredMovingStarted = true; //the default value is true until the opposite value is set
this.AddScrollSign(e.GetPosition(this.topLayer).X, e.GetPosition(this.topLayer).Y);
}
}
}
private void ScrollViewer_MouseUp(object sender, MouseButtonEventArgs e)
{
if (e.ChangedButton == MouseButton.Middle && e.ButtonState == MouseButtonState.Released && this.isDeferredMovingStarted != true)
this.CancelScrolling();
}
private void CancelScrolling()
{
this.isMoving = false;
this.startPosition = null;
this.isDeferredMovingStarted = false;
this.RemoveScrollSign();
}
private void ScrollViewer_MouseMove(object sender, MouseEventArgs e)
{
var sv = sender as ScrollViewer;
if (this.isMoving && sv != null)
{
this.isDeferredMovingStarted = false; //standard scrolling (Mouse down -> Move)
var currentPosition = e.GetPosition(sv);
var offset = currentPosition - startPosition.Value;
offset.Y /= slowdown;
offset.X /= slowdown;
//if(Math.Abs(offset.Y) > 25.0/slowdown) //Some kind of a dead space, uncomment if it is neccessary
sv.ScrollToVerticalOffset(sv.VerticalOffset + offset.Y);
sv.ScrollToHorizontalOffset(sv.HorizontalOffset + offset.X);
}
}
If to remove the method calls AddScrollSign and RemoveScrollSign this example will work. But I have extended it with 2 methods which set scroll icon:
private void AddScrollSign(double x, double y)
{
int size = 50;
var img = new BitmapImage(new Uri(#"d:\middle_button_scroll.png"));
var adorner = new Image() { Source = img, Width = size, Height = size };
//var adorner = new Ellipse { Stroke = Brushes.Red, StrokeThickness = 2.0, Width = 20, Height = 20 };
this.topLayer.Children.Add(adorner);
Canvas.SetLeft(adorner, x - size / 2);
Canvas.SetTop(adorner, y - size / 2);
}
private void RemoveScrollSign()
{
this.topLayer.Children.Clear();
}
Example of icons:
And one last remark: there are some problems with the way Press -> Immediately Release -> Move. It is supposed to cancel scrolling if a user clicks the mouse left button, or any key of keyboard, or the application looses focus. There are many events and I don't have time to handle them all.
But standard way Press -> Move -> Release works without problems.
vorrtex posted a nice solution, please upvote him!
I do have some suggestions for his solution though, that are too lengthy to fit them all in comments, that's why I post a separate answer and direct it to him!
You mention problems with Press->Release->Move. You should use MouseCapturing to get the MouseEvents even when the Mouse is not over the ScrollViewer anymore. I have not tested it, but I guess your solution also fails in Press->Move->Move outside of ScrollViewer->Release, Mousecapturing will take care of that too.
Also you mention using a Behavior. I'd rather suggest an attached behavior that doesn't need extra dependencies.
You should definately not use an extra Canvas but do this in an Adorner.
The ScrollViewer itsself hosts a ScrollContentPresenter that defines an AdornerLayer. You should insert the Adorner there. This removes the need for any further dependency and also keeps the attached behavior as simple as IsMiddleScrollable="true".

how to GetMousePosition anywhere on the screen, outside the bounds of window (or any Visual)

I'd like to track the position of the Mouse cursor, in screen coordinates, anywhere on the screen. So even if the mouse cursor moves outside the bounds of the window, is there a way to get the position of the mouse cursor?
What I'm doing is trying to get a popup to follow the mouse cursor, even if it moves off the main window.
Here is a code snippet of what I've tried (and hasn't worked):
private void OnLoaded(object sender, RoutedEventArgs e)
{
bool gotcapture = this.CaptureMouse();
Mouse.AddLostMouseCaptureHandler(this, this.OnMouseLostCapture);
}
Point mouse_position_relative = Mouse.GetPosition(this);
Point mouse_screen_position = popup.PointToScreen(mouse_position_relative);
private void OnMouseLostCapture(object sender, MouseEventArgs e)
{
bool gotcapture = this.CaptureMouse();
this.textblock.Text = "lost capture.";
}
What exactly was your problem?
Wait! There is a way to position a Popup relative to the screen. see PlacementMode.AbsolutePoint
This showed little happy face flying around:
private Popup _popup;
public Window1()
{
InitializeComponent();
this.Loaded += OnLoaded;
}
private void OnLoaded(object sender, RoutedEventArgs e)
{
_popup = new Popup
{
Child = new TextBlock {Text = "=))", Background = Brushes.White},
Placement = PlacementMode.AbsolutePoint,
StaysOpen = true,
IsOpen = true
};
MouseMove += MouseMoveMethod;
CaptureMouse();
}
private void MouseMoveMethod(object sender, MouseEventArgs e)
{
var relativePosition = e.GetPosition(this);
var point= PointToScreen(relativePosition);
_popup.HorizontalOffset = point.X;
_popup.VerticalOffset = point.Y;
}
Never mind, I realized there is no way to position a Popup relative to the screen, only relative to the Visual which contains it.
There are a number of ways to get the screen coordinates of the mouse position outside of a WPF Window. Unfortunately, you'll need to add references to use either of them, but it is possible. You can find examples of them both in #FredrikHedblad's answer to the How do I get the current mouse screen coordinates in WPF? question. Coincidentally, that question was answered a few days before you asked this question and gave up within 21 minutes of asking.

Memory Leak in WPF

I wrote a very simple newbie app with a 6-sided polyhedron (a "box") which rotates 180 degrees when I click a button. and then rotates back again on the next click. Every rotation grabs another 90MB and it doesn't let go until I close the app. The box is defined in the XAML. The Storyboard, DoubleAnimation and PropertyPath, etc, are all created ONCE, in the constructor. The button code looks like this:
private void button_Storyboard1_Click(object sender, RoutedEventArgs e)
{
GC.Collect();
if (_bFront)
{
_myDoubleAnimation.From = 0;
_myDoubleAnimation.To = 180;
_bFront = false;
}
else
{
_myDoubleAnimation.From = 180;
_myDoubleAnimation.To = 0;
_bFront = true;
}
_myDoubleAnimation.Duration = _Duration;
Storyboard.SetTargetName(_myDoubleAnimation, "rotate_me");
Storyboard.SetTargetProperty(_myDoubleAnimation, _PropP);
_sb.Children.Add(_myDoubleAnimation);
_sb.Begin(this.viewport3D1);
}
After a few rotations I'm out of memory! What's going on?
Could be totally wrong here, but aren't you adding _myDoubleAnimation to _sb.Children on each click, instead of just updating it?

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