this is my fist question here,
but I didn't find a real answer to my question.
I work on a visualization program and use C# and WPF.
I need to draw a treemap. I actually create Rectangle objects and then add them to the Canvas which works really nice and is very useful, since I also add event handlers to those rectangles (mouse click).
I have a problem with the performance though.
When I add the rectangles and set the Stroke property (SolidColorBrush) the whole process is slowing down extremely. Without those strokes set the speed is ok.
I already improved the performance a little by adding Rectangle objects to a newly created Canvas object and then adding this new Canvas object to the original Canvas object (so not all rectangles are direkt children of the original Canvas, which should help speeding things up).
So my question is how it is possible to add a Stroke to all those Rectangles without breaking the speed.
You can find a comparison of the 'strokeless' and 'stroked' treemap versions in the links.
Treemap without Strokes
Treemap with Strokes
Thank you very much for your help!
edit:
Ok, I have found a solution!
Sorry for writing here first, but I already searched for hours to find a solution but now I found out tht the problem was my used SolidColorBrush!
I have something like this:
public static SolidColorBrush TreeMapBorderBrush;
And I use this Brush to set the Stroke property of every Rectangle that should be added to the Canvas. But exactly that was the problem.
The code looked like this before:
rect.Stroke = Visualization_Helper.TreeMapBorderBrush;
I changed it to this now:
rect.Stroke = Visualization_Helper.TreeMapBorderBrush.Clone();
So I only work with a copy of that Brush on each Rectangle now, which speeds up the processing like there was no Stroke (like in my question)!
Just for your information! Weird!
Related
I'm having a problem that's driving me crazy for a couple hours...
Situation:
I am drawing a shape - ellipse,
then im creating a new brush - from an image,
I apply the brush to my shape,
and then I rotate the shape..
The problem is: Everthying is displaying correctly - but...
As soon as I drag the shape to the edge of the window - thats where the formular ends,
it's starting to cut of some parts of the shape.
It's simply not drawing the part that should be not visible, because overflowing the form.
But in my case, I've rotated the shape, so it's cutting the wrong part of it.
This is what it look's like. Is there a way to kinda "reset" the cliping.. Or another solution...
Solved It.
Set the parent element's width and height larger then the window is (its was HorizontalAlignment.Stretch) before.
Now you'll never reach the cliping edge of the parent
So I realize that I am venturing outside of the intended use of a Canvas here and will likely have to come up with a more manual solution. However, not being overly experienced in WPF I was hoping that there may be some solution which would allow me to continue using a Canvas control and the features it gives you for free.
The issue revolves around a Canvas which is used to zoom in and out of an image and some number of child controls that belong to the Canvas. These child controls are to be placed at various positions on the image and, as such, the Canvas works nicely in that it handles all of the layout/positioning for me as I zoom in or out.
However, one drawback is that the Canvas scales these child controls up as I zoom into the image, causing them to become too large to be usable in practice. What I am looking for is a solution that allows me to zoom into an image that belongs to a canvas without also zooming up the size of the child controls, preferably handling the layout for me.
I have tried modifying the width and height of these child controls as the zoom factor increases or decreases, but there is a slight lag time and it all looks a bit 'jerky'.
If it comes down to it I will simply do all of the zooming/panning/layout myself, but I thought I would ask first just to make sure that I am not missing anything that would allow me to tell the Canvas to not scale the size of certain controls. Thanks in advance.
You can bind the children's RenderTransform to the inverse of the Canvas' transform, see my answer to this similar question on rotation.
This is more of a thought than an answer, but what if you set a transform on the element that you did not want scaled that was the opposite of the canvas itself. So for example, if the canvas had a scale transform of 2.0, set the element to have a scale transform of 0.5. You could probably accomplish this by binding the transform values together using a value converter.
You'll probably want to make sure the element has a render transform origin of 0.5,0.5 so that it scales from the center.
Before drawing a shape on a canvas I have a preview that displays how the shape will look. I can adjust the opacity and then draw the shape. I may then wish to draw a second shape with a different opacity. My problem is that altering the opacity of the preview also alters the opacity of the shape that I have already drawn.
This has led me to believe that I need to create a copy of the brush used for the preview each time before drawing the shape.
There are various different brushes and for example, the gradient brushes require making a copy of the not just the gradient stop collection, but a new gradient stop for each gradient stop in the to-be-copied collection.
Am I down the right track here or should I be doing something else? Should I be copying or cloning? Would an extension method be the best way to go? Thoughts please.
What you need is cloning, it would be easy in wpf with XamlWriter/Reader, unfortunately you cannot do it in Silverlight. An extension method on Brush that makes a deep copy would work fine in your case though. You will have to handle the different brush type separately but it should not be an issue as there aren't that many.
The System.Drawing.Graphics class has a property CompositionMode with two options: SourceOver (which, based on the alpha component, blends whatever is drawn with the background already existing) or SourceCopy which simply overwrites the background with whatever is being drawn.
Does something similar exist in WPF?
In WPF when i draw a PolyLine for example on top of another the new PolyLine always alphablends with the background. I think that is independent of the container being used. I am using a Canvas but could not find a blend mode property anywhere. What I want to do is what the SourceCopy compositionmode mentioned above does. I.e. the new PolyLine should simply overwrite whatever is already on the Canvas.
Is there a simple way to do that, short of using pixel shaders (which - as far as I understand - wouldn't work anyways because I don't have access to the Canvas backbuffer).
I am not stuck with a Canvas and would be happy to use any container that supports overwrite mode.
I currently have a solution based on a WriteableBitmap for which I obtain a System.Drawing.Graphics context and then manipulate the CompositionMode. It works but since my window is fullscreen that solution has serious performance impacts.
Clarification and example:
The WPF window is fully transparent and so is the Canvas (back ground color(0,0,0,0)). Now I draw a PolyLine with a Color.FromArgb(128,128,0,0). I now have a semi-transparent red polyline. Next I draw the same PolyLine with Color.FromArgb(0,0,0,0). The result is the same as before because of the alpha blending taking place. What I want, however, is that the red polyline is erased with the second polyline (which is exactly what the SourceCopy mode in the Graphics class does.
I think all you need to do is make sure that the brushes used to fill/stroke the PolyLine have fully opaque alpha values (i.e. 255). Then the background shouldn't be blended into it.
You could apply a Clipping Mask, this way you can provide the path to clip over the elements that are below it, but it might be tough to maintain after a lot elements are required to be clipped...
I'm currently creating a MSPaint-like WPF-application and struggling with the implementation of a snappable grid.
The painting of the grid is no problem with a VisualBrush and a Rectangle but the problem is that these lines are then purely for looks and can't be easily changed (for example highlighted when the snapping to a specific line triggered).
My other idea was to have a 2 Canvas solution where 1 Canvas is used for the elements and one Canvas (who is positioned above the other) contains all the grid lines. However I have the feeling that this would mean quite a performance hit.
Are there any other possible ways to implement this kind of functionality?
Efficiency considerations of a two-panel approach vs DrawingContext
I have good news for you: You are wrong about the significant performance hit. Your two-canvas idea is nearly optimal, even if you use individual objects for the grid lines. This is because WPF uses retained-mode rendering: When you create the canvas, everything on it is serialized into a compact structure at native level. This only changes when you change the grid lines in some way, such as changing the grid spacing. At all other times the performance will be indistinguishable from the very fastest possible managed-code methods.
A slight performance increase could be had by using DrawingContext as Nicholas describes.
A simpler and more efficient solution
Perhaps a better way then drawing individual lines on the grid canvas is to use two tiled visual brushes (one horizontal, one vertical) to draw all unhilighted lines, then use Rectangle(s) added in code-behind to hilight the line(s) you are snapping to.
The main advantage of this technique is that your grid can be effectively infinite, so there is no need to calculate the right number of grid lines to draw and then update this every time the window resizes or the zoom changes. You also only have three UIElements involved, plus one more for each grid line that is currently hilighted. It also seems cleaner to me than tracking collections of grid lines.
The reason you want to use two visual brushes is that drawing is more efficient: The brush drawing the vertical lines is stretched to a huge distance (eg double.MaxValue/2) in the vertical direction so the GPU gets only one drawing call per vertical line, the same for the horizontal. Doing a two-way tiling is much less efficient.
Adorner layer
Since you asked about alternatives, another possibility is to use Adorner and AdornerLayer with any of the solutions above rather than stacking your canvas using eg a Grid or containing Canvas. For a Paint-like application this is nice because the adorner layer can be above your graphic layer(s) yet the adorners can still attach to individual items that are being displayed.
You might consider drawing your grid using the DrawingContext inside of OnRender. Drawing this way does not introduce new UIElements into the visual tree, which helps to keep performance up. In some ways, it is similar to what you are currently doing with the VisualBrush, which also does not create new UI elements per copy.
However, since you will actually be individually drawing each line instead of copying the look of a single line, you'll be able to highlight the grid line(s) that participate in snapping without changing the colors of those that do not.
If you are going to go down this route, make sure to have a look into GuidelineSets for positioning your guide lines (more details here), since you'll probably want to have your guide lines snap to the device's pixels so that they draw sharply.