An efficient way to paint gradient rectangles - winforms

I'm generating a bunch of RectangleF objects having different sizes and positions. What would be the best way to fill them with a gradient Brush in GDI+?
In WPF I could create a LinearGradientBrush, set Start and End relative points and WPF would take care of the rest.
In GDI+ however, the gradient brush constructor requires the position in absolute coordinates, which means I have to create a Brush for each of the rectangle, which would be a very complex operation.
Am I missing something or that's indeed the only way?

You can specify a transform at the moment just before the gradient is applied if you would like to declare the brush only once. Note that using transformations will override many of the constructor arguments that can be specified on a LinearGradientBrush.
LinearGradientBrush.Transform Property (System.Drawing.Drawing2D)
To modify the transformation, call the methods on the brush object corresponding to the desired matrix operations. Note that matrix operations are not commutative, so order is important. For your purposes, you'll probably want to do them in this order for each rendition of your rectangles: Scale, Rotate, Offset/Translate.
LinearGradientBrush.ResetTransform Method # MSDN
LinearGradientBrush.ScaleTransform Method (Single, Single, MatrixOrder) # MSDN
LinearGradientBrush.RotateTransform Method (Single, MatrixOrder) # MSDN
LinearGradientBrush.TranslateTransform Method (Single, Single, MatrixOrder) # MSDN
Note that the system-level drawing tools don't actually contain a stock definition for gradient brush, so if you have performance concerns about making multiple brushes, creating a multitude of gradient brushes shouldn't cost any more than the overhead of GDI+/System.Drawing maintaining the data required to define the gradient and styling. You may be just as well off to create a Brush per rectangle as needed, without having to dive into the math required to customize the brush via transform.
Brush Functions (Windows) # MSDN
Here is a code example you can test in a WinForms app. This app paints tiles with a gradient brush using a 45 degree gradient, scaled to the largest dimension of the tile (naively calculated). If you fiddle with the values and transformations, you may find that it isn't worth using the technique setting a transform for all of your rectangles if you have non-trivial gradient definitions. Otherwise, remember that your transformations are applied at the world-level, and in the GDI world, the y-axis is upside down, whereas in the cartesian math world, it is ordered bottom-to-top. This also causes the angle to be applied clockwise, whereas in trigonometry, the angle progresses counter-clockwise in increasing value for a y-axis pointing up.
using System.Drawing.Drawing2D;
namespace TestMapTransform
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void Form1_Paint(object sender, PaintEventArgs e)
{
Rectangle rBrush = new Rectangle(0,0,1,1);
Color startColor = Color.DarkRed;
Color endColor = Color.White;
LinearGradientBrush br = new LinearGradientBrush(rBrush, startColor, endColor, LinearGradientMode.Horizontal);
int wPartitions = 5;
int hPartitions = 5;
int w = this.ClientSize.Width;
w = w - (w % wPartitions) + wPartitions;
int h = this.ClientSize.Height;
h = h - (h % hPartitions) + hPartitions;
for (int hStep = 0; hStep < hPartitions; hStep++)
{
int hUnit = h / hPartitions;
for (int wStep = 0; wStep < wPartitions; wStep++)
{
int wUnit = w / wPartitions;
Rectangle rTile = new Rectangle(wUnit * wStep, hUnit * hStep, wUnit, hUnit);
if (e.ClipRectangle.IntersectsWith(rTile))
{
int maxUnit = wUnit > hUnit ? wUnit : hUnit;
br.ResetTransform();
br.ScaleTransform((float)maxUnit * (float)Math.Sqrt(2d), (float)maxUnit * (float)Math.Sqrt(2d), MatrixOrder.Append);
br.RotateTransform(45f, MatrixOrder.Append);
br.TranslateTransform(wUnit * wStep, hUnit * hStep, MatrixOrder.Append);
e.Graphics.FillRectangle(br, rTile);
br.ResetTransform();
}
}
}
}
private void Form1_Resize(object sender, EventArgs e)
{
this.Invalidate();
}
}
}
Here's a snapshot of the output:

I recommend you to create a generic method like this:
public void Paint_rectangle(object sender, PaintEventArgs e)
{
RectangleF r = new RectangleF(0, 0, e.ClipRectangle.Width, e.ClipRectangle.Height);
if (r.Width > 0 && r.Height > 0)
{
Color c1 = Color.LightBlue;
Color c2 = Color.White;
Color c3 = Color.LightBlue;
LinearGradientBrush br = new LinearGradientBrush(r, c1, c3, 90, true);
ColorBlend cb = new ColorBlend();
cb.Positions = new[] { 0, (float)0.5, 1 };
cb.Colors = new[] { c1, c2, c3 };
br.InterpolationColors = cb;
// paint
e.Graphics.FillRectangle(br, r);
}
}
then, for every rectangle just call:
yourrectangleF.Paint += new PaintEventHandler(Paint_rectangle);
If the gradrients colors are all the same, you can make that method shorter. Hope that helped..

Related

Winforms pie chart legend text length affects label and chartarea size

I have the following ChartArea Annotation settings set up:
private void chart1_PrePaint(object sender, ChartPaintEventArgs e)
{
if (e.ChartElement is ChartArea)
{
var ta = new TextAnnotation();
ta.IsMultiline = true;
ta.Text = "Results of Calculation\n%";
ta.Width = e.Position.Width;
ta.Height = e.Position.Height;
ta.X = e.Position.X;
ta.Y = e.Position.Y;
ta.Font = new Font("Candara", e.Position.Height / 10, FontStyle.Regular);
chart1.Annotations.Add(ta);
}
}
A few issues with this, and with the Legend in relation to my other posted question:
My other Pie Chart Legend/ChartArea question
With this PrePaint setup, I'm not sure if my position is correct for the TextAnnotation. I'm using the e.Position but it's coming out not "exactly" centered in the middle of the doughnut of the pie chart area. I'd like it to be centered perfectly. Not sure what other property to use here.
A second issue is that when Legend text length changes, it "pushes" and makes the ChartArea itself smaller so the pie chart gets smaller. I'd like it to be the other way around, where the ChartArea pie chart stays the same size but the Legend gets pushes aside.
Is this possible?
The following is the position setup of the pie chart:
Thanks
I'm sorry I couldn't help more, last time. I tested the centering of the TextAnnotation and in fact it has problems when the InnerPlotPosition is set to auto. Moreover, the answer found at link creates a new instance of the TextAnnotation at every PrePaint, causing the overlapping of TextAnnotations and the blurrying of the centered text.
I couldn't find a way to avoid the resizing of the doughnut (I'm not sure it's even possible, at this point...I'll wait for some other answers) but maybe this can work out as a workaround.
First I created a dictionary to store the centered TextAnnotations references (the key is the graph name, in case you have more than one), then in the PrePaint event I get the correct reference of the TextAnnotation used in the graph and update the coordinates of that one.
Second, I set the InnerPlotPosition manually, this seems to solve the problem of the centering of the TextAnnotation. Of course, you need to specify coordinates and size for the InnerPlot like I did with the line:
chart1.ChartAreas[0].InnerPlotPosition = new ElementPosition(0, 0, 60.65f, 94.99f);
Lastly, I set the position and the size of the legend manually and, with the extension method WrapAt I set a "line break" every _maxLegendTextBeforeWrap in the legend items text. Couldn't find a way to make it dynamically change with the width of the legend area, so it has to be set manually.
Below there's a GIF of the resulting effect. Don't know if this suits you as a solution (too much tweaking and code, for my taste), but anyway. Maybe this can trigger some new ideas on how to solve.
To do so I created these global variables:
/// <summary>
/// Saves the currently doughnut centered annotations per graph.
/// </summary>
private IDictionary<string, TextAnnotation> _annotationsByGraph;
/// <summary>
/// Number of characters
/// </summary>
private int _maxLegendTextBeforeWrap = 10;
/// <summary>
/// Legend area width.
/// </summary>
private int _legendWidth = 20;
/// <summary>
/// Legend area height.
/// </summary>
private int _legendHeight = 90;
This is the handler of the Load event:
private void ChartTest_Load(object sender, EventArgs e)
{
// ** Start of test data **
chart1.Series["Series1"].Points.AddXY("A", 33);
chart1.Series["Series1"].Points[0].LegendText = "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA";
chart1.Series["Series1"].Points.AddXY("B", 33);
chart1.Series["Series1"].Points[1].LegendText = "BBBBBBBBBBBBBBBBBBBB";
chart1.Series["Series1"].Points.AddXY("C", 34);
chart1.Series["Series1"].Points[2].LegendText = "CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC";
// ** End of test data **
// Creates a new instance of the dictionary storing the references to the annotations.
_annotationsByGraph = new Dictionary<string, TextAnnotation>();
// Createa a new instance of an annotation for the chart1 graph.
_annotationsByGraph.Add(chart1.Name, new TextAnnotation());
// Manually setting the position of the chart area prevents the imperfect positioning of the
// TextAnnotation at the center of the doughnut.
chart1.ChartAreas[0].Position.Auto = true;
// Manually set the position of the InnerPlotPosition area prevents the imperfect positioning of the
// TextAnnotation at the center of the doughnut.
chart1.ChartAreas[0].InnerPlotPosition.Auto = false;
chart1.ChartAreas[0].InnerPlotPosition = new ElementPosition(0, 0, 60.65f, 94.99f);
// Minimum size for the legend font.
chart1.Legends[0].AutoFitMinFontSize = 5;
// Set the legend style as column.
chart1.Legends[0].LegendStyle = LegendStyle.Column;
// Splits the legend texts with the space char every _maxLegendTextBeforeWrap characters.
chart1.Series["Series1"].Points.ToList().ForEach(p => p.LegendText = p.LegendText.WrapAt(_maxLegendTextBeforeWrap));
}
This is the handler of the PrePaint event:
private void chart1_PrePaint(object sender, ChartPaintEventArgs e)
{
if (e.ChartElement is ChartArea)
{
// Get the reference to the corresponding text annotation for this chart.
// We need this, otherwise we are creating and painting a new instance of a TextAnnotation
// at every PrePaint, with the resulting blurrying effect caused by the overlapping of the text.
var ta = _annotationsByGraph[e.Chart.Name];
// Check if the annotation has already been added to the chart.
if (!e.Chart.Annotations.Contains(ta))
e.Chart.Annotations.Add(ta);
// Set the properties of the centered TextAnnotation.
ta.IsMultiline = true;
ta.Text = "Results of Calculation\nx%";
ta.Font = new Font("Candara", e.Position.Height / 10, FontStyle.Regular);
ta.Width = e.Position.Width;
ta.Height = e.Position.Height;
ta.X = e.Position.X;
ta.Y = e.Position.Y;
// Move the legend manually to the right of the doughnut.
e.Chart.Legends[0].Position = new ElementPosition(e.Position.X + e.Position.Width, e.Position.Y, _legendWidth, _legendHeight);
}
}
This is what the button does:
private void BtnChangeLegendItemLength_Click(object sender, EventArgs e)
{
if (chart1.Series["Series1"].Points[1].LegendText.StartsWith("DD"))
chart1.Series["Series1"].Points[1].LegendText = "BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB".WrapAt(_maxLegendTextBeforeWrap);
else
chart1.Series["Series1"].Points[1].LegendText = "DDDDDD".WrapAt(_maxLegendTextBeforeWrap);
}
This is the extension method definition:
internal static class ExtensionMethods
{
public static string WrapAt(this string legendText, int maxLengthBeforeWrap)
{
if (legendText.Length <= maxLengthBeforeWrap)
return legendText;
// Integer division to get how many times we have to insert a space.
var times = legendText.Length / maxLengthBeforeWrap;
// Counter of added spaces.
var spacesAdded = 0;
// Iterate for each space char needed.
for (var i = 1; i <= times; i++)
{
// Insert a space char every maxLengthBeforeWrap positions.
legendText = legendText.Insert(maxLengthBeforeWrap * i + spacesAdded, new string(' ', 1));
spacesAdded++;
}
return legendText;
}
}

Generalizing the ScaleTransform (WPF) when image is not aligned to x-y axes

My linear algebra is weak. WPF is a great system for Rendering different transformations upon an image. However, the standard ScaleTransform will only scale the image's along the x-y axes. When the edges have first been rotated, the result of applying the ScaleTransform will result in a skewed transformation (as shown below) since the edges are no longer aligned.
So, if I have an image that has undergone several different transforms with the result being shown by the WPF rendering system, how do I calculate the correct matrix transform to take the (final rotated image) and scale it along the axes of the rendered image?
Any help or suggestions will be most appreciated.
TIA
(For the complete code, please see my previous question.)
Edit #1: To see the above effect:
Drop image onto Inkcavas. -- no skewing seen.
Rotate image counterclockwise (to about 45deg) -- no skewing seen.
Make the image larger (about twice its prescaled size -- no skewing seen.
Rotate the image clockwise (about back to where it started) -- skewing is
immediately seen during and after the rotation.
If step 3 is skipped, simple rotation -- no matter how many times done -- will not cause the skewing effect. Actually, this makes sense. The ScaleTransform preserves the distance from center from the edges of the image. If the image is at an angle, the x-y distance from the edges of the transform are no longer constant through the width and length of the rendered image. So the edges get appropriately scaled, but the angles are changed.
Here is the most relevant code:
private ImageResizing(Image image)
{
if (image == null)
throw new ArgumentNullException("image");
_image = image;
TransformGroup tg = new TransformGroup();
image.RenderTransformOrigin = new Point(0.5, 0.5); // All transforms will be based on the center of the rendered element.
tg.Children.Add(image.RenderTransform); // Keeps whatever transforms have already been applied.
image.RenderTransform = tg;
_adorner = new MyImageAdorner(image); // Create the adorner.
InstallAdorner(); // Get the Adorner Layer and add the Adorner.
}
Note: The image.RenderTransformOrigin = new Point(0.5, 0.5) is set to the center
of the rendered image. All transforms will be based on the center of the image at the time it is seem by the transform.
public MyImageAdorner(UIElement adornedElement)
: base(adornedElement)
{
visualChildren = new VisualCollection(this);
// Initialize the Movement and Rotation thumbs.
BuildAdornerRotate(ref moveHandle, Cursors.SizeAll);
BuildAdornerRotate(ref rotateHandle, Cursors.Hand);
// Add handlers for move and rotate.
moveHandle.DragDelta += new DragDeltaEventHandler(moveHandle_DragDelta);
moveHandle.DragCompleted += new DragCompletedEventHandler(moveHandle_DragCompleted);
rotateHandle.DragDelta += new DragDeltaEventHandler(rotateHandle_DragDelta);
rotateHandle.DragCompleted += new DragCompletedEventHandler(rotateHandle_DragCompleted);
// Initialize the Resizing (i.e., corner) thumbs with specialized cursors.
BuildAdornerCorner(ref topLeft, Cursors.SizeNWSE);
// Add handlers for resizing.
topLeft.DragDelta += new DragDeltaEventHandler(TopLeft_DragDelta);
topLeft.DragCompleted += TopLeft_DragCompleted;
// Put the outline border arround the image. The outline will be moved by the DragDelta's
BorderTheImage();
}
#region [Rotate]
/// <summary>
/// Rotate the Adorner Outline about its center point. The Outline rotation will be applied to the image
/// in the DragCompleted event.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
void rotateHandle_DragDelta(object sender, DragDeltaEventArgs e)
{
// Get the position of the mouse relative to the Thumb. (All cooridnates in Render Space)
Point pos = Mouse.GetPosition(this);
// Render origin is set at center of the adorned element. (all coordinates are in rendering space).
double CenterX = AdornedElement.RenderSize.Width / 2;
double CenterY = AdornedElement.RenderSize.Height / 2;
double deltaX = pos.X - CenterX;
double deltaY = pos.Y - CenterY;
double angle;
if (deltaY.Equals(0))
{
if (!deltaX.Equals(0))
angle = 90;
else
return;
}
else
{
double tan = deltaX / deltaY;
angle = Math.Atan(tan); angle = angle * 180 / Math.PI;
}
// If the mouse crosses the vertical center,
// find the complementary angle.
if (deltaY > 0)
angle = 180 - Math.Abs(angle);
// Rotate left if the mouse moves left and right
// if the mouse moves right.
if (deltaX < 0)
angle = -Math.Abs(angle);
else
angle = Math.Abs(angle);
if (double.IsNaN(angle))
return;
// Apply the rotation to the outline. All Transforms are set to Render Center.
rotation.Angle = angle;
rotation.CenterX = CenterX;
rotation.CenterY = CenterY;
outline.RenderTransform = rotation;
}
/// Rotates image to the same angle as outline arround the render origin.
void rotateHandle_DragCompleted(object sender, DragCompletedEventArgs e)
{
// Get Rotation Angle from outline. All element rendering is set to rendering center.
RotateTransform _rt = outline.RenderTransform as RotateTransform;
// Add RotateTransform to the adorned element.
TransformGroup gT = AdornedElement.RenderTransform as TransformGroup;
RotateTransform rT = new RotateTransform(_rt.Angle);
gT.Children.Insert(0, rT);
AdornedElement.RenderTransform = gT;
outline.RenderTransform = Transform.Identity; // clear transform from outline.
}
#endregion //Rotate
#region [TopLeft Corner
// Top Left Corner is being dragged. Anchor is Bottom Right.
void TopLeft_DragDelta(object sender, DragDeltaEventArgs e)
{
ScaleTransform sT = new ScaleTransform(1 - e.HorizontalChange / outline.ActualWidth, 1 - e.VerticalChange / outline.ActualHeight,
outline.ActualWidth, outline.ActualHeight);
outline.RenderTransform = sT; // This will immediately show the new outline without changing the Image.
}
/// The resizing outline for the TopLeft is based on the bottom right-corner. The resizing transform for the
/// element, however, is based on the render origin being in the center. Therefore, the Scale transform
/// received from the outling must be recalculated to have the same effect--only from the rendering center.
///
/// TopLeft_DragCompleted resize the element rendering.
private void TopLeft_DragCompleted(object sender, DragCompletedEventArgs e)
{
// Get new scaling from the Outline.
ScaleTransform _sT = outline.RenderTransform as ScaleTransform;
scale.ScaleX *= _sT.ScaleX; scale.ScaleY *= _sT.ScaleY;
Point Center = new Point(AdornedElement.RenderSize.Width/2, AdornedElement.RenderSize.Height/2);
TransformGroup gT = AdornedElement.RenderTransform as TransformGroup;
ScaleTransform sT = new ScaleTransform( _sT.ScaleX, _sT.ScaleY, Center.X, Center.Y);
gT.Children.Insert(0, sT);
AdornedElement.RenderTransform = gT;
outline.RenderTransform = Transform.Identity; // Clear outline transforms. (Same as null).
}
#endregion
Note: I am adding each new transform to the first of the children list. This makes calculations on the image easier.
I could not find with Google or in text all the elements needed to answer this question completely. So, for all other newbies like my self, I will post this (very long) answer. (Editors and Gurus please feel free to correct).
A word toward setup. I have an inkcanvas onto which an image is dropped and added as a child of the inkcanvas. At the time of the drop, an adorner containing a Thumb on each corner for resizing, a Top-Middle thumb for rotating, and a middle thumb for translation is added for final positioning of the image. Along with a "outline" designed as a path element, the Thumbs and outline complete the Adorner and create a kind of wire frame around the adorned element.
There are multiple key points:
WPF first uses a layout pass to position elements within their parent container, followed by a rendering pass to arrange the element. Transforms can be applied to either or both the layout and rendering passes. However, it needs to be noted that the layout pass uses an x-y coordinate system with the origin on the top left of the parent, where as the rendering system inherently references the top left of the child element. If the layout position of the dropped element is not specifically defined, it will by default be added to the "origin" of the parent container.
The RenderTransform is by default a MatrixTransform but can be replaced by a TransformGroup. Using either or both of these allows for Matrices (in the MatrixTransform) or Transforms (in the TransformGroup) to be applied in any order. My preference was to use the MatrixTransforms to better see the relationship between scaling, rotation, and translation.
The rendering of the adorner follows the element it adorns. That is, the element's rendering will also be applied to the Adorner. This behavior can be overriden by use of
public override GeneralTransform GetDesiredTransform(GeneralTransform transform)
As noted in the initial question, I had avoided using SetTop() and SetLeft() as they messed up my other matrices. In hindsight, the reason my matrices failed was because SetTop() and SetLeft() apparently work during the layout phase--so all my coordinates for rendering were off. (I was using a TransalateTransform to position the image upon drag-drop.) However, using SetTop() and SetLeft() apparently act during the Layout Phase. Using this greatly simplified the calculations needed for the Rendering Phase since all coordinates could refer to the image without regard to the position on the canvas.
private void IC_Drop(object sender, DragEventArgs e)
{
InkCanvas ic = sender as InkCanvas;
// Setting InkCanvasEditingMode.None is necessary to capture DrawingLayer_MouseDown.
ic.EditingMode = InkCanvasEditingMode.None;
ImageInfo image_Info = e.Data.GetData(typeof(ImageInfo)) as ImageInfo;
if (image_Info != null)
{
// Display enlarged image on ImageLayer
// This is the expected format for the Uri:
// ImageLayer.Source = new BitmapImage(new Uri("/Images/Female - Front.png", UriKind.Relative));
// Source = new BitmapImage(image_Info.Uri);
Image image = new Image();
image.Width = image_Info.Width * 4;
// Stretch.Uniform keeps the Aspect Ratio but totally screws up resizing the image.
// Stretch.Fill allows for resizing the Image without keeping the Aspect Ratio.
image.Stretch = Stretch.Fill;
image.Source = new BitmapImage(image_Info.Uri);
// Position the drop. Note that SetLeft and SetTop are active during the Layout phase of the image drop and will
// be applied before the Image hits its Rendering stage.
Point position = e.GetPosition(ic);
InkCanvas.SetLeft(image, position.X);
InkCanvas.SetTop(image, position.Y);
ic.Children.Add(image);
ImageResizing imgResize = ImageResizing.Create(image);
}
}
Since I want to be able to resize the image from any direction, the image is set with Stretch.Fill. When Stretch.Uniform was used, the image appeared to first be resized then jump back to its initial size.
Since I am using MatrixTransform, the order of the Matrices is important. So when applying the Matrices, for my use
// Make new render transform. The Matrix order of multiplication is extremely important.
// Scaling should be done first, followed by (skewing), rotation and translation -- in
// that order.
MatrixTransform gT = new MatrixTransform
{
Matrix = sM * rM * tM
};
ele.RenderTransform = gT;
Scaling (sM), is performed before Rotation (rM). Translation is applied last. (C# does matrix multiplication from left to right).
In review of the matrices, it is apparent that the Rotation Matrix also involves skewing elements. (Which makes sense since apparently the RotationTransform is intended to keep the angles at the edges constant). Thus, the Rotation Matrix depends on the size of the image.
In my case, the reason scaling after rotation was causing skewing is because the Scaling transform multiplies the distance between points of the image and the x-y axes. So if the edge of the image is not of constant distance to the x-y axes, scaling will distort (i.e., skew) the image.
Putting this together, results in the following method to resize the image:
Action<Matrix, Vector> DragCompleted = (growthMatrix, v) =>
{
var ele = AdornedElement;
// Get the change vector. Transform (i.e, Rotate) change vector into x-y axes.
// The Horizontal and Vertical changes give the distance between the the current cursor position
// and the Thumb.
Matrix m = new Matrix();
m.Rotate(-AngleDeg);
Vector v1 = v * m;
// Calculate Growth Vector.
var gv = v1 * growthMatrix;
// Apply new scaling along the x-y axes to obtain the rendered size.
// Use the current Image size as the reference to calculate the new scaling factors.
var scaleX = sM.M11; var scaleY = sM.M22;
var W = ele.RenderSize.Width * scaleX; var H = ele.RenderSize.Height * scaleY;
var sx = 1 + gv.X/ W; var sy = 1 + gv.Y / H;
// Change ScalingTransform by applying the new scaling factors to the existing scaling transform.
// Do not add offsets to the scaling transform matrix as they will be included in future scalings.
// With RenderTransformOrigin set to the image center (0.5, 0.5), scalling occurs from the center out.
// Move the new center of the new resized image to its correct position such that the image's thumb stays
// underneath the cursor.
sM.Scale(sx, sy);
tM.Translate(v.X / 2, v.Y / 2);
// New render transform. The order of the transform's is extremely important.
MatrixTransform gT = new MatrixTransform
{
Matrix = sM * rM * tM
};
ele.RenderTransform = gT;
outline.RenderTransform = Transform.Identity; // clear this transform from the outline.
};
Just to be clear, my "Growth Matrix" is defined in such a manner as to result in "Positive" growth as the cursor is moved away from the center of the image. For Example, the TopLeft corner will "grow" the image when moved to the left and up. Hence
growth matrix = new Matrix(-1, 0, 0, -1, 0, 0) for top-left corner.
The last problem is that of correctly calculating the rotation center (i.e., I want to spin, not orbit). This becomes greatly simplified by using
// All transforms will be based on the center of the rendered element.
AdornedElement.RenderTransformOrigin = new Point(0.5, 0.5);
Lastly, since I am scaling from a corner, the center of the image needs to be translated to keep the corner underneath the cursor.
Sorry for the length of this answer, but there is much to cover (and learn :) ). Hope this helps somebody.

Drawing multiple lines with DrawLines and DrawLine produces different result

I am trying to draw multiple lines on a winforms panel using it's graphics object in paint event. I am actually drawing a number of lines joining given points. So, first of all I did this,
private void panel1_Paint(object sender, PaintEventArgs e)
{
e.Graphics.DrawLines(new Pen(new SolidBrush(Color.Crimson), 3), PointFs.ToArray());
float width = 10;
float height = 10;
var circleBrush = new SolidBrush(Color.Crimson);
foreach (var point in PointFs)
{
float rectangleX = point.X - width / 2;
float rectangleY = point.Y - height / 2;
var r = new RectangleF(rectangleX, rectangleY, width, height);
e.Graphics.FillEllipse(circleBrush, r);
}
}
Which produces a result like the image below,
As you can see lines are drawn with having a little bit of extension at sharp turns, which is not expected. So, I changed the drawlines code to,
var pen = new Pen(new SolidBrush(Color.Crimson), 3);
for (int i = 1; i < PointFs.Count; i++)
{
e.Graphics.DrawLine(pen, PointFs[i - 1], PointFs[i]);
}
And now the drawing works fine.
Can anyone tell the difference between the two approaches?
I have just had the same problem (stumbled upon this question during my research), but I have now found the solution.
The problem is caused by the LineJoin property on the Pen used. This DevX page explains the different LineJoin types (see Figure 1 for illustrations). It seems that Miter is the default type, and that causes the "overshoot" when you have sharp angles.
I solved my problem by setting the LineJoin property to Bevel:
var pen = new Pen(new SolidBrush(Color.Crimson), 3);
pen.LineJoin = Drawing2D.LineJoin.Bevel;
Now DrawLines no longer overshoot the points.

Using thumb to move transformed control produces weird behavior

I've encountered a weird behavior when trying to use a thumb to move a control around on a canvas. When I add a control to a canvas and use Thumb DragDelta event to move it around everything looks good. But when I apply a rotate transform to the control dragging it around is bizarre. The control starts to circle around the cursor, and the bigger the angle the bigger the circle.
Does anyone know how to make thumb work with a transformed element? I've spent all day trying to figure it out and nothing smart is coming to my mind.
Thanks for your help!
If you apply any rotating transform to FrameworkElement it means that the coordinates grid associated with it has rotated.
Thus, any event handler of this FrameworkElement will be receive position values in own coordinates grid.
void DragThumb_DragDelta(object sender, DragDeltaEventArgs e)
{
//You can use this values when RotateTransform is null
double deltaHorizontal = e.HorizontalChange;
double deltaVertical = e.VerticalChange;
//Transform coordinates
Vector v = Math2DHelper.RotateVector2d(e.HorizontalChange, e.VerticalChange, Math2DHelper.D2R(rotationInDegrees));
//Right values
deltaHorizontal = v.X;
deltaVertical = v.Y;
...
}
Sample math2D helper
public static class Math2DHelper
{
public static Vector RotateVector2d(double x0, double y0, double rad)
{
Vector result = new Vector();
result.X = x0 * Math.Cos(rad) - y0 * Math.Sin(rad);
result.Y = x0 * Math.Sin(rad) + y0 * Math.Cos(rad);
return result;
}
public static double D2R(double degree)
{
return (degree%360)*Math.PI/180;
}
}
I came across this problem and found the solution , maybe someone find it helpful ,you need to check for any transformation before drag thumb
private void Thumb_DragDelta(object sender, System.Windows.Controls.Primitives.DragDeltaEventArgs e)
{
var thumb = dts as UIElement;
var transform = thumb.RenderTransform as RotateTransform;
Point dragDelta = new Point(e.HorizontalChange, e.VerticalChange);
if (transform != null)
{
dragDelta = transform.Transform(dragDelta);
}
Canvas.SetLeft(thumb, Canvas.GetLeft(thumb) + dragDelta.X);
Canvas.SetTop(thumb, Canvas.GetTop(thumb) + dragDelta.Y);
}
If you ditch the Canvas properties and apply the movement in the right order in a TransformGroup it should work:
<Thumb.RenderTransform>
<TransformGroup>
<TranslateTransform x:Name="translation" />
<RotateTransform ... />
</TransformGroup>
</Thumb.RenderTransform>
translation.X += e.HorizontalChange;
translation.Y += e.VerticalChange;
If you switch the order in the group you get the same behavior as when using Canvas.Left/Top.
(If you animated the rotation this will not help you)
It appears that Thumb's HorizontalChange and VerticalChange don't play nicely when thumb is rotated. So, I'm just using cursor location in the canvas get my left and top offsets. Its not exactly accurate, but its close enough for what I'm trying to do.

F# and Winforms

i have a program like this
let form = new Form()
let drawArea = new Panel(Location = new Point(200,0), Height = 600, Width = 800)
let rectBrush = new SolidBrush(Color.Blue)
form.Controls.Add(drawArea)
drawArea.MouseClick.Add(fun args ->
drawArea.Paint.Add(fun e ->
e.Graphics.FillRectangle(rectBrush, args.X, args.Y, 50, 50)))
Application.Run(form)
so when i click a blue rectangle appears. However, where are these rectangles stored? is there any way to retrive a list of all the rectangles being part of the "drawArea"?
Otherwise, is there a way to add rectangles as child controllers to a panel or simular winform object?
Thank you
I don't know of a way to retrieve these rectangles that way.
The best you can do is make a Rectangle class, and make it inherit from Control or UserControl. Then override it's protected OnPaint(...) method. For example:
public class FilledRectangle : UserControl
{
private readonly float x, y, w, h;
// also the brush here
public FilledRectangle(float x, float y, float w, float h)
{
this.x = x;
// ...
}
protected override void OnPaint(PaintEventArgs e) // not sure about the event args type name
{
e.Graphics.FillRectangle(this.myBrush, this.x, this.y, this.w, this.h);
}
}
Now you can simple add an object of this type to the Controls collection like so:
Controls.Add(new FilledRectangle(...));
With this approach you can easily create a collection of the rectangle objects and make them behave like you want them to.
Note that the examples I wrote above are in C#, but it shouldn't be too difficult to port it to F#. Only reason I'm not doing it is because I'm not very familiar with its syntax. Your question is not F#-specific, but .NET-specific.
Also note that as it has been commented by Hans, the Paint event won't fire until you call Invalidate().

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