WPF DragEnter between two Canvas not firing - wpf

I am trying to drag an item from one Canvas to another. I want an event to fire when the object enters the other Canvas. None of the Drag events seem to fire.
I have tried following the solution for this question, but it does not work for me:
Drag and Drop not responding as expected
My canvas is this:
<Window x:Class="DragEnterTest.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="DragEnterMainWindow" Height="460" Width="1000">
<Grid>
<Canvas Name="Toolbox" Background="Beige" Height="400" Width="200" Margin="12,12,800,35">
<Rectangle Name="dragRectangle" Canvas.Left="0" Canvas.Right="0" Width="50" Height="50" Fill="Red"
MouseLeftButtonDown="dragRectangle_MouseLeftButtonDown"
MouseLeftButtonUp="dragRectangle_MouseLeftButtonUp"
MouseMove="dragRectangle_MouseMove"
/>
</Canvas>
<Canvas Background="Azure" Height="400" Margin="218,12,0,35" Name="mainCanvas" Panel.ZIndex="-1"
DragEnter="mainCanvas_DragEnter"
DragLeave="mainCanvas_DragLeave"
PreviewDragEnter="mainCanvas_PreviewDragEnter"
PreviewDragLeave="mainCanvas_PreviewDragLeave"
AllowDrop="True"
DragDrop.Drop="mainCanvas_Drop"
/>
</Grid>
</Window>
If I do not have the Panel.ZIndex="-1" then the rectangle is dragged underneath the mainCanvas. This is true even if I set the ZIndex for the rectangle to some positive value.
My code is the following, modified by examples I have found:
namespace DragEnterTest
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
private bool _isRectDragInProg;
public MainWindow()
{
InitializeComponent();
}
private void dragRectangle_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
_isRectDragInProg = true;
dragRectangle.CaptureMouse();
}
private void dragRectangle_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
{
_isRectDragInProg = false;
dragRectangle.ReleaseMouseCapture();
}
private void dragRectangle_MouseMove(object sender, MouseEventArgs e)
{
if (!_isRectDragInProg) return;
// get the position of the mouse relative to the Canvas
var mousePos = e.GetPosition(Toolbox);
// center the rect on the mouse
double left = mousePos.X - (dragRectangle.ActualWidth / 2);
double top = mousePos.Y - (dragRectangle.ActualHeight / 2);
Canvas.SetLeft(dragRectangle, left);
Canvas.SetTop(dragRectangle, top);
}
private void mainCanvas_DragEnter(object sender, DragEventArgs e)
{
string t = "Test"; // Never enters this event
}
private void mainCanvas_DragLeave(object sender, DragEventArgs e)
{
string t = "Test"; // Never enters this event
}
private void mainCanvas_PreviewDragEnter(object sender, DragEventArgs e)
{
string t = "Test"; // Never enters this event
}
private void mainCanvas_PreviewDragLeave(object sender, DragEventArgs e)
{
string t = "Test"; // Never enters this event
}
private void mainCanvas_Drop(object sender, DragEventArgs e)
{
string t = "Test"; // Never enters this event
}
}
}

You're not dragging anything actually, just moving rectangle here and there in canvas.
You'll need to call DragDrop.DoDragDrop function when your rectangle leave the source, also detach it from source so that you can add it to target later.
// Drag - In mousemove event when mouse has gone out of toolbox
DragDrop.DoDragDrop(
Toolbox,
new DataObject("MyWPFObject", rectangle),
DragDropEffects.Move
);
// Drop - In Drop event of target
if (e.Data.GetDataPresent("MyWPFObject"))
{
var rectangle = e.Data.GetData("MyWPFObject") as Rectangle
....
Tutorial ...

I believe it's because you're capturing the mouse, so all mouse events are being handled by your dragged Rectangle, and they don't get passed on to your Canvas
I personally had all kinds of problems with using WPF's built-in drag/drop functionality, so I ended up using MouseEvents instead.
The solution I used was from this answer, and went like this:
On MouseDown with left button down, record the position (on MouseLeave erase the position)
On MouseMove, if left button down, position is recorded, and current mouse position differs by more than delta, set a flag saying drag operation is in progress & have your application (not the dragged object) capture the mouse
On MouseMove with drag operation in progress, use hit testing to determine where your rectangle should be (ignoring the rectangle itself) and adjust its parenting and position accordingly.
On MouseUp with drag operation in progress, release the mouse capture and clear the "drag operation is in progress" flag

Related

WPF add button/image to where i click

Just wanted to know if its possible to do it like winform? Where i can add a button to where i last click. I tried googling but dont think i found anything similar. Will the grid for WPF be an issue where i can place my button freely on click?
Idea is to click on the coordinate and then press the button to add an image/button.
Below is what i did so far, havent added the button function yet, just wanted to know if its possible to do it as i have done so for winform before.
public MainWindow()
{
InitializeComponent();
MainWindow.xCoord = -1;
MainWindow.yCoord = -1;
}
private void AddEvent_Click(object sender, EventArgs e)
{
if (MainWindow.xCoord < 0 || MainWindow.yCoord < 0)
{
MessageBox.Show("Please select a coordinate");
return;
}
}
public void MainWindow_Mouseup(object sender, MouseEventArgs e)
{
Point p = e.GetPosition(this);
textBox1.Text = "x-" + p.X + "y- " + p.Y;
MainWindow.xCoord = (int)p.X;
MainWindow.yCoord = (int)p.Y;
}
Yes you can do it, and you would need to use a Canvas to draw the button. This can be contained inside the Grid, but AFAIK the Canvas is the only way to have a sort of "Draw" function with UI Controls.
You will want to capture the MouseUp event within the Canvas and then add your button at the location you can retrieve in the Handler.
XAML:
<Grid>
<Canvas x:Name="ButtonCanvas" MouseUp="ButtonCanvas_MouseUp"/>
</Grid>
Code Behind:
private void ButtonCanvas_MouseUp(object sender, MouseButtonEventArgs e)
{
Point p = e.GetPosition(ButtonCanvas);
textBox1.Text = "x-" + p.X + "y- " + p.Y;
MainWindow.xCoord = (int)p.X;
MainWindow.yCoord = (int)p.Y;
}
Then just have a function that will create and add a Button at these coordinates (I will assume you have some sort of "Add Button to Canvas" Button):
private void AddButtonToCoord_Click(object sender, EventArgs e)
{
var button = new Button();
//--change button properties if you want--
//add to canvas
Canvas.Childen.Add(button);
//set Control coordinates within the canvas
Canvas.SetLeft(button, MainWindow.xCoord);
Canvas.SetTop(button, MainWindow.yCoord);
}
You can get fancier for your needs, like if you want the center of the button to be at the Coordinates, or if you want to prevent the Button from being drawn outside the canvas (like if the user click the very bottom right corner). But this should be enough to get a minimum working example.

Spurious and Missing mouse events in WPF app

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?

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!

Dynamically resizing an open Accordion

I have an Accordion and the height of its content can be dynamically resized. I would like to see the Accordion dynamically respond to the child item's height, but I'm having trouble doing this.
<lt:Accordion Name="MyAccordion"
SelectionMode="ZeroOrOne"
HorizontalAlignment="Stretch">
<lt:AccordionItem Name="MyAccordionItem"
Header="MyAccordion"
IsSelected="True"
HorizontalContentAlignment="Stretch"
VerticalAlignment="Stretch">
<StackPanel>
<Button Content="Grow" Click="Grow"/>
<Button Content="Shrink" Click="Shrink"/>
<TextBox Name="GrowTextBox"
Text="GrowTextBox"
Height="400"
Background="Green"
SizeChanged="GrowTextBox_SizeChanged"/>
</StackPanel>
</lt:AccordionItem>
</lt:Accordion>
private void Grow(object sender, System.Windows.RoutedEventArgs e)
{
GrowTextBox.Height += 100;
}
private void Shrink(object sender, System.Windows.RoutedEventArgs e)
{
GrowTextBox.Height -= 100;
}
private void GrowTextBox_SizeChanged(object sender, System.Windows.SizeChangedEventArgs e)
{
MyAccordion.UpdateLayout();
MyAccordionItem.UpdateLayout();
}
Mind you, if I collapse and then re-open the accordion, it takes shape just the way I want, but I'd like this resizing to occur immediately when the child resizes.
I feebly attempted to fix this by adding a SizeChanged event handler that calls UpdateLayout() on the Accordion and AccordionItem, but this doesn't have any visual effect. I can't figure out where proper resizing takes place inside the Accordion control. Does anyone have an idea?
Try this one
//here i am creating a size object depending on child items height and width
// and 25 for accordian item header...
// if it works you can easily update the following code to avoid exceptional behaviour
Size size = new Size();
size.Width = GrowTextBox.ActualWidth;
size.Height = grow.ActualHeight + shrink.ActualHeight + GrowTextBox.ActualHeight + 25;
MyAccordion.Arrange(new Rect(size));
In the above code i am just rearranging accordion depending on child item size.
I have a similar problem, my simple hack is as follows:
private void GrowTextBox_SizeChanged(object sender, System.Windows.SizeChangedEventArgs e)
{
MyAccordionItem.Measure(new Size());
MyAccordionItem.UpdateLayout();
}
Hope it works for you too..
Cheers
I had a slightly different problem - resizing my window sometimes didn't correctly adjust the Accordion item size, so the header of the next item would be stuck below the window or in the middle of it.
I solved this by creating a timer that is started in SizeChanged, and that deselects and immediately reselects the current item, after which the layout seems to be readjusted and turns up correct. Might help you as well. You could dispense with the timer, I introduced it to prevent continuous calls when the user drag resizes the window, it also gives a kind of feathery effect because of the delay.
public partial class MyAccordion : System.Windows.Controls.Accordion
{
private Timer _layoutUpdateTimer = new Timer(100);
public MyAccordion
{
this.SizeChanged += (s, e) =>
{
_layoutUpdateTimer.Stop(); // prevents continuous calls
_layoutUpdateTimer.Start();
};
_layoutUpdateTimer.Elapsed += (s, e) => ReselectItem();
}
private void ReselectItem()
{
Application.Current.Dispatcher.BeginInvoke((Action)(() =>
{
// backup values
int selectedIndex = this.SelectedIndex;
AccordionSelectionMode mode = this.SelectionMode;
// deselect
this.SelectionMode = AccordionSelectionMode.ZeroOrOne; // allow null selection
this.SelectedItem = null;
// restore values (reselect)
this.SelectionMode = mode;
this.SelectedIndex = selectedIndex;
}));
_layoutUpdateTimer.Stop();
}
}

Silverlight animation not smooth

When trying to animate objects time/frame based in Silverlight (in contrast to using something like DoubleAnimation or Storyboard, which is not suitable e.g. for fast paced games), for example moving a spaceship in a particular direction every frame, the movement is jumpy and not really smooth. The screen even seems to tear.
There seems to be no difference between CompositionTarget and DistpatcherTimer.
I use the following approach (in pseudocode):
Register Handler to Tick-Event of a DispatcherTimer
In each Tick:
Compute the elapsed time from the last frame in milliseconds
Object.X += movementSpeed * ellapsedMilliseconds
This should result in a smooth movement, right? But it doesn't.
Here is an example (Controls: WASD and Mouse): Silverlight Game.
Although the effect I described is not too prevalent in this sample, I can assure you that even moving a single rectangle over a canvas produces a jumpy animation.
Does someone have an idea how to minimize this. Are there other approaches to to frame based animation exept using Storyboards/DoubleAnimations which could solve this?
Edit: Here a quick and dirty approach, animating a rectangle with minimum code (Controls: A and D) Animation Sample
Xaml:
<Grid x:Name="LayoutRoot" Background="Black">
<Canvas Width="1000" Height="400" Background="Blue">
<Rectangle x:Name="rect" Width="48" Height="48"
Fill="White"
Canvas.Top="200"
Canvas.Left="0"/>
</Canvas>
</Grid>
C#:
private bool isLeft = false;
private bool isRight = false;
private DispatcherTimer timer = new DispatcherTimer();
private double lastUpdate;
public Page()
{
InitializeComponent();
timer.Interval = TimeSpan.FromMilliseconds(1);
timer.Tick += OnTick;
lastUpdate = Environment.TickCount;
timer.Start();
}
private void OnTick(object sender, EventArgs e)
{
double diff = Environment.TickCount - lastUpdate;
double x = Canvas.GetLeft(rect);
if (isRight)
x += 1 * diff;
else if (isLeft)
x -= 1 * diff;
Canvas.SetLeft(rect, x);
lastUpdate = Environment.TickCount;
}
private void UserControl_KeyDown(object sender, KeyEventArgs e)
{
if (e.Key == Key.D)
isRight = true;
if (e.Key == Key.A)
isLeft = true;
}
private void UserControl_KeyUp(object sender, KeyEventArgs e)
{
if (e.Key == Key.D)
isRight = false;
if (e.Key == Key.A)
isLeft = false;
}
Thanks!
Andrej
Updating the position every 1 millisecond is overkill because silverlight will simply not update the screen that fast. When you modify the position of an object like that (or any other ui update) silverlight marks the framebuffer as dirty and then it will eventually redraw the screen, however it will not redraw the screen more often than the MaxFrameRate.
To set the MaxFrameRate just:
Application.Current.Host.Settings.MaxFrameRate = 60;
This will limit your application to 60 frames per second which should be more than enough.
Don't use a DispatchTimer for the animation. Reasons for this. Use a storyboard, if you can, or the CompositionTarget.Rendering event.

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