I am creating an application just like a paint in WPF, and I want to add zoom functionality to it. I am taking canvas as a parent and writable bitmap on it as child on which I draw. When the size of the canvas is small, I am drawing on writable bitmap smoothly, but when the size of the canvas is large, and zoom it, canvas size will be large, problem occur to draw on this large area. So I want to find the visible region of the canvas so that I can draw on it smoothly.
Please give me a source code to find the visible region of the canvas.
I have create this application:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Shapes;
using System.Windows;
using System.Windows.Media.Imaging;
using System.Windows.Interop;
namespace MapDesigner.Controls
{
class MapCanvas : Canvas
{
#region Routed Events
public static readonly RoutedEvent SelectedColorChangeEvent = EventManager.RegisterRoutedEvent(
"SelectedColorChange", RoutingStrategy.Bubble, typeof(RoutedEventHandler), typeof(ucToolBox));
public event RoutedEventHandler SelectedColorChange
{
add { AddHandler(SelectedColorChangeEvent, value); }
remove { RemoveHandler(SelectedColorChangeEvent, value); }
}
#endregion
#region Enums
public enum Tool
{
Pencil,
FloodFill,
Eraser,
RectSelect,
Brush,
Part
}
#endregion
WriteableBitmap _wBMP;
Image _dispImg = new Image();
ScaleTransform st = new ScaleTransform();
int canvasHeight, canvasWidth;
double zoomLevel = 1;
Border brdGrid = new Border();
Color cellColor = Colors.Black;
Tool currentTool = Tool.Pencil;
int[,] array;
bool drawing = false;
bool showGrids = true;
public TextBlock tbPos;
public Tool CurrentTool
{
get
{
return currentTool;
}
set
{
currentTool = value;
}
}
public Color CellColor
{
get
{
return cellColor;
}
set
{
cellColor = value;
}
}
public bool GridsVisible
{
get
{
return showGrids;
}
set
{
showGrids = value;
}
}
public MapCanvas()
{
this.Children.Clear();
this.Children.Add(_dispImg);
//st.ScaleX = 1;
//st.ScaleY = 1;
// this.LayoutTransform = st;
}
void Refresh()
{
//canvas = new MapCanvas();
this.Children.Clear();
this.Children.Add(_dispImg);
st.ScaleX = 1;
st.ScaleY = 1;
this.Height = 0;
this.Width = 0;
zoomLevel = 1;
drawing = false;
}
public void LoadBMP(Uri bmpUri)
{
Refresh();
BitmapImage bmi = new BitmapImage(bmpUri);
_wBMP = new WriteableBitmap(bmi);
_dispImg.Source = _wBMP;
this.Height = bmi.Height;
this.Width = bmi.Width;
ShowGrids();
}
public void CreateBMP(int width, int height)
{
Refresh();
_wBMP = new WriteableBitmap(width, height, 96, 96, PixelFormats.Bgr32, BitmapPalettes.WebPalette);
_wBMP.setPixel(Colors.White);
_dispImg.Source = _wBMP;
this.Height = height;
this.Width = width;
ShowGrids();
}
public void CreateNewDesign(Size mapSize)
{
Refresh();
_wBMP = new WriteableBitmap((int)mapSize.Width, (int)mapSize.Width, 96, 96, PixelFormats.Bgr32, BitmapPalettes.WebPalette);
_wBMP.setPixel(Colors.White);
_dispImg.Source = _wBMP;
array = new int[(_wBMP.PixelHeight + 1), (_wBMP.PixelWidth + 1)];
canvasWidth = (int)mapSize.Width;
canvasHeight = (int)mapSize.Height;
this.Height = mapSize.Height;
this.Width = mapSize.Width;
ShowGrids();
}
void ShowGrids()
{
return;
double width = 1;// _tileWidth + _tileMargin;
double height = 1;// _tileHeight + _tileMargin;
double numTileToAccumulate = 16;
Polyline gridCell = new Polyline();
gridCell.Margin = new Thickness(.5);
gridCell.Stroke = Brushes.LightBlue;
gridCell.StrokeThickness = 0.1;
gridCell.Points = new PointCollection(new Point[] { new Point(0, height-0.1),
new Point(width-0.1, height-0.1), new Point(width-0.1, 0) });
VisualBrush gridLines = new VisualBrush(gridCell);
gridLines.TileMode = TileMode.Tile;
gridLines.Viewport = new Rect(0, 0, 1.0 / numTileToAccumulate, 1.0 / numTileToAccumulate);
gridLines.AlignmentX = AlignmentX.Center;
gridLines.AlignmentY = AlignmentY.Center;
VisualBrush outerVB = new VisualBrush();
Rectangle outerRect = new Rectangle();
outerRect.Width = 10.0; //can be any size
outerRect.Height = 10.0;
outerRect.Fill = gridLines;
outerVB.Visual = outerRect;
outerVB.Viewport = new Rect(0, 0,
width * numTileToAccumulate, height * numTileToAccumulate);
outerVB.ViewportUnits = BrushMappingMode.Absolute;
outerVB.TileMode = TileMode.Tile;
this.Children.Remove(brdGrid);
brdGrid = new Border();
brdGrid.Height = this.Height;
brdGrid.Width = this.Width;
brdGrid.Background = outerVB;
this.Children.Add(brdGrid);
}
protected override void OnMouseMove(System.Windows.Input.MouseEventArgs e)
{
base.OnMouseMove(e);
tbPos.Text = (_wBMP.PixelWidth / zoomLevel).ToString() + "," + (_wBMP.PixelHeight / zoomLevel).ToString() + " | " + Math.Ceiling((((Point)e.GetPosition(this)).X) / zoomLevel).ToString() + "," + Math.Ceiling((((Point)e.GetPosition(this)).Y / zoomLevel)).ToString();
if (e.LeftButton == System.Windows.Input.MouseButtonState.Pressed)
{
Point pos = e.GetPosition(this);
int xPos = (int)Math.Ceiling((pos.X) / zoomLevel);
int yPos = (int)Math.Ceiling((pos.Y) / zoomLevel);
int xDraw = (int)Math.Ceiling(pos.X);
int yDraw = (int)Math.Ceiling(pos.Y);
array[xPos, yPos] = 1;
drawing = true;
SetPixelsFromArray((int)zoomLevel);
//for (int i = 0; i < zoomLevel; i++)
//{
// for (int j = 0; j < zoomLevel; j++)
// {
// _wBMP.setPixel(xDraw, yDraw, cellColor);
// _dispImg.Source = _wBMP;
// }
//}
//_wBMP.setPixel(xPos, yPos, cellColor);
//_wBMP.setPixel((int)pos.X, (int)pos.Y, cellColor);
//_dispImg.Source = _wBMP;
}
}
private void SetPixelsFromArray(int ZoomLevel)
{
for (int i = 1; i < _wBMP.PixelWidth / ZoomLevel; i++)
{
for (int j = 1; j < _wBMP.PixelHeight / ZoomLevel; j++)
{
if (array[i, j] == 1)
{
for (int k = 0; k < ZoomLevel; k++)
{
for (int l = 0; l < ZoomLevel; l++)
{
_wBMP.setPixel((int)(i * ZoomLevel + k), (int)(j * ZoomLevel + l), cellColor);
_dispImg.Source = _wBMP;
}
}
}
}
}
}
protected override void OnMouseUp(System.Windows.Input.MouseButtonEventArgs e)
{
//double d= this.ActualHeight;
//Double t =(double) this.GetValue(Canvas.TopProperty);
//double i = Convert.ToDouble(top);
getScreenRect();
if (e.ChangedButton == System.Windows.Input.MouseButton.Right)
{
if (cellColor == Colors.Black)
{
cellColor = Colors.Red;
}
else
{
cellColor = Colors.Black;
}
}
else if (e.ChangedButton == System.Windows.Input.MouseButton.Left)
{
Point pos = e.GetPosition(this);
int xPos = (int)Math.Ceiling((pos.X) / zoomLevel);
int yPos = (int)Math.Ceiling((pos.Y) / zoomLevel);
array[xPos, yPos] = 1;
drawing = true;
SetPixelsFromArray((int)zoomLevel);
//_wBMP.setPixel((int)pos.X, (int)pos.Y, cellColor);
//_dispImg.Source = _wBMP;
}
}
private void getScreenRect()
{
Visual _rootVisual = HwndSource.FromVisual(this).RootVisual;
GeneralTransform transformToRoot = this.TransformToAncestor(_rootVisual);
Rect screenRect = new Rect(transformToRoot.Transform(new Point(0, 0)), transformToRoot.Transform(new Point(this.ActualWidth, this.ActualHeight)));
DependencyObject parent = VisualTreeHelper.GetParent(this);
while (parent != null)
{
Visual visual = parent as Visual;
System.Windows.Controls.Control control = parent as System.Windows.Controls.Control;
if (visual != null && control != null)
{
transformToRoot = visual.TransformToAncestor(_rootVisual);
Point pointAncestorTopLeft = transformToRoot.Transform(new Point(0, 0));
Point pointAncestorBottomRight = transformToRoot.Transform(new Point(control.ActualWidth, control.ActualHeight));
Rect ancestorRect = new Rect(pointAncestorTopLeft, pointAncestorBottomRight);
screenRect.Intersect(ancestorRect);
}
parent = VisualTreeHelper.GetParent(parent);
//}
// at this point screenRect is the bounding rectangle for the visible portion of "this" element
}
// return screenRect;
}
protected override void OnMouseWheel(System.Windows.Input.MouseWheelEventArgs e)
{
base.OnMouseWheel(e);
if (e.Delta > 0)
{
zoomLevel *= 2;
}
else
{
zoomLevel /= 2;
}
if (zoomLevel > 8)
{
zoomLevel = 8;
}
if (zoomLevel <= 1)
{
zoomLevel = 1;
// brdGrid.Visibility = Visibility.Collapsed;
}
else
{
//brdGrid.Visibility = Visibility.Visible;
}
_wBMP = new WriteableBitmap((int)zoomLevel * canvasWidth, (int)zoomLevel * canvasHeight, 96, 96, PixelFormats.Bgr32, BitmapPalettes.WebPalette);
_wBMP.setPixel(Colors.White);
this.Width = zoomLevel * canvasWidth;
this.Height = zoomLevel * canvasHeight;
if (drawing == true)
{
SetPixelsFromArray((int)zoomLevel);
}
//this.InvalidateVisual();
}
internal bool SaveAsBMP(string fileName)
{
return true;
}
}
public static class bitmapextensions
{
public static void setPixel(this WriteableBitmap wbm, Color c)
{
if (!wbm.Format.Equals(PixelFormats.Bgr32))
return;
wbm.Lock();
IntPtr buff = wbm.BackBuffer;
int Stride = wbm.BackBufferStride;
int x = 0;
int y = 0;
for (x = 0; x < wbm.PixelWidth; x++)
{
for (y = 0; y < wbm.PixelHeight; y++)
{
unsafe
{
byte* pbuff = (byte*)buff.ToPointer();
int loc = y * Stride + x * 4;
pbuff[loc] = c.B;
pbuff[loc + 1] = c.G;
pbuff[loc + 2] = c.R;
//pbuff[loc + 3] = c.A;
}
}
}
wbm.AddDirtyRect(new Int32Rect(0, 0, x, y));
wbm.Unlock();
}
public static void setPixel(this WriteableBitmap wbm, int x, int y, Color c)
{
if (y > wbm.PixelHeight - 1 || x > wbm.PixelWidth - 1)
return;
if (y < 0 || x < 0)
return;
if (!wbm.Format.Equals(PixelFormats.Bgr32))
return;
wbm.Lock();
IntPtr buff = wbm.BackBuffer;
int Stride = wbm.BackBufferStride;
unsafe
{
byte* pbuff = (byte*)buff.ToPointer();
int loc = y * Stride + x * 4;
pbuff[loc] = c.B;
pbuff[loc + 1] = c.G;
pbuff[loc + 2] = c.R;
//pbuff[loc + 3] = c.A;
}
wbm.AddDirtyRect(new Int32Rect(x, y, 1, 1));
wbm.Unlock();
}
public static Color getPixel(this WriteableBitmap wbm, int x, int y)
{
if (y > wbm.PixelHeight - 1 || x > wbm.PixelWidth - 1)
return Color.FromArgb(0, 0, 0, 0);
if (y < 0 || x < 0)
return Color.FromArgb(0, 0, 0, 0);
if (!wbm.Format.Equals(PixelFormats.Bgr32))
return Color.FromArgb(0, 0, 0, 0);
IntPtr buff = wbm.BackBuffer;
int Stride = wbm.BackBufferStride;
Color c;
unsafe
{
byte* pbuff = (byte*)buff.ToPointer();
int loc = y * Stride + x * 4;
c = Color.FromArgb(pbuff[loc + 3], pbuff[loc + 2], pbuff[loc + 1], pbuff[loc]);
}
return c;
}
}
}
You should implement IScrollInfo on your canvas (or actually, create a custom Panel that inherits from Canvas and implements IScrollInfo).
That interface holds all that is relevant to your situation:
http://msdn.microsoft.com/en-us/library/system.windows.controls.primitives.iscrollinfo.aspx
http://blogs.msdn.com/b/jgoldb/archive/2008/03/08/performant-virtualized-wpf-canvas.aspx
Related
i have build a level menu with levels, i also created and empty array (GameObject[ ] lvlBut; )to store the level icons instantiated, but only 10 level icons are displayed on the screen where as i have 50 levels. for some reason its only taking 10 levels and i don’t t know where i have gone wrong. any suggestions?
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UI;
using TMPro;
public class LevelSelector : MonoBehaviour{
public GameObject levelHolder;
public GameObject levelIcon;
public GameObject thisCanvas;
public int numberOfLevels = 50;
public Vector2 iconSpacing;
private Rect panelDimensions;
private Rect iconDimensions;
private int amountPerPage;
private int currentLevelCount;
int levelsUnlocked;
GameObject[] lvlBut;
void Start()
{
panelDimensions = levelHolder.GetComponent<RectTransform>().rect;
iconDimensions = levelIcon.GetComponent<RectTransform>().rect;
int maxInARow = Mathf.FloorToInt((panelDimensions.width + iconSpacing.x) / (iconDimensions.width + iconSpacing.x));
int maxInACol = Mathf.FloorToInt((panelDimensions.height + iconSpacing.y) / (iconDimensions.height + iconSpacing.y));
amountPerPage = maxInARow * maxInACol;
int totalPages = Mathf.CeilToInt((float)numberOfLevels / amountPerPage);
LoadPanels(totalPages);
}
void LoadPanels(int numberOfPanels)
{
GameObject panelClone = Instantiate(levelHolder) as GameObject;
PageSwiper swiper = levelHolder.AddComponent<PageSwiper>();
swiper.totalPages = numberOfPanels;
for (int i = 1; i <= numberOfPanels; i++)
{
GameObject panel = Instantiate(panelClone) as GameObject;
panel.transform.SetParent(thisCanvas.transform, false);
panel.transform.SetParent(levelHolder.transform);
panel.name = "Page-" + i;
panel.GetComponent<RectTransform>().localPosition = new Vector2(panelDimensions.width * (i - 1), 0);
SetUpGrid(panel);
int numberOfIcons = i == numberOfPanels ? numberOfLevels - currentLevelCount : amountPerPage;
LoadIcons(numberOfIcons, panel);
}
Destroy(panelClone);
}
void SetUpGrid(GameObject panel)
{
GridLayoutGroup grid = panel.AddComponent<GridLayoutGroup>();
grid.cellSize = new Vector2(iconDimensions.width, iconDimensions.height);
grid.childAlignment = TextAnchor.MiddleCenter;
grid.spacing = iconSpacing;
}
void LoadIcons(int numberOfIcons, GameObject parentObject)
{
for (int i = 1; i <= numberOfIcons; i++)
{
currentLevelCount++;
GameObject icon = Instantiate(levelIcon) as GameObject;
icon.transform.SetParent(thisCanvas.transform, false);
icon.transform.SetParent(parentObject.transform);
icon.name = "Level " + i;
icon.GetComponentInChildren<TextMeshProUGUI>().SetText(currentLevelCount.ToString());
}
lvlBut = GameObject.FindGameObjectsWithTag("LevelButton");
levelsUnlocked = PlayerPrefs.GetInt("levelsUnlocked", 1);
for (int i = 0; i < lvlBut.Length; i++)
{
lvlBut[i].GetComponentInChildren<Button>().interactable = false;
}
for (int i = 0; i < levelsUnlocked; i++)
{
lvlBut[i].GetComponentInChildren<Button>().interactable = true;
}
}
}
We have 3D models in WPF and use a cursor made from a Canvas and some internal parts. We turn the HW cursor off and move the Canvas through MouseEvent. The issue is that there are terrible artifacts on the screen as you move from left to right (not nearly as bad right to left). I have played with snaptodevicepixels, Edge mode and nvidea AA settings but the only thing that "fixes" is setting edge mode to aliased for the 3dviewport - and we don't want that. I have even made the cursor completely transparent and it still leaves artifacts.
I broke out some of the code for demonstration. You can especially see the artifacts moving upper-left to lower-right.
Anyone think they can help me out here? I'm head banging and not in a good way. It's looking more like a bug in the AA code.
Thanks
T
FYI: I used some Petzold code here for the beach ball.
Bad AA BeachBall
using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using System.Windows.Shapes;
namespace Cursoraa2
{
class Program : Window
{
[STAThread]
public static void Main() => new Application().Run(new Program());
public Program()
{
Width = 500;
Height = 500;
var grid = new Grid();
var viewport = new Viewport3D();
grid.Children.Add(viewport);
Content = grid;
//RenderOptions.SetEdgeMode(viewport,EdgeMode.Aliased);
DynamicCurosr.Start(grid, grid, 40, Color.FromArgb(40, 0x33, 0x33, 0xff), Colors.Blue);
MouseMove += MainWindow_MouseMove;
MakeBeachBallSphere(viewport);
}
private void MainWindow_MouseMove(object sender, MouseEventArgs e) => DynamicCurosr.Move(e.GetPosition(this));
public void MakeBeachBallSphere(Viewport3D viewport)
{
// Get the MeshGeometry3D from the GenerateSphere method.
var mesh = GenerateSphere(new Point3D(0, 0, 0), 1, 36, 18);
mesh.Freeze();
// Define a brush for the sphere.
var brushes = new Brush[6] { Brushes.Red, Brushes.Blue,
Brushes.Yellow, Brushes.Orange,
Brushes.White, Brushes.Green };
var drawgrp = new DrawingGroup();
for (var i = 0; i < brushes.Length; i++)
{
var rectgeo = new RectangleGeometry(new Rect(10 * i, 0, 10, 60));
var geodraw = new GeometryDrawing(brushes[i], null, rectgeo);
drawgrp.Children.Add(geodraw);
}
var drawbrsh = new DrawingBrush(drawgrp);
drawbrsh.Freeze();
// Define the GeometryModel3D.
var geomod = new GeometryModel3D
{
Geometry = mesh,
Material = new DiffuseMaterial(drawbrsh)
};
// Create a ModelVisual3D for the GeometryModel3D.
var modvis = new ModelVisual3D { Content = geomod };
viewport.Children.Add(modvis);
// Create another ModelVisual3D for light.
var modgrp = new Model3DGroup();
modgrp.Children.Add(new AmbientLight(Color.FromRgb(128, 128, 128)));
modgrp.Children.Add(new DirectionalLight(Color.FromRgb(128, 128, 128), new Vector3D(2, -3, -1)));
modvis = new ModelVisual3D {Content = modgrp};
viewport.Children.Add(modvis);
// Create the camera.
var cam = new PerspectiveCamera(new Point3D(0, 0, 8), new Vector3D(0, 0, -1), new Vector3D(0, 1, 0), 45);
viewport.Camera = cam;
// Create a transform for the GeometryModel3D.
var axisangle = new AxisAngleRotation3D(new Vector3D(1, 1, 0), 180);
var rotate = new RotateTransform3D(axisangle);
geomod.Transform = rotate;
// Animate the RotateTransform3D.
//DoubleAnimation anima = new DoubleAnimation(360, new Duration(TimeSpan.FromSeconds(5)));
//anima.RepeatBehavior = RepeatBehavior.Forever;
//axisangle.BeginAnimation(AxisAngleRotation3D.AngleProperty, anima);
}
MeshGeometry3D GenerateSphere(Point3D center, double radius, int slices, int stacks)
{
// Create the MeshGeometry3D.
var mesh = new MeshGeometry3D();
// Fill the Position, Normals, and TextureCoordinates collections.
for (var stack = 0; stack <= stacks; stack++)
{
var phi = Math.PI / 2 - stack * Math.PI / stacks;
var y = radius * Math.Sin(phi);
var scale = -radius * Math.Cos(phi);
for (var slice = 0; slice <= slices; slice++)
{
var theta = slice * 2 * Math.PI / slices;
var x = scale * Math.Sin(theta);
var z = scale * Math.Cos(theta);
var normal = new Vector3D(x, y, z);
mesh.Normals.Add(normal);
mesh.Positions.Add(normal + center);
mesh.TextureCoordinates.Add(
new Point((double)slice / slices,
(double)stack / stacks));
}
}
// Fill the TriangleIndices collection.
for (var stack = 0; stack < stacks; stack++)
for (var slice = 0; slice < slices; slice++)
{
var n = slices + 1; // Keep the line length down.
if (stack != 0)
{
mesh.TriangleIndices.Add((stack + 0) * n + slice);
mesh.TriangleIndices.Add((stack + 1) * n + slice);
mesh.TriangleIndices.Add((stack + 0) * n + slice + 1);
}
if (stack != stacks - 1)
{
mesh.TriangleIndices.Add((stack + 0) * n + slice + 1);
mesh.TriangleIndices.Add((stack + 1) * n + slice);
mesh.TriangleIndices.Add((stack + 1) * n + slice + 1);
}
}
return mesh;
}
}
public static class DynamicCurosr
{
static public bool InSession { get; private set; }
private static Panel theCursor;
private static readonly ScaleTransform ScaleTransform = new ScaleTransform(1, 1);
private static readonly MatrixTransform MatrixTransform = new MatrixTransform(1, 0, 0, 1, 0, 0);
private static Color defaultFill = Color.FromArgb(20, 255, 255, 255);
private static Color fillFromUser;
private static double strokeFromUser = 0;
private static Color strokeColorFromUser = Colors.Black;
private static int centerDotSizeFromUser = 10; // need to get from user
private static double initialDiameter = double.NaN;
private static Panel cursorPanel;
private static Panel mousePanel;
public static bool Start(Panel cursorPanelIn, Panel mousePanelIn, double radius)
{
return Start(cursorPanelIn, mousePanelIn, radius, defaultFill);
}
public static bool Start(Panel cursorPanelIn, Panel mousePanelIn, double radius, Color fill, Color strokeColor = default(Color), double strokeSize = .16)
{
strokeColor = strokeColor == default(Color) ? Colors.Black : strokeColor;
strokeColorFromUser = strokeColor;
fillFromUser = fill;
strokeFromUser = strokeColor == default(Color) ? 0 : strokeSize;
initialDiameter = double.IsNaN(initialDiameter) ? radius * 2 : initialDiameter;
return Start(cursorPanelIn, mousePanelIn);
}
private static bool Start(Panel cursorPanelIn, Panel mousePanelIn)
{
if (InSession) return false;
cursorPanel = cursorPanelIn;
mousePanel = mousePanelIn;
var point = Mouse.GetPosition(cursorPanel);
theCursor = MakeACursor(theCursor, initialDiameter / 2);
InSession = true;
cursorPanel.Cursor = Cursors.None;
theCursor.Visibility = Visibility.Visible;
Move(point);
if (cursorPanel.Children.Contains(theCursor))
return false;
cursorPanel.Children.Add(theCursor);
Mouse.OverrideCursor = Cursors.None;
return true;
}
public static void Stop()
{
if (InSession)
{
Mouse.OverrideCursor = null;
theCursor.Visibility = Visibility.Collapsed;
cursorPanel.Children.Remove(theCursor);
InSession = false;
}
}
public static void Move(Point point)
{
if (InSession && theCursor.Visibility == Visibility.Visible)
{
var m = MatrixTransform.Matrix;
m.OffsetX = point.X - theCursor.Width / 2;
m.OffsetY = point.Y - theCursor.Height / 2;
MatrixTransform.Matrix = m;
theCursor.RenderTransform = MatrixTransform;
}
}
public static Panel MakeACursor(Panel theCursor, double radius, Color fillColorIn = default(Color), Color strokeColorIn = default(Color))
{
var strokeColor = new SolidColorBrush(strokeColorIn == default(Color) ? strokeColorFromUser : strokeColorIn);
if (theCursor == null)
{
theCursor = new Grid()
{
Width = radius * 2,
Height = radius * 2,
Background = null,
VerticalAlignment = VerticalAlignment.Top,
HorizontalAlignment = HorizontalAlignment.Left,
RenderTransform = ScaleTransform,
RenderTransformOrigin = new Point(.5, .5),
};
var cursorElement = new Ellipse
{
Width = radius * 2,
Height = radius * 2,
Fill = new SolidColorBrush(fillColorIn == default(Color) ? fillFromUser : fillColorIn),
HorizontalAlignment = HorizontalAlignment.Left,
VerticalAlignment = VerticalAlignment.Top,
StrokeThickness = strokeFromUser,
Stroke = strokeColor,
RenderTransformOrigin = new Point(.5, .5)
};
theCursor.Children.Add(cursorElement);
}
MakeCursorOverlay(theCursor, radius, strokeColor);
return theCursor;
}
public static void MakeCursorOverlay(Panel theCursor, double radius, SolidColorBrush strokeColor)
{
var save = theCursor.Children[0];
theCursor.Children.Clear();
theCursor.Children.Add(save);
var circle = new Ellipse
{
Width = centerDotSizeFromUser,
Height = centerDotSizeFromUser,
Fill = null,
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
StrokeThickness = strokeFromUser,
Stroke = strokeColor,
RenderTransformOrigin = new Point(.5, .5)
};
theCursor.Children.Add(circle);
}
}
}
I am trying to create a Paginator that will in turn create an XpsDocument that I can preview with the and then print. I have the following code that I found on the web but do not understand how it is working.
The issue I am having is that if I run this as is, the pages are generated successfully. If I comment out the lines within OnRender() that generate the actual values of data (all the lines after Random...) I get pages that are about one row high and no text on them but they appear to be the correct length. What is it that is keeping the values of "Row Number" & "Column i" from being shown?
I have included 2 screen shots to illustrate.
public class TaxCodePrintPaginator : DocumentPaginator
{
private int _RowsPerPage;
private Size _PageSize;
private int _Rows;
private List<TaxCode> _dataList;
public TaxCodePrintPaginator(List<TaxCode> dt, int rows, Size pageSize)
{
_dataList = dt;
_Rows = rows;
PageSize = pageSize;
}
public override DocumentPage GetPage(int pageNumber)
{
int currentRow = _RowsPerPage * pageNumber;
var page = new PageElement(currentRow, Math.Min(_RowsPerPage, _Rows - currentRow))
{
Width = PageSize.Width,
Height = PageSize.Height
};
page.Arrange(new Rect(new Point(0, 0), PageSize));
return new DocumentPage(page);
}
public override bool IsPageCountValid
{ get { return true; } }
public override int PageCount
{ get { return (int)Math.Ceiling(_Rows / (double)_RowsPerPage); } }
public override Size PageSize
{
get { return _PageSize; }
set
{
_PageSize = value;
_RowsPerPage = 40;
//Can't print anything if you can't fit a row on a page
Debug.Assert(_RowsPerPage > 0);
}
}
public override IDocumentPaginatorSource Source
{ get { return null; } }
}
public class PageElement : UserControl
{
private const int PageMargin = 75;
private const int HeaderHeight = 25;
private const int LineHeight = 20;
private const int ColumnWidth = 140;
private int _CurrentRow;
private int _Rows;
public PageElement(int currentRow, int rows)
{
Margin = new Thickness(PageMargin);
_CurrentRow = currentRow;
_Rows = rows;
}
private static FormattedText MakeText(string text)
{
return new FormattedText(text, CultureInfo.CurrentCulture,
FlowDirection.LeftToRight,
new Typeface("Tahoma"), 14, Brushes.Black);
}
public static int RowsPerPage(double height)
{
return (int)Math.Floor((height - (2 * PageMargin)
- HeaderHeight) / LineHeight);
}
protected override void OnRender(DrawingContext dc)
{
Point curPoint = new Point(0, 0);
dc.DrawText(MakeText("Row Number"), curPoint);
curPoint.X += ColumnWidth;
for (int i = 1; i < 4; i++)
{
dc.DrawText(MakeText("Column " + i), curPoint);
curPoint.X += ColumnWidth;
}
curPoint.X = 0;
curPoint.Y += LineHeight;
dc.DrawRectangle(Brushes.Black, null, new Rect(curPoint, new Size(Width, 2)));
curPoint.Y += HeaderHeight - LineHeight;
Random numberGen = new Random();
for (int i = _CurrentRow; i < _CurrentRow + _Rows; i++)
{
dc.DrawText(MakeText(i.ToString()), curPoint);
curPoint.X += ColumnWidth;
for (int j = 1; j < 4; j++)
{
dc.DrawText(MakeText(numberGen.Next().ToString()), curPoint);
curPoint.X += ColumnWidth;
}
curPoint.Y += LineHeight;
curPoint.X = 0;
}
}
}
Before
After
My program that I built using Unity3D sporadically freezes, and this action freezes my computer. I'm unable to pinpoint the root cause. I had placed logs all over my project, but the game failed to freeze.
Has any Unity3D developer experience their apps sporadically freeze in the manner in which I am describing? Does anyone have any ideas or suggestions?
Due to a 30K character limit, the below object has been modified slightly. This is the object I believe contains a flaw, but I am unable to identify this flaw.
public class gamePlayController : MonoBehaviour {
void Start () {
int i = 0;
int selectedPlayers = PlayerPrefs.GetInt("TotalPlayers");
foreach( GameObject touchable in GameObject.FindGameObjectsWithTag("Touchable") )
{
touchable.SetActive(false);
touchable.AddComponent(typeof(PlayerCollisionDispatcher));
PlayerCollisionDispatcher nextDispatcher = touchable.GetComponent<PlayerCollisionDispatcher>();
nextDispatcher.currentGameObject = touchable;
nextDispatcher.gameObject.AddComponent("AudioSource");
for(i = 0; i < this.m_Players.Count; i++)
{
if(string.Compare(touchable.name, this.m_Players[i].name) < 0)
{
break;
}
}
if(i < this.m_Players.Count)
{
this.m_Players.Insert(i, touchable);
}
else
{
this.m_Players.Add(touchable);
}
}
while(this.m_Players.Count > selectedPlayers)
{
this.m_Players.RemoveRange(selectedPlayers, this.m_Players.Count - selectedPlayers);
}
this.restartGame();
}
void OnGameTimer(object sender, ElapsedEventArgs e)
{
}
void Update() {
Vector3 vector = m_ArialCamera.camera.transform.position;
vector.x = Mathf.Abs((1500 * this.m_ArialView.x) - 1500) + 250;
vector.y = (600 * this.m_ArialView.y) + 100;
vector.z = (1500 * this.m_ArialView.z) + 250;
m_ArialCamera.camera.transform.position = vector;
if(this.m_IsGameOver)
{
Application.LoadLevel("Replay Screen");
}
else if(this.m_SimulateCamera)
{
this.SimulateCamera();
}
else if(m_AutoPluck)
{
this.AutoPluck();
}
else if(Time.timeScale != 0.0f && this.m_Dispatcher && this.m_Dispatcher.didObjectStop)
{
this.determineTurnOutcome();
}
else if(Time.timeScale != 0.0f && this.m_Dispatcher && this.m_Dispatcher.didObjectMove)
{
this.m_Dispatcher.trackMovementProgress();
}
else if(Time.timeScale != 0.0f && this.m_Dispatcher
&& this.m_Players[this.m_PlayerIndex].rigidbody.velocity.magnitude > 15.0f
&& this.m_Dispatcher.didPluck)
{
this.m_Dispatcher.didObjectMove = true;
}
}
void restartGame()
{
this.m_PlayerIndex = -1;
foreach( GameObject touchable in this.m_Players)
{
GameObject startField = GameObject.FindWithTag ("StartField");
touchable.SetActive(false);
touchable.rigidbody.useGravity = false;
touchable.rigidbody.velocity = Vector3.zero;
touchable.rigidbody.AddForce(Vector3.zero);
touchable.rigidbody.AddTorque(Vector3.zero);
if(startField)
{
Vector3 nextPoint = startField.renderer.bounds.center;
nextPoint.y = 11.0f;
touchable.transform.position = nextPoint;
}
touchable.rigidbody.useGravity = true;
}
this.startNextPlayer();
}
void startNextPlayer()
{
bool isActivePlayerReady = true;
do{
if(this.m_PlayerIndex != -1)
{
audioPlayer.PlayAudio("Audio/Next Player");
}
this.m_PlayerIndex = (this.m_PlayerIndex + 1)%this.m_Players.Count;
this.m_Dispatcher = this.m_Players[this.m_PlayerIndex].GetComponent<PlayerCollisionDispatcher>();
if(this.m_Dispatcher && !this.m_Dispatcher.isGameOver && !this.m_Dispatcher.didEnterMud)
{
if(!this.m_Players[this.m_PlayerIndex].activeSelf)
{
this.m_Dispatcher.startGame();
this.m_Players[this.m_PlayerIndex].SetActive(true);
}
this.m_Dispatcher.startTurn();
}
}
while(!isActivePlayerReady);
Vector3 vector = this.m_Players[this.m_PlayerIndex].transform.position;
vector.x = (1500 * this.m_ArialView.x) + 250;
vector.y = 300;
vector.z = (1500 * this.m_ArialView.z) + 250;
m_ArialCamera.camera.transform.position = vector;
this.setAnnouncement("Player " + this.m_Players[this.m_PlayerIndex].name + "'s Turn");
if(this.m_PlayerIndex != 0)
{
this.m_IsSimulating = PlayerPrefs.GetInt("SimulatePlayer" + this.m_Players[this.m_PlayerIndex].name);
this.m_IsSimulating = 1;
}
else
{
this.m_IsSimulating = 0;
}
GameObject mainCamera = GameObject.FindWithTag ("MainCamera");
MouseOrbit mo = null;
if(mainCamera)
{
mo = mainCamera.GetComponent<MouseOrbit>();
}
if(this.m_IsSimulating >= 1)
{
this.StartSimulation();
if(mo)
{
mo.DoFreeze = true;
}
}
else
{
if(mo)
{
mo.DoFreeze = false;
}
}
}
void StartSimulation()
{
System.Random random = new System.Random();
StringBuilder sb = new StringBuilder();
int randomNumber = 0;
//determine either the player object or the next block
if(this.m_Dispatcher.isKiller)
{
m_SimulateToObject = this.m_Players[randomNumber%this.m_Players.Count];
randomNumber = random.Next(0, 100);
}
else
{
sb.AppendFormat("{0:D2}", this.m_Dispatcher.targetScore);
Debug.Log("target score=" + sb.ToString());
foreach(GameObject scoreField in GameObject.FindGameObjectsWithTag("ScoreField"))
{
if(scoreField.name == sb.ToString())
{
m_SimulateToObject = scoreField;
break;
}
}
}
this.m_IsTargetInitiallyVisible = false;
this.m_SimulationTimer = new System.Timers.Timer();
this.m_SimulationTimer.Elapsed+=new ElapsedEventHandler(TriggerCameraSimulation);
this.m_SimulationTimer.Interval=2500;
this.m_SimulationTimer.Enabled=true;
}
void TriggerCameraSimulation(object sender, ElapsedEventArgs e)
{
this.m_SimulationTimer.Enabled = false;
this.m_SimulationTimer.Dispose();
this.m_SimulateCamera = true;
}
void SimulateCamera()
{
GameObject mainCamera = GameObject.FindWithTag ("MainCamera");
MouseOrbit mo = null;
this.m_SimulationTimer.Enabled = false;
this.m_SimulationTimer.Dispose();
if(mainCamera)
{
mo = mainCamera.GetComponent<MouseOrbit>();
if(!this.m_IsTargetInitiallyVisible)
{
mo.IsManualMove = true;
mainCamera.transform.position = this.m_Players[this.m_PlayerIndex].transform.position;
mainCamera.transform.LookAt(this.m_SimulateToObject.transform, Vector3.up);
this.m_IsTargetInitiallyVisible = true;
}
else if(this.m_SimulateCamera)
{
if(mo.getDistance() >= 10.0f)
{
this.m_SimulateCamera = false;
}
mo.setDistance(-0.001f);
}
}
if(!this.m_SimulateCamera)
{
this.m_SimulationTimer = new System.Timers.Timer();
this.m_SimulationTimer.Elapsed+=new ElapsedEventHandler(TriggerSimulatedPluck);
this.m_SimulationTimer.Interval=2000;
this.m_SimulationTimer.Enabled=true;
}
}
void TriggerSimulatedPluck(object sender, ElapsedEventArgs e)
{
this.m_SimulationTimer.Enabled = false;
this.m_SimulationTimer.Dispose();
this.m_AutoPluck = true;
}
void AutoPluck()
{
System.Random random = new System.Random();
GameObject mainCamera = GameObject.FindWithTag ("MainCamera");
MouseOrbit mo = null;
float applyForce = 0.0f;
float slope = 0.00028648399272739457f;
float y_int = 0.2908366193449838f;
Vector3 vTorque = Vector3.zero;
int simulateId = PlayerPrefs.GetInt("SimulatePlayer" + this.m_Players[this.m_PlayerIndex].name);
int seed = (5 * ((int)(SimulationOptions.Pro) - simulateId));
int xSeed = 0;
int ySeed = 0;
int zSeed = 0;
int sign = random.Next(1, 1000)%2;
int range = random.Next(1, 1000)%seed;
int myValue = 0;
this.m_SimulationTimer.Enabled = false;
this.m_SimulationTimer.Dispose();
if(mainCamera)
{
mo = mainCamera.GetComponent<MouseOrbit>();
mo.IsManualMove = false;
}
this.m_AutoPluck = false;
if(simulateId >= 1)
{
float distance = Vector3.Distance(this.m_Players[this.m_PlayerIndex].transform.position,
this.m_SimulateToObject.transform.position);
if(simulateId != (int)(SimulationOptions.Pro))
{
myValue = random.Next(1, 6);
seed = (int)(myValue * ((int)(SimulationOptions.Pro) - simulateId));
sign = random.Next(1, 2);
range = random.Next(1, seed);
if(random.Next(1, 1000)%3 == 0)
{
distance += (sign == 1 ? range : -range);
}
}
vTorque.x = (float)(random.Next(1, 90));
vTorque.y = (float)(random.Next(1, 90));
vTorque.z = (float)(random.Next(1, 90));
applyForce = (slope * distance) + y_int;
this.m_Dispatcher.pluckObject(applyForce, vTorque);
}
}
void determineTurnOutcome()
{
int number = -1;
bool canActivePlayerContinue = false;
bool isAutoReward = false;
bool didElinimatePlayer = false;
foreach(GameObject nextObject in this.m_Players)
{
PlayerCollisionDispatcher nextDispatcher = nextObject.GetComponent<PlayerCollisionDispatcher>();
if(nextObject.activeSelf && !nextDispatcher.isGameOver && !nextDispatcher.isActive)
{
if(nextDispatcher.currentScore == nextDispatcher.targetScore)
{
nextDispatcher.totalScore = nextDispatcher.targetScore;
int.TryParse(nextDispatcher.name, out number);
nextDispatcher.targetScore++;
if(nextDispatcher.totalScore >= 13 || nextDispatcher.targetScore > 13)
{
nextDispatcher.totalScore = 13;
nextDispatcher.targetScore = 13;
nextDispatcher.isKiller = true;
this.setMaterial(nextDispatcher.renderer, "killers", nextDispatcher.name);
}
else
{
this.setMaterial(nextDispatcher.renderer, "numbers", nextDispatcher.name);
}
}
else if(nextDispatcher.didKillerCollide && (nextDispatcher.didLeaveBoard || nextDispatcher.didLeaveBounds))
{
this.setMaterial(nextDispatcher.renderer, "eliminated", nextDispatcher.name);
nextDispatcher.isGameOver = true;
didElinimatePlayer = true;
}
else if(nextDispatcher.didPlayerCollide && (nextDispatcher.didLeaveBoard || nextDispatcher.didLeaveBounds))
{
if(int.TryParse(nextDispatcher.name, out number))
{
nextDispatcher.targetScore = 1;
nextDispatcher.totalScore = 0;
}
}
else if(nextDispatcher.didEnterMud)
{
this.setMaterial(nextDispatcher.renderer, "mudd", nextDispatcher.name);
nextDispatcher.isKiller = false;
}
else if(nextDispatcher.isInMud && !nextDispatcher.didEnterMud)
{
isAutoReward = true;
}
else
{
this.setMaterial(nextDispatcher.renderer, "numbers", nextDispatcher.name);
}
}
nextDispatcher.transferStates();
}
if(this.m_Dispatcher.isKiller && !didElinimatePlayer)
{
this.setMaterial(this.m_Dispatcher.renderer, "numbers", this.m_Dispatcher.name);
this.m_Dispatcher.totalScore = 0;
this.m_Dispatcher.targetScore = 1;
this.m_Dispatcher.isKiller = false;
}
else if(this.m_Dispatcher.didEnterMud)
{
this.setMaterial(this.m_Dispatcher.renderer, "mud", this.m_Dispatcher.name);
}
else if(this.m_Dispatcher.currentScore == this.m_Dispatcher.targetScore || isAutoReward)
{
this.m_Dispatcher.totalScore = this.m_Dispatcher.targetScore;
canActivePlayerContinue = true;
this.m_Dispatcher.consecutivePops++;
int.TryParse(this.m_Dispatcher.name, out number);
this.m_Dispatcher.targetScore++;
this.setMaterial(this.m_Dispatcher.renderer, "numbers", this.m_Dispatcher.name);
}
else
{
this.setMaterial(this.m_Dispatcher.renderer, "numbers", this.m_Dispatcher.name);
}
this.isWinnerAnnounced();
if(!this.m_IsGameOver && !canActivePlayerContinue)
{
this.m_Dispatcher.endTurn();
this.startNextPlayer();
}
else if(canActivePlayerContinue)
{
this.m_Dispatcher.transferStates();
this.m_Dispatcher.isActive = true;
this.m_Dispatcher.didObjectMove = false;
this.m_Dispatcher.didObjectStop = false;
if(this.m_IsSimulating >= 1)
{
this.StartSimulation();
}
}
this.m_ForceValue = 0.0f;
}
void isWinnerAnnounced()
{
StringBuilder sb = new StringBuilder();
int totalPlayers = 0;
string winner = string.Empty;
int number = -1;
int totalPlayersInMud = 0;
foreach(GameObject nextObject in this.m_Players)
{
PlayerCollisionDispatcher nextDispatcher = nextObject.GetComponent<PlayerCollisionDispatcher>();
if(!nextDispatcher.isGameOver)
{
totalPlayers++;
winner = nextObject.name;
}
if(nextDispatcher.isInMud)
{
totalPlayersInMud++;
}
}
if(totalPlayers == 1)
{
if(winner != string.Empty && int.TryParse(winner, out number))
{
sb.AppendFormat("Congratulations Player {0}", number);
PlayerPrefs.SetString("WinningPlayer", sb.ToString());
}
else
{
PlayerPrefs.SetString("WinningPlayer", "Congratulations");
}
this.m_IsGameOver = true;
}
else if(totalPlayersInMud == this.m_Players.Count)
{
PlayerPrefs.SetString("WinningPlayer", "All players are stuck in the mud!");
this.m_IsGameOver = true;
}
}
void setMaterial(Renderer renderer, string state, string playerId)
{
StringBuilder sbNextImage = new StringBuilder();
sbNextImage.AppendFormat("Materials/playerObjects/{0}/{1}", state, playerId);
Material newMat = Resources.Load(sbNextImage.ToString(), typeof(Material)) as Material;
if(newMat)
{
renderer.material = newMat;
}
else
{
Debug.Log("FAILED to set material: " + sbNextImage.ToString());
}
}
void setAnnouncement(string text)
{
this.m_IsAnnouncement = true;
this.m_AnnouncementHeight = (int)(Screen.height * 0.5);
this.m_AnnouncementText = text;
}
void OnGUI() {
GUIStyle labelStyle = GUI.skin.label;
int number = -1;
StringBuilder scoreDetails = new StringBuilder();
StringBuilder turnDetails = new StringBuilder();
float x = 0;
float y = 0;
float w = 64.0f;
float h = 32.0f;
float alpha = 1.0f;
if(this.m_IsAnnouncement)
{
this.displayAnnouncement();
}
labelStyle.normal.textColor = new Color(1.0f, 1.0f, 1.0f, alpha);
Texture2D texture = new Texture2D(32, 32, TextureFormat.ARGB32, false);
for(int i = 0; i < 32; i++)
{
for(int j = 0; j < 32; j++)
{
texture.SetPixel(i, j, new Color(0.0f, 0.0f, 0.0f, 0.25f));
}
}
texture.Apply();
labelStyle.normal.background = texture;
if(this.m_DoShowScore)
{
foreach(GameObject nextObject in this.m_Players)
{
PlayerCollisionDispatcher nextDispatcher = nextObject.GetComponent<PlayerCollisionDispatcher>();
int.TryParse(nextDispatcher.name, out number);
if(nextDispatcher.isGameOver)
{
scoreDetails.AppendFormat("\tPlayer {0}: Game Over\n", number);
}
else if(nextDispatcher.didEnterMud)
{
scoreDetails.AppendFormat("\tPlayer {0}: In The Mudd\n", number);
}
else if(nextDispatcher.isKiller)
{
scoreDetails.AppendFormat("\tPlayer {0}: Killer\n", number);
}
else
{
scoreDetails.AppendFormat("\tPlayer {0}: {1}\n", number, nextDispatcher.totalScore);
}
}
GUI.Label (new Rect (0, 0, 225, 100), scoreDetails.ToString());
}
w = 64.0f;
h = 32.0f;
x = Screen.width - w;
y = Screen.height - h;
if(GUI.Button (new Rect (x, y, w, h), "Menu"))
{
audioPlayer.PlayAudio("Audio/Click");
this.m_IsMenuShowing = !this.m_IsMenuShowing;
}
if(this.m_IsMenuShowing)
{
w = (64.0f * this.m_MenuText.Length);
h = 32.0f;
x = Screen.width - w - 64.0f;
y = Screen.height - h;
int selOption = GUI.Toolbar(new Rect(x, y, w, h), this.m_MenuOption, this.m_MenuText);
if(selOption != this.m_MenuOption)
{
audioPlayer.PlayAudio("Audio/Click");
this.m_MenuOption = -1;
this.m_IsMenuShowing = !this.m_IsMenuShowing;
switch(selOption)
{
case (int)(MenuOptions.ArialViewOption): //arial
this.m_ArialCamera.SetActive(!this.m_ArialCamera.activeSelf);
break;
case (int)(MenuOptions.VolumeOption): //mute
int muteVolume = PlayerPrefs.GetInt("MuteVolume");
muteVolume = (muteVolume + 1)%2;
PlayerPrefs.SetInt("MuteVolume", muteVolume);
if(muteVolume == 0)
{
this.m_MenuText[(int)(MenuOptions.VolumeOption)] = "Mute";
}
else
{
this.m_MenuText[(int)(MenuOptions.VolumeOption)] = "Volume";
}
break;
case (int)(MenuOptions.PauseOption): //pause
if(Time.timeScale == 0.0f)
{
this.setAnnouncement("Continuing Game Play");
Time.timeScale = this.m_Speed;
this.m_MenuText[(int)(MenuOptions.PauseOption)] = "Pause";
}
else
{
this.setAnnouncement("Game Is Paused");
Time.timeScale = 0.0f;
this.m_MenuText[(int)(MenuOptions.PauseOption)] = "Play";
}
break;
case (int)(MenuOptions.ScoresOption): //scores
this.m_DoShowScore = !this.m_DoShowScore;
break;
case (int)(MenuOptions.RestartOption): //restart
Time.timeScale = this.m_Speed;
this.restartGame();
break;
case (int)(MenuOptions.QuitOption): //quit
Application.LoadLevel("Opening Screen");
break;
default:
break;
}
}
}
if(this.m_ArialCamera.activeSelf)
{
x = Screen.width * 0.7f - 10.0f;
y = 0;
w = 10.0f;
h = Screen.height * 0.3f;
this.m_ArialView.z = GUI.VerticalSlider (new Rect(x, y, w, h), this.m_ArialView.z, 1.0f, 0.0f);
x = Screen.width * 0.7f;
y = Screen.height * 0.3f;
w = Screen.width * 0.3f;
h = 10.0f;
this.m_ArialView.x = GUI.HorizontalSlider (new Rect(x, y, w, h), this.m_ArialView.x, 1.0f, 0.0f);
x = Screen.width * 0.7f;
y = Screen.height * 0.3f + 12.0f;
w = Screen.width * 0.3f;
h = 10.0f;
this.m_ArialView.y = GUI.HorizontalSlider (new Rect(x, y, w, h), this.m_ArialView.y, 1.0f, 0.0f);
}
int.TryParse(this.m_Players[this.m_PlayerIndex].name, out number);
turnDetails.AppendFormat("\tPlayer {0}'s Turn\n", number);
turnDetails.AppendFormat("\tNext Goal: {0}\n", this.m_Dispatcher.targetScore);
GUI.Label (new Rect (0, Screen.height - 100, 225, 100), turnDetails.ToString());
if(!this.m_Dispatcher.didObjectMove && m_IsSimulating == 0)
{
x = 250.0f;
y = Screen.height - 190.0f;
w = 30.0f;
h = 150.0f;
this.m_ForceValue = GUI.VerticalSlider (new Rect(x, y, w, h), m_ForceValue, 1.0f, 0.0f);
x = 250.0f;
y = Screen.height - 30.0f;
w = 100.0f;
h = 30.0f;
if(GUI.Button (new Rect(x, y, w, h), "Pluck!"))
{
System.Random random = new System.Random();
Vector3 vTorque = Vector3.zero;
int xSeed = 0;
int ySeed = 0;
int zSeed = 0;
xSeed = (random.Next(1, 45));
ySeed = (random.Next(1, 45));
zSeed = (random.Next(1, 45));
vTorque = new Vector3(xSeed, ySeed, zSeed);
this.m_Dispatcher.pluckObject(this.m_ForceValue, vTorque);
}
}
}
void displayAnnouncement()
{
float x = 0;
float y = 0;
float w = 0;
float h = 0;
float alpha = 1.0f;
GUIStyle announcementStyle = null;
GUIStyle labelStyle = null;
announcementStyle = new GUIStyle();
labelStyle = GUI.skin.label;
labelStyle.normal.textColor = new Color(1.0f, 1.0f, 1.0f, alpha);
x = (int)(Screen.width * 0.25);
y = (int)m_AnnouncementHeight;
w = (int)(Screen.width * 0.5);
h = 100;
alpha = (float)m_AnnouncementHeight/(float)(Screen.height * 0.5);
announcementStyle.fontSize = 32;
announcementStyle.alignment = TextAnchor.MiddleCenter;
announcementStyle.fontStyle = FontStyle.BoldAndItalic;
announcementStyle.normal.textColor = new Color(1.0f, 1.0f, 1.0f, alpha);
GUI.Label (new Rect (x, y, w, h), this.m_AnnouncementText, announcementStyle);
if(Time.timeScale != 0.0f)
{
if((this.m_AnnouncementHeight + h) <= 0)
{
this.m_IsAnnouncement = false;
this.m_AnnouncementHeight = (int)(Screen.height * 0.5);
}
else
{
this.m_AnnouncementHeight -= 1;
}
}
}
}
-----------
I believe I have narrowed the freezing down. Simulated testing results is leading me to believe that my problem is inside the OnGUI() method. I have commented that method out all together, and my app is operating smoothly. I'll figure this out, unless someone beats me to the root cause and solution.
I solved it...
My initial suspicions were correct: the problem did lie within the OnGUI() method. I moved the following source code to the Start() method. It made sense, since I'm only building a transparent background texture once.:
Texture2D texture = new Texture2D(32, 32, TextureFormat.ARGB32, false);
for(int i = 0; i < 32; i++)
{
for(int j = 0; j < 32; j++)
{
texture.SetPixel(i, j, new Color(0.0f, 0.0f, 0.0f, 0.25f));
}
}
texture.Apply();
I want to be able to fill a rectangle with an animation on leftmousebuttondown (this will later be changed to run on load).
My rectangles are drawn to a canvas in code behind based on the data that is passed (one rectangle per row of data)
At the moment they are filled with a static image but I want this Fill to be an animation, a spinner if I can.
I am very new to Silverlight and am not sure how to achieve this. Can someone point me in the right direction?
My code (part) so far.
XAML:
<Canvas x:Name="Grid" Background="LightGray"></Canvas>
CS:
public partial class ProductView : UserControl
{
Processing processingDialog = new Processing();
private int colsRequired = 0;
private int rowsRequired = 0;
private const int minSize = 5;
private int cellSize = 1;
public ProductView()
{
InitializeComponent();
}
public void UpdateGrid(ObservableCollection<Product> productList)
{
calculateRowsCols(productList);
drawGrid(productList);
}
public void calculateRowsCols(ObservableCollection<Product> productList)
{
int tileCount = productList.Count();
double tileHeight = Grid.ActualHeight;
double tileWidth = Grid.ActualWidth;
if (tileCount == 0)
return;
double maxSize = Math.Sqrt((tileHeight * tileWidth) / tileCount);
double noOfTilesHeight = Math.Floor(tileHeight / maxSize);
double noOfTilesWidth = Math.Floor(tileWidth / maxSize);
double total = noOfTilesHeight * noOfTilesWidth;
cellSize = (maxSize < minSize) ? minSize : Convert.ToInt32(maxSize);
while ((cellSize >= minSize) && (total < tileCount))
{
cellSize--;
noOfTilesHeight = Math.Floor(tileHeight / cellSize);
noOfTilesWidth = Math.Floor(tileWidth / cellSize);
total = noOfTilesHeight * noOfTilesWidth;
}
rowsRequired = Convert.ToInt32(Math.Floor(tileHeight / cellSize));
colsRequired = Convert.ToInt32(Math.Floor(tileWidth / cellSize));
}
private void drawCell(int row, int col, string label, Color fill)
{
Rectangle innertec = new Rectangle();
innertec.Height = cellSize * 0.7;
innertec.Width = cellSize * 0.9;
innertec.StrokeThickness = 1;
innertec.Stroke = new SolidColorBrush(Colors.Black);
ImageBrush imageBrush = new ImageBrush();
imageBrush.ImageSource = new BitmapImage(new Uri("Assets/loading.png", UriKind.Relative));
innertec.Fill = imageBrush;
Grid.Children.Add(innertec);
Canvas.SetLeft(innertec, (col * cellSize) + ((cellSize - innertec.Width) / 2));
Canvas.SetTop(innertec, row * cellSize + 4);
Border productLabelBorder = new Border();
Grid.Children.Add(productLabelBorder);
Canvas.SetLeft(productLabelBorder, col * cellSize);
Canvas.SetTop(productLabelBorder, row * cellSize);
TextBlock productLabel = new TextBlock();
productLabel.Margin = new Thickness(0, innertec.Height + 5, 0, 5);
productLabel.TextAlignment = TextAlignment.Center;
productLabel.TextWrapping = TextWrapping.NoWrap;
productLabel.TextTrimming = TextTrimming.WordEllipsis;
productLabel.MaxWidth = cellSize;
productLabel.Height = cellSize * 0.3;
productLabel.Width = cellSize;
productLabel.Text = label;
productLabel.HorizontalAlignment = HorizontalAlignment.Center;
productLabel.VerticalAlignment = VerticalAlignment.Center;
productLabel.FontSize = cellSize * 0.13;
ToolTipService.SetToolTip(productLabel, label);
productLabelBorder.Child = productLabel;
}
public void drawGrid(ObservableCollection<Product> data)
{
int dataIndex = 0;
Grid.Children.Clear();
for (int i = 0; i < rowsRequired; i++)
{
for (int j = 0; j < colsRequired; j++)
{
Product product = (dataIndex < data.Count) ? data.ElementAt(dataIndex) : null;
if (product != null)
{
drawCell(i, j, product.productName, Colors.White);
}
dataIndex++;
}
}
}
}
Any help anyone can give, even a pointer in the right direction would be great.
Thanks in advance
Try creating custom control which will encapsulate everything you want from rectangle to do.
you can add new VisualState "MouseDownState" and do required animatin in xaml.
Please let me know if you need more details regarding the implementation.
late simply add new control instead of rectangle.