I have a need to display text mixed with geometries - and so far I have the geometries displayed nicely (removed from example below), but the text doesn't show up at all.
I've found the example for formatted text below and think I should be able to take the buildGeometry and enclose it in a path to be shown in a canvas.
Can anybody help me see what I am doing wrong?
Thanks for any responses,
Anders, Denmark
var canvas = new Canvas();
var formattedText = new FormattedText(
"Hello world",
CultureInfo.GetCultureInfo("en-us"),
FlowDirection.LeftToRight,
new Typeface("Verdana"),
32,
Brushes.Black);
var buildGeometry = formattedText.BuildGeometry(new Point(500, 500));
var path = new System.Windows.Shapes.Path();
path.Data = buildGeometry;
canvas.Children.Add(path);
Content = canvas;
Ay caramba,
A Path needs a Stroke defined in order to show anything(!).
Apologies to all spending time on my question....
var path = new System.Windows.Shapes.Path
{
Stroke = Brushes.Black,
StrokeThickness = 1
};
Related
i am working on a Mobile project (iPad with iOS 8.0.2);
I want to make clipping of my immage in order to display less from it.
When displaying on PC it works perfectly well, while we test it on the tablet the clipped image is not displayed at all.
Do you have any suggestions
this.background = new createjs.Bitmap('some_image.png');
//create a clipping of drawn image!
var dims = this.background.getBounds();
this.background.sourceRect = new createjs.Rectangle(0, 15, dims.width, dims.height);
this.background.x = 248;
this.background.y = 86;
this.stage.addChild(this.background);
I met the same trouble like this.I have given up using Bitmap to clipping the image. I have found another solution ,here is "
easeljs splitting an image into pieces
".Good luck.
I am working out, the code like this:
var img, stage;
function init() {
//wait for the image to load
img = new Image();
img.onload = handleImageLoad;
img.src = "./res/image.png";
}
function handleImageLoad(evt) {
// create a new stage and point it at our canvas:
stage = new createjs.Stage("canvas");
// create a new Bitmap, and slice out one image from the sprite sheet:
var bmp = new createjs.Bitmap(evt.target).set({x:200, y:200});
bmp.sourceRect = new createjs.Rectangle(916, 101, 84, 84);
//x,y,width,height
stage.addChild(bmp);
stage.update();
}
This is the example:
https://github.com/CreateJS/EaselJS/blob/master/examples/Filters_animated.html
Hello i have a canvas with the name Layout. I want to add some childs to it in code behind. Here is the code.
private void AddItem(int TruePosition, int CurrentPosition, string ImageFileName)
{
Image img = new Image();
img.Source = new BitmapImage(new Uri(#"/Images/" + ImageFileName, UriKind.Relative));
img.Width = 100.0;
img.Height = 400.0;
img.VerticalAlignment = System.Windows.VerticalAlignment.Bottom;
img.Stretch = Stretch.None;
Border b = new Border();
b.SetValue(Canvas.TopProperty, 200.0);
b.SetValue(Canvas.LeftProperty, (double)CurrentPosition);
b.SetValue(Canvas.ZIndexProperty, 1);
b.Background = new SolidColorBrush(Colors.Blue);
b.MouseMove += new MouseEventHandler(Border_MouseMove);
b.MouseLeftButtonDown += new MouseButtonEventHandler(Border_MouseLeftButtonDown);
b.MouseLeftButtonUp += new MouseButtonEventHandler(Border_MouseLeftButtonUp);
b.Child = img;
Layout.Children.Add(b);
UpdateLayout();
}
The image Uri is probably good because if i try to add only the border(without the image) it's still not rendering. Also i call this AddItem function from a button click event handler so initializations should not be a problem. Probably i am missing a very basic stuff here. Any ideas are welcome, thank you for your help.
Update: Ok i had something wrong with the browser cache probably, the border is added, but the image in the border isn't showing up. In the Visual Studio project i have an Images dir with the image files. Am i setting the path to them wrong?
So, now i am allowed to answer it. Well it was a newbie mistake.
The first / before Images is not needed. new Uri(#"Images/" + ImageFileName, UriKind.Relative) is correct.
Does anybody knows how to image cropping in silverlight without any library.
I have Child window and inside the child window I havev a image and this image center one rectange is there so I can panning the image to the around the rectange and selecet the perticular part of the image and this selected part I want to crop.
Also I am using WriteableBitmap and try to Crop, this will not work if correct me if I am wrong.
sheetRectangle.Children is the Image.
foreach (ucPicRect item in sheetRectangle.Children)
{
WriteableBitmap obj = new WriteableBitmap(item.imgCell.Source as BitmapSource);
obj.Crop(0,0,400,400);
obj.Invalidate();
item.imgCell.Effect = dlgcwEditPhoto.imgEdit.Effect;
item.imgCell.Source = obj;// dlgcwEditPhoto.imgEdit.Source;
}
Thanks...!!!
you can use this utility function to crop your image
public static WriteableBitmap cropImage(Image image, double[] coordonnee)
{
Image cloneImage = new Image();
cloneImage.Source = image.Source;
RectangleGeometry myRec = new RectangleGeometry();
myRec.Rect = new Rect(coordonnee[0], coordonnee[1], coordonnee[2], coordonnee[3]);
cloneImage.Clip = myRec;
TranslateTransform t = new TranslateTransform();
t.X = -coordonnee[0];
t.Y = -coordonnee[1];
WriteableBitmap wb = new WriteableBitmap(cloneImage, t);
wb.Invalidate();
return wb;
}
good luck !!
I have the need for drawing in the same drawing with lines of different color, thickness etc.
I can create two instances of PathGeometry, but I can't set color on them.
I can create two instances of Path, but can't get them displayed in my control.
What am I doing wrong?
Thanks for any comments!
Anders, Denmark.
Code below only displays "collection" in my control, but I thought it could be a starting point for answers...
var pathFigure1 = new PathFigure(new Point(0, 0),
new List<PathSegment> {new LineSegment(new Point(10, 10), true)}, false);
var pathFigure2 = new PathFigure(new Point(20, 20),
new List<PathSegment> {new LineSegment(new Point(30, 30), true)}, false);
var g1 = new PathGeometry(new List<PathFigure> {pathFigure1});
var g2 = new PathGeometry(new List<PathFigure> {pathFigure2});
var p1 = new System.Windows.Shapes.Path
{
Data = g1,
Stroke = new SolidColorBrush(Color.FromRgb(0, 0, 0))
};
var p2 = new System.Windows.Shapes.Path
{
Data = g2,
Stroke = new SolidColorBrush(Color.FromRgb(170, 87, 170))
};
var content = new Canvas();
content.Children.Add(p1);
content.Children.Add(p2);
Content = content;
You have started on the right approach, a geometry defines a 'shape', so don;t worry that you cannot set its colour. A Path turns the geometry into a visual representation on the screen, so here you can set the color and stroke thickness.
Your problem is at the very last step, you are setting the content property of your control. Typically this property is used to associate some data object with a control, you then supply a template which is its visual representation.
What you need to do is add your paths as children of a panel.
For example, add a Canvas, or a Grid to your control. Then add your two paths to the Grid / Canvas via their Children collection property.
I'm trying to create a simple toolbar in WPF, but the toolbar shows up with no corresponding buttons on it, just a very thin blank white strip. Any idea what I'm doing wrong, or what the recommended procedure is? Relevant code fragments so far:
var tb = new ToolBar();
var b = new Button();
b.Command = comback;
Image myImage = new Image();
myImage.Source = new BitmapImage(new Uri("back.png", UriKind.Relative));
b.Content = myImage;
tb.Items.Add(b);
var p = new DockPanel();
//DockPanel.SetDock(mainmenu, Dock.Top);
DockPanel.SetDock(tb, Dock.Top);
DockPanel.SetDock(sb, Dock.Bottom);
//p.Children.Add(mainmenu);
p.Children.Add(tb);
p.Children.Add(sb);
Content = p;
Without a third child-element for the Dockpanel p, the 'sb' element will fill everything except for the area of tb. The ToolBar will autoSize (its Height) according to its contents.
I suggest adding a simple text button first, to check the overall layout:
var b2 = new Button();
b2.Content = "B2";
tb.Items.Add(b2);
And then investigate what is wrong with the "back.png" image.