WPF. Easiest way to move Image to (X,Y) programmatically? - wpf

Does anyone know of an easy way to animate a movement from an Image's current location to a new location (X,Y) using WPF animation with no XAML, 100% programmatically? And with no reference to "this" (with RegisterName etc).
I am trying to make an extension class for Image to do animation stuff on it. It is easy enough to change the width and height properties through animation, but after searching for location animation of an object it suddenly becomes more advanced.
As it is an extension class I will only have a reference to the actual Image object and the X and Y I want to move it to.
public static void MoveTo(this Image targetControl, double X, double Y, double Width, double Height){
//code here
...
}
Update:
Thanks. Almost working. It seems The GetTop and GetLeft returns 'NaN' not explicitly set. Found the workaround in this post: Canvas.GetTop() returning NaN
public static void MoveTo(this Image target, double newX, double newY) {
Vector offset = VisualTreeHelper.GetOffset(target);
var top = offset.Y;
var left = offset.X;
TranslateTransform trans = new TranslateTransform();
target.RenderTransform = trans;
DoubleAnimation anim1 = new DoubleAnimation(0, newY - top, TimeSpan.FromSeconds(10));
DoubleAnimation anim2 = new DoubleAnimation(0, newX - left, TimeSpan.FromSeconds(10));
trans.BeginAnimation(TranslateTransform.YProperty, anim1);
trans.BeginAnimation(TranslateTransform.XProperty, anim2);
}
I had to swap two of the values (FROM) with 0. I assume that must be because in this context the upper left corner of the picture is the origin? But now it works.

Try this:
public static void MoveTo(this Image target, double newX, double newY)
{
var top = Canvas.GetTop(target);
var left = Canvas.GetLeft(target);
TranslateTransform trans = new TranslateTransform();
target.RenderTransform = trans;
DoubleAnimation anim1 = new DoubleAnimation(top, newY - top, TimeSpan.FromSeconds(10));
DoubleAnimation anim2 = new DoubleAnimation(left, newX - left, TimeSpan.FromSeconds(10));
trans.BeginAnimation(TranslateTransform.XProperty,anim1);
trans.BeginAnimation(TranslateTransform.YProperty,anim2);
}

Here it is... It changes the size and moves a MediaElement under the Canvas. Just input your parameters:
Storyboard story = new Storyboard();
DoubleAnimation dbWidth = new DoubleAnimation();
dbWidth.From = mediaElement1.Width;
dbWidth.To = 600;
dbWidth.Duration = new Duration(TimeSpan.FromSeconds(.25));
DoubleAnimation dbHeight = new DoubleAnimation();
dbHeight.From = mediaElement1.Height;
dbHeight.To = 400;
dbHeight.Duration = dbWidth.Duration;
story.Children.Add(dbWidth);
Storyboard.SetTargetName(dbWidth, mediaElement1.Name);
Storyboard.SetTargetProperty(dbWidth, new PropertyPath(MediaElement.WidthProperty));
story.Children.Add(dbHeight);
Storyboard.SetTargetName(dbHeight, mediaElement1.Name);
Storyboard.SetTargetProperty(dbHeight, new PropertyPath(MediaElement.HeightProperty));
DoubleAnimation dbCanvasX = new DoubleAnimation();
dbCanvasX.From = 0;
dbCanvasX.To = 5;
dbCanvasX.Duration = new Duration(TimeSpan.FromSeconds(.25));
DoubleAnimation dbCanvasY = new DoubleAnimation();
dbCanvasY.From = 0;
dbCanvasY.To = 5;
dbCanvasY.Duration = dbCanvasX.Duration;
story.Children.Add(dbCanvasX);
Storyboard.SetTargetName(dbCanvasX, mediaElement1.Name);
Storyboard.SetTargetProperty(dbCanvasX, new PropertyPath(Canvas.LeftProperty));
story.Children.Add(dbCanvasY);
Storyboard.SetTargetName(dbCanvasY, mediaElement1.Name);
Storyboard.SetTargetProperty(dbCanvasY, new PropertyPath(Canvas.TopProperty));
story.Begin(this);
<Viewbox Stretch="Uniform" StretchDirection="Both" SnapsToDevicePixels="True">
<Grid Width="640" Height="480" Name="MainLayout" SnapsToDevicePixels="True" Background="Black">
<Canvas Width="640" Height="480" Name="MainCanvas" SnapsToDevicePixels="True">
<MediaElement Height="171" HorizontalAlignment="Left" Name="mediaElement1" VerticalAlignment="Top" Width="337" LoadedBehavior="Manual" Margin="166,140,0,0" Canvas.Left="-162" Canvas.Top="-140" />
<Button Canvas.Left="294" Canvas.Top="196" Content="Button" Height="23" Name="button1" Width="75" Click="button1_Click" />
</Canvas>
</Grid>
</Viewbox>
UPDATE:
Instead of MediaElement use this line:
<Rectangle Height="171" HorizontalAlignment="Left" Name="mediaElement1" VerticalAlignment="Top" Width="337" Margin="166,140,0,0" Canvas.Left="-162" Canvas.Top="-140" Fill="{DynamicResource {x:Static SystemColors.MenuBarBrushKey}}" />
And don't forget to put the C# code to:
private void button1_Click(object sender, RoutedEventArgs e) {}
You can use MediaElement as well but you have to define a VideoClip to see something ;)

Please find a solution that uses the Left and Top properties of Canvas for the extension method. See the following code:
public static void MoveTo(this Image target, Point newP)
{
Point oldP = new Point();
oldP.X = Canvas.GetLeft(target);
oldP.Y = Canvas.GetTop(target);
DoubleAnimation anim1 = new DoubleAnimation(oldP.X, newP.X, TimeSpan.FromSeconds(0.2));
DoubleAnimation anim2 = new DoubleAnimation(oldP.Y, newP.Y , TimeSpan.FromSeconds(0.2));
target.BeginAnimation(Canvas.LeftProperty , anim1);
target.BeginAnimation(Canvas.TopProperty, anim2);
}

This code is based on #DeanChalk's answer.
It moves an Image contained within a Canvas (RFID_Token) diagonally from the top-right to the bottom-left, positioned centrally over another Image within a Canvas (RFID_Reader).
<Canvas>
<Canvas x:Name="RFID_Reader_Canvas">
<Image x:Name="RFID_Reader" Source="RFID-Reader.png" Height="456" Width="682" Canvas.Left="37" Canvas.Top="524"/>
</Canvas>
<Canvas x:Name="RFID_Token_Canvas">
<Image x:Name="RFID_Token" Source="RFID-Token.png" Height="268" Width="343" Canvas.Left="874" Canvas.Top="70"/>
</Canvas>
</Canvas>
var StartX = Canvas.GetLeft(RFID_Token);
var StartY = Canvas.GetTop(RFID_Token);
var EndX = RFID_Reader.Width / 2 + Canvas.GetLeft(RFID_Reader) - StartX - (RFID_Token.Width / 2);
var EndY = RFID_Reader.Height / 2 + Canvas.GetTop(RFID_Reader) - StartY - (RFID_Token.Height / 2);
var AnimationX = new DoubleAnimation(0, EndX, TimeSpan.FromSeconds(1));
var AnimationY = new DoubleAnimation(0, EndY, TimeSpan.FromSeconds(1));
var Transform = new TranslateTransform();
RFID_Token_Canvas.RenderTransform = Transform;
Transform.BeginAnimation(TranslateTransform.XProperty, AnimationX);
Transform.BeginAnimation(TranslateTransform.YProperty, AnimationY);

I kept having NaN or 0 values for my nested elements, here's a modified version of Danny's answer :
public void MoveTo(Canvas canvas, FrameworkElement target, FrameworkElement destination)
{
Point oldPoint = target.TransformToAncestor(canvas).Transform(new Point(0, 0));
Point newPoint = destination.TransformToAncestor(canvas).Transform(new Point(0, 0));
var EndX = destination.Width / 2 + newPoint.X - oldPoint.X - (target.Width / 2);
var EndY = destination.Height / 2 + newPoint.Y - oldPoint.Y - (target.Height / 2);
TranslateTransform trans = new TranslateTransform();
target.RenderTransform = trans;
DoubleAnimation anim1 = new DoubleAnimation(0, EndX, TimeSpan.FromSeconds(0.3));
DoubleAnimation anim2 = new DoubleAnimation(0, EndY, TimeSpan.FromSeconds(0.3));
trans.BeginAnimation(TranslateTransform.XProperty, anim1);
trans.BeginAnimation(TranslateTransform.YProperty, anim2);
}

Related

WPF. if pop up window appear, main window brightness decrease //code-behind

I need that if my pop up window appear (after click) , the main window brightness has to decrease, maybe someone know how to do it?
Example:
EDIT: I create canvas, but do not know how to use it, brightness need decrease then pop up appear.
code:
private void sample_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
string path1 = System.AppDomain.CurrentDomain.BaseDirectory + "../../loader_bg.png";
string path2 = System.AppDomain.CurrentDomain.BaseDirectory + "../../loader.gif";
ImageBrush myBrush = new ImageBrush();
Image image = new Image();
image.Source = new BitmapImage(
new Uri(path1));
myBrush.ImageSource = image.Source;
Image ima = new Image();
MediaElement gif = new MediaElement();
ima.Source = new BitmapImage(new Uri(path1));
gif.Source=new Uri(path2);
gif.Height = 72;
gif.Width = 72;
var pop = new Popup
{
IsOpen = true,
StaysOpen = false,
AllowsTransparency = true,
VerticalOffset = 350,
HorizontalOffset = 700,
Height = 128,
Width = 128,
};
Canvas c=new Canvas();
c.Background=Brushes.Black;
c.Opacity = 0.6;
Grid p = new Grid();
p.Background = myBrush;
//p.Children.Add(ima);
//p.Children.Add(c);
p.Children.Add(gif);
pop.Child = p;
}
}
EDIT 2:
I have the same question only my code is change. Now I created new xaml.cs for pop up window, and try to achieve the same purpose, but I do not get the same (I talk about brightness decrease).
Its my new xaml.cs :
namespace uploader
{
/// <summary>
/// Interaction logic for PopupPanel.xaml
/// </summary>
public partial class PopupPanel : UserControl
{
private Popup _currentPopup;
public PopupPanel()
{
InitializeComponent();
string path1 = System.AppDomain.CurrentDomain.BaseDirectory + "../../loader_bg.png";
string path2 = System.AppDomain.CurrentDomain.BaseDirectory + "../../loader.gif";
ImageBrush myBrush = new ImageBrush();
Image image = new Image();
image.Source = new BitmapImage(new Uri(path1));
myBrush.ImageSource = image.Source;
MediaElement gif = new MediaElement();
gif.Source=new Uri(path2);
gif.Height = 72;
gif.Width = 72;
_currentPopup = new Popup
{
StaysOpen = false,
AllowsTransparency = true,
VerticalOffset = 350,
HorizontalOffset = 700,
Height = 128,
Width = 128,
};
Overlay.Visibility = Visibility.Visible;
_currentPopup.Closed += PopupClosing;
_currentPopup.IsOpen = true;
Grid p = new Grid();
p.Background = myBrush;
p.Children.Add(gif);
_currentPopup.Child = p;
}
private void PopupClosing(object sender, EventArgs e)
{
_currentPopup.Closed -= PopupClosing;
_currentPopup = null;
Overlay.Visibility = Visibility.Collapsed;
}
}
}
My Mainwindow.xaml.cs:
namespace uploader
{
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
private void sample_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
PopupPanel pop = new PopupPanel();
}
...
I do this in all my WPF applications by using a Canvas with black background and opacity
Example:
<Window>
<Grid>
<!--Main content-->
<UserControl/>
<Grid>
<Canvas Background="Black" Opacity="0.6"/>
<!--Overlay content-->
<UserControl VerticalAlignment="Center" HorizontalAlignment="Center"/>
</Grid>
</Grid>
</Window>
Using your current code, you will need to handle the visibility of the Canvas overlay.
It's easier to to have it defined within your XAML as shown below:
<Window>
<Grid>
<!--Main content-->
<UserControl/>
<Grid>
<Canvas x:Name="Overlay"
Background="Black"
Opacity="0.6"
Visibility="Collapsed"/>
<!--Overlay content-->
<UserControl VerticalAlignment="Center" HorizontalAlignment="Center"/>
</Grid>
</Grid>
</Window>
Then, in your code-behind you can set the visibility before the popup opens, and when it closes:
Popup _currentPopup;
private void sample_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
...
_currentPopup = new Popup
{
StaysOpen = false,
AllowsTransparency = true,
VerticalOffset = 350,
HorizontalOffset = 700,
Height = 128,
Width = 128
};
Overlay.Visibility = Visibility.Visible;
_currentPopup.Closed += PopupClosing;
_currentPopup.IsOpen = true;
}
private void PopupClosing(object sender, EventArgs e)
{
_currentPopup.Closed -= PopupClosing;
_currentPopup = null;
Overlay.Visibility = Visibility.Collapsed;
}
Note, that I am using a local variable to keep a reference to the popup. This is so that I can un-subscribe from the Closing event (helps prevent memory leaks)

WPF Image Pan, Zoom and Scroll with layers on a canvas

I'm hoping someone can help me out here. I'm building a WPF imaging application that takes live images from a camera allowing users to view the image, and subsequently highlight regions of interest (ROI) on that image. Information about the ROIs (width, height, location relative to a point on the image, etc) is then sent back to the camera, in effect telling/training the camera firmware where to look for things like barcodes, text, liquid levels, turns on a screw, etc. on the image). A desired feature is the ability to pan and zoom the image and it's ROIs, as well as scroll when the image is zoomed larger than the viewing area. The StrokeThickness and FontSize of the ROI's need to keep there original scale, but the width and height of the shapes within an ROI need to scale with the image (this is critical to capture exact pixel locations to transmit to the camera). I've got most of this worked out with the exception of scrolling and a few other issues. My two areas of concern are:
When I introduce a ScrollViewer I don't get any scroll behavior. As I understand it I need to introduce a LayoutTransform to get the correct ScrollViewer behavior. However when I do that other areas start to break down (e.g. ROIs don't hold their correct position over the image, or the mouse pointer begins to creep away from the selected point on the image when panning, or the left corner of my image bounces to the current mouse position on MouseDown .)
I can't quite get the scaling of my ROI's the way I need them. I have this working, but it is not ideal. What I have doesn't retain the exact stroke thickness, and I haven't looked into ignoring scale on the textblocks. Hopefully you'll see what I'm doing in the code samples.
I'm sure my issue has something to do with my lack of understanding of Transforms and their relationship to the WPF layout system. Hopefully a rendition of the code that exhibits what I've accomplished so far will help (see below).
FYI, if Adorners are the suggestion, that may not work in my scenario because I could end up with more adorners than are supported (rumor 144 adorners is when things start breaking down).
First off, below is a screenshot showing an image with to ROI's (text and a shape). The rectangle, ellipse and text need to follow the area on the image in scale and rotation, but not they shouldn't scale in thickness or fontsize.
Here's the XAML that is showing the above image, along with a Slider for zooming (mousewheel zoom will come later)
<Window x:Class="PanZoomStackOverflow.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
mc:Ignorable="d"
Title="MainWindow" Height="768" Width="1024">
<DockPanel>
<Slider x:Name="_ImageZoomSlider" DockPanel.Dock="Bottom"
Value="2"
HorizontalAlignment="Center" Margin="6,0,0,0"
Width="143" Minimum=".5" Maximum="20" SmallChange=".1"
LargeChange=".2" TickFrequency="2"
TickPlacement="BottomRight" Padding="0" Height="23"/>
<!-- This resides in a user control in my solution -->
<Grid x:Name="LayoutRoot">
<ScrollViewer Name="border" HorizontalScrollBarVisibility="Auto"
VerticalScrollBarVisibility="Auto">
<Grid x:Name="_ImageDisplayGrid">
<Image x:Name="_DisplayImage" Margin="2" Stretch="None"
Source="Untitled.bmp"
RenderTransformOrigin ="0.5,0.5"
RenderOptions.BitmapScalingMode="NearestNeighbor"
MouseLeftButtonDown="ImageScrollArea_MouseLeftButtonDown"
MouseLeftButtonUp="ImageScrollArea_MouseLeftButtonUp"
MouseMove="ImageScrollArea_MouseMove">
<Image.LayoutTransform>
<TransformGroup>
<ScaleTransform />
<TranslateTransform />
</TransformGroup>
</Image.LayoutTransform>
</Image>
<AdornerDecorator> <!-- Using this Adorner Decorator for Move, Resize and Rotation and feedback adornernments -->
<Canvas x:Name="_ROICollectionCanvas"
Width="{Binding ElementName=_DisplayImage, Path=ActualWidth, Mode=OneWay}"
Height="{Binding ElementName=_DisplayImage, Path=ActualHeight, Mode=OneWay}"
Margin="{Binding ElementName=_DisplayImage, Path=Margin, Mode=OneWay}">
<!-- This is a user control in my solution -->
<Grid IsHitTestVisible="False" Canvas.Left="138" Canvas.Top="58" Height="25" Width="186">
<TextBlock Text="Rectangle ROI" HorizontalAlignment="Center" VerticalAlignment="Top"
Foreground="Orange" FontWeight="Bold" Margin="0,-15,0,0"/>
<Rectangle StrokeThickness="2" Stroke="Orange"/>
</Grid>
<!-- This is a user control in my solution -->
<Grid IsHitTestVisible="False" Canvas.Left="176" Canvas.Top="154" Height="65" Width="69">
<TextBlock Text="Ellipse ROI" HorizontalAlignment="Center" VerticalAlignment="Top"
Foreground="Orange" FontWeight="Bold" Margin="0,-15,0,0"/>
<Ellipse StrokeThickness="2" Stroke="Orange"/>
</Grid>
</Canvas>
</AdornerDecorator>
</Grid>
</ScrollViewer>
</Grid>
</DockPanel>
Here's the C# that manages pan and zoom.
public partial class MainWindow : Window
{
private Point origin;
private Point start;
private Slider _slider;
public MainWindow()
{
this.InitializeComponent();
//Setup a transform group that we'll use to manage panning of the image area
TransformGroup group = new TransformGroup();
ScaleTransform st = new ScaleTransform();
group.Children.Add(st);
TranslateTransform tt = new TranslateTransform();
group.Children.Add(tt);
//Wire up the slider to the image for zooming
_slider = _ImageZoomSlider;
_slider.ValueChanged += _ImageZoomSlider_ValueChanged;
st.ScaleX = _slider.Value;
st.ScaleY = _slider.Value;
//_ImageScrollArea.RenderTransformOrigin = new Point(0.5, 0.5);
//_ImageScrollArea.LayoutTransform = group;
_DisplayImage.RenderTransformOrigin = new Point(0.5, 0.5);
_DisplayImage.RenderTransform = group;
_ROICollectionCanvas.RenderTransformOrigin = new Point(0.5, 0.5);
_ROICollectionCanvas.RenderTransform = group;
}
//Captures the mouse to prepare for panning the scrollable image area
private void ImageScrollArea_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
{
_DisplayImage.ReleaseMouseCapture();
}
//Moves/Pans the scrollable image area assuming mouse is captured.
private void ImageScrollArea_MouseMove(object sender, MouseEventArgs e)
{
if (!_DisplayImage.IsMouseCaptured) return;
var tt = (TranslateTransform)((TransformGroup)_DisplayImage.RenderTransform).Children.First(tr => tr is TranslateTransform);
Vector v = start - e.GetPosition(border);
tt.X = origin.X - v.X;
tt.Y = origin.Y - v.Y;
}
//Cleanup for Move/Pan when mouse is released
private void ImageScrollArea_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
_DisplayImage.CaptureMouse();
var tt = (TranslateTransform)((TransformGroup)_DisplayImage.RenderTransform).Children.First(tr => tr is TranslateTransform);
start = e.GetPosition(border);
origin = new Point(tt.X, tt.Y);
}
//Zoom according to the slider changes
private void _ImageZoomSlider_ValueChanged(object sender, RoutedPropertyChangedEventArgs<double> e)
{
//Panel panel = _ImageScrollArea;
Image panel = _DisplayImage;
//Set the scale coordinates on the ScaleTransform from the slider
ScaleTransform transform = (ScaleTransform)((TransformGroup)panel.RenderTransform).Children.First(tr => tr is ScaleTransform);
transform.ScaleX = _slider.Value;
transform.ScaleY = _slider.Value;
//Set the zoom (this will affect rotate too) origin to the center of the panel
panel.RenderTransformOrigin = new Point(0.5, 0.5);
foreach (UIElement child in _ROICollectionCanvas.Children)
{
//Assume all shapes are contained in a panel
Panel childPanel = child as Panel;
var x = childPanel.Children;
//Shape width and heigh should scale, but not StrokeThickness
foreach (var shape in childPanel.Children.OfType<Shape>())
{
if (shape.Tag == null)
{
//Hack: This is be a property on a usercontrol in my solution
shape.Tag = shape.StrokeThickness;
}
double orignalStrokeThickness = (double)shape.Tag;
//Attempt to keep the underlying shape border/stroke from thickening as well
double newThickness = shape.StrokeThickness - (orignalStrokeThickness / transform.ScaleX);
shape.StrokeThickness -= newThickness;
}
}
}
}
The code should work in a .NET 4.0 or 4.5 project and solution, assuming no cut/paste errors.
Any thoughts? Suggestions are welcome.
Ok. This is my take on what you described.
It looks like this:
Since I'm not applying any RenderTransforms, I get the desired Scrollbar / ScrollViewer functionality.
MVVM, which is THE way to go in WPF. UI and data are independent thus the DataItems only have double and int properties for X,Y, Width,Height, etc that you can use for whatever purposes or even store them in a Database.
I added the whole stuff inside a Thumb to handle the panning. You will still need to do something about the Panning that occurs when you are dragging / resizing a ROI via the ResizerControl. I guess you can check for Mouse.DirectlyOver or something.
I actually used a ListBox to handle the ROIs so that you may have 1 selected ROI at any given time. This toggles the Resizing Functionality. So that if you click on a ROI, you will get the resizer visible.
The Scaling is handled at the ViewModel level, thus eliminating the need for custom Panels or stuff like that (though #Clemens' solution is nice as well)
I'm using an Enum and some DataTriggers to define the Shapes. See the DataTemplate DataType={x:Type local:ROI} part.
WPF Rocks. Just Copy and paste my code in a File -> New Project -> WPF Application and see the results for yourself.
<Window x:Class="MiscSamples.PanZoomStackOverflow_MVVM"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="clr-namespace:MiscSamples"
Title="PanZoomStackOverflow_MVVM" Height="300" Width="300">
<Window.Resources>
<DataTemplate DataType="{x:Type local:ROI}">
<Grid Background="#01FFFFFF">
<Path x:Name="Path" StrokeThickness="2" Stroke="Black"
Stretch="Fill"/>
<local:ResizerControl Visibility="Collapsed" Background="#30FFFFFF"
X="{Binding X}" Y="{Binding Y}"
ItemWidth="{Binding Width}"
ItemHeight="{Binding Height}"
x:Name="Resizer"/>
</Grid>
<DataTemplate.Triggers>
<DataTrigger Binding="{Binding IsSelected, RelativeSource={RelativeSource AncestorType=ListBoxItem}}" Value="True">
<Setter TargetName="Resizer" Property="Visibility" Value="Visible"/>
</DataTrigger>
<DataTrigger Binding="{Binding Shape}" Value="{x:Static local:Shapes.Square}">
<Setter TargetName="Path" Property="Data">
<Setter.Value>
<RectangleGeometry Rect="0,0,10,10"/>
</Setter.Value>
</Setter>
</DataTrigger>
<DataTrigger Binding="{Binding Shape}" Value="{x:Static local:Shapes.Round}">
<Setter TargetName="Path" Property="Data">
<Setter.Value>
<EllipseGeometry RadiusX="10" RadiusY="10"/>
</Setter.Value>
</Setter>
</DataTrigger>
</DataTemplate.Triggers>
</DataTemplate>
<Style TargetType="ListBox" x:Key="ROIListBoxStyle">
<Setter Property="ItemsPanel">
<Setter.Value>
<ItemsPanelTemplate>
<Canvas/>
</ItemsPanelTemplate>
</Setter.Value>
</Setter>
<Setter Property="Template">
<Setter.Value>
<ControlTemplate>
<ItemsPresenter/>
</ControlTemplate>
</Setter.Value>
</Setter>
</Style>
<Style TargetType="ListBoxItem" x:Key="ROIItemStyle">
<Setter Property="Canvas.Left" Value="{Binding ActualX}"/>
<Setter Property="Canvas.Top" Value="{Binding ActualY}"/>
<Setter Property="Height" Value="{Binding ActualHeight}"/>
<Setter Property="Width" Value="{Binding ActualWidth}"/>
<Setter Property="Template">
<Setter.Value>
<ControlTemplate TargetType="ListBoxItem">
<ContentPresenter ContentSource="Content"/>
</ControlTemplate>
</Setter.Value>
</Setter>
</Style>
</Window.Resources>
<DockPanel>
<Slider VerticalAlignment="Center"
Maximum="2" Minimum="0" Value="{Binding ScaleFactor}" SmallChange=".1"
DockPanel.Dock="Bottom"/>
<ScrollViewer VerticalScrollBarVisibility="Visible"
HorizontalScrollBarVisibility="Visible" x:Name="scr"
ScrollChanged="ScrollChanged">
<Thumb DragDelta="Thumb_DragDelta">
<Thumb.Template>
<ControlTemplate>
<Grid>
<Image Source="/Images/Homer.jpg" Stretch="None" x:Name="Img"
VerticalAlignment="Top" HorizontalAlignment="Left">
<Image.LayoutTransform>
<TransformGroup>
<ScaleTransform ScaleX="{Binding ScaleFactor}" ScaleY="{Binding ScaleFactor}"/>
</TransformGroup>
</Image.LayoutTransform>
</Image>
<ListBox ItemsSource="{Binding ROIs}"
Width="{Binding ActualWidth, ElementName=Img}"
Height="{Binding ActualHeight,ElementName=Img}"
VerticalAlignment="Top" HorizontalAlignment="Left"
Style="{StaticResource ROIListBoxStyle}"
ItemContainerStyle="{StaticResource ROIItemStyle}"/>
</Grid>
</ControlTemplate>
</Thumb.Template>
</Thumb>
</ScrollViewer>
</DockPanel>
Code Behind:
public partial class PanZoomStackOverflow_MVVM : Window
{
public PanZoomViewModel ViewModel { get; set; }
public PanZoomStackOverflow_MVVM()
{
InitializeComponent();
DataContext = ViewModel = new PanZoomViewModel();
ViewModel.ROIs.Add(new ROI() {ScaleFactor = ViewModel.ScaleFactor, X = 150, Y = 150, Height = 200, Width = 200, Shape = Shapes.Square});
ViewModel.ROIs.Add(new ROI() { ScaleFactor = ViewModel.ScaleFactor, X = 50, Y = 230, Height = 102, Width = 300, Shape = Shapes.Round });
}
private void Thumb_DragDelta(object sender, DragDeltaEventArgs e)
{
//TODO: Detect whether a ROI is being resized / dragged and prevent Panning if so.
IsPanning = true;
ViewModel.OffsetX = (ViewModel.OffsetX + (((e.HorizontalChange/10) * -1) * ViewModel.ScaleFactor));
ViewModel.OffsetY = (ViewModel.OffsetY + (((e.VerticalChange/10) * -1) * ViewModel.ScaleFactor));
scr.ScrollToVerticalOffset(ViewModel.OffsetY);
scr.ScrollToHorizontalOffset(ViewModel.OffsetX);
IsPanning = false;
}
private bool IsPanning { get; set; }
private void ScrollChanged(object sender, ScrollChangedEventArgs e)
{
if (!IsPanning)
{
ViewModel.OffsetX = e.HorizontalOffset;
ViewModel.OffsetY = e.VerticalOffset;
}
}
}
Main ViewModel:
public class PanZoomViewModel:PropertyChangedBase
{
private double _offsetX;
public double OffsetX
{
get { return _offsetX; }
set
{
_offsetX = value;
OnPropertyChanged("OffsetX");
}
}
private double _offsetY;
public double OffsetY
{
get { return _offsetY; }
set
{
_offsetY = value;
OnPropertyChanged("OffsetY");
}
}
private double _scaleFactor = 1;
public double ScaleFactor
{
get { return _scaleFactor; }
set
{
_scaleFactor = value;
OnPropertyChanged("ScaleFactor");
ROIs.ToList().ForEach(x => x.ScaleFactor = value);
}
}
private ObservableCollection<ROI> _rois;
public ObservableCollection<ROI> ROIs
{
get { return _rois ?? (_rois = new ObservableCollection<ROI>()); }
}
}
ROI ViewModel:
public class ROI:PropertyChangedBase
{
private Shapes _shape;
public Shapes Shape
{
get { return _shape; }
set
{
_shape = value;
OnPropertyChanged("Shape");
}
}
private double _scaleFactor;
public double ScaleFactor
{
get { return _scaleFactor; }
set
{
_scaleFactor = value;
OnPropertyChanged("ScaleFactor");
OnPropertyChanged("ActualX");
OnPropertyChanged("ActualY");
OnPropertyChanged("ActualHeight");
OnPropertyChanged("ActualWidth");
}
}
private double _x;
public double X
{
get { return _x; }
set
{
_x = value;
OnPropertyChanged("X");
OnPropertyChanged("ActualX");
}
}
private double _y;
public double Y
{
get { return _y; }
set
{
_y = value;
OnPropertyChanged("Y");
OnPropertyChanged("ActualY");
}
}
private double _height;
public double Height
{
get { return _height; }
set
{
_height = value;
OnPropertyChanged("Height");
OnPropertyChanged("ActualHeight");
}
}
private double _width;
public double Width
{
get { return _width; }
set
{
_width = value;
OnPropertyChanged("Width");
OnPropertyChanged("ActualWidth");
}
}
public double ActualX { get { return X*ScaleFactor; }}
public double ActualY { get { return Y*ScaleFactor; }}
public double ActualWidth { get { return Width*ScaleFactor; }}
public double ActualHeight { get { return Height * ScaleFactor; } }
}
Shapes Enum:
public enum Shapes
{
Round = 1,
Square = 2,
AnyOther
}
PropertyChangedBase (MVVM Helper class):
public class PropertyChangedBase:INotifyPropertyChanged
{
public event PropertyChangedEventHandler PropertyChanged;
protected virtual void OnPropertyChanged(string propertyName)
{
Application.Current.Dispatcher.BeginInvoke((Action) (() =>
{
PropertyChangedEventHandler handler = PropertyChanged;
if (handler != null) handler(this, new PropertyChangedEventArgs(propertyName));
}));
}
}
Resizer Control:
<UserControl x:Class="MiscSamples.ResizerControl"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
mc:Ignorable="d"
d:DesignHeight="300" d:DesignWidth="300">
<Grid>
<Thumb DragDelta="Center_DragDelta" Height="10" Width="10"
VerticalAlignment="Center" HorizontalAlignment="Center"/>
<Thumb DragDelta="UpperLeft_DragDelta" Height="10" Width="10"
VerticalAlignment="Top" HorizontalAlignment="Left"/>
<Thumb DragDelta="UpperRight_DragDelta" Height="10" Width="10"
VerticalAlignment="Top" HorizontalAlignment="Right"/>
<Thumb DragDelta="LowerLeft_DragDelta" Height="10" Width="10"
VerticalAlignment="Bottom" HorizontalAlignment="Left"/>
<Thumb DragDelta="LowerRight_DragDelta" Height="10" Width="10"
VerticalAlignment="Bottom" HorizontalAlignment="Right"/>
</Grid>
</UserControl>
Code Behind:
public partial class ResizerControl : UserControl
{
public static readonly DependencyProperty XProperty = DependencyProperty.Register("X", typeof(double), typeof(ResizerControl), new FrameworkPropertyMetadata(0d,FrameworkPropertyMetadataOptions.BindsTwoWayByDefault));
public static readonly DependencyProperty YProperty = DependencyProperty.Register("Y", typeof(double), typeof(ResizerControl), new FrameworkPropertyMetadata(0d, FrameworkPropertyMetadataOptions.BindsTwoWayByDefault));
public static readonly DependencyProperty ItemWidthProperty = DependencyProperty.Register("ItemWidth", typeof(double), typeof(ResizerControl), new FrameworkPropertyMetadata(0d, FrameworkPropertyMetadataOptions.BindsTwoWayByDefault));
public static readonly DependencyProperty ItemHeightProperty = DependencyProperty.Register("ItemHeight", typeof(double), typeof(ResizerControl), new FrameworkPropertyMetadata(0d, FrameworkPropertyMetadataOptions.BindsTwoWayByDefault));
public double X
{
get { return (double) GetValue(XProperty); }
set { SetValue(XProperty, value); }
}
public double Y
{
get { return (double)GetValue(YProperty); }
set { SetValue(YProperty, value); }
}
public double ItemHeight
{
get { return (double) GetValue(ItemHeightProperty); }
set { SetValue(ItemHeightProperty, value); }
}
public double ItemWidth
{
get { return (double) GetValue(ItemWidthProperty); }
set { SetValue(ItemWidthProperty, value); }
}
public ResizerControl()
{
InitializeComponent();
}
private void UpperLeft_DragDelta(object sender, DragDeltaEventArgs e)
{
X = X + e.HorizontalChange;
Y = Y + e.VerticalChange;
ItemHeight = ItemHeight + e.VerticalChange * -1;
ItemWidth = ItemWidth + e.HorizontalChange * -1;
}
private void UpperRight_DragDelta(object sender, DragDeltaEventArgs e)
{
Y = Y + e.VerticalChange;
ItemHeight = ItemHeight + e.VerticalChange * -1;
ItemWidth = ItemWidth + e.HorizontalChange;
}
private void LowerLeft_DragDelta(object sender, DragDeltaEventArgs e)
{
X = X + e.HorizontalChange;
ItemHeight = ItemHeight + e.VerticalChange;
ItemWidth = ItemWidth + e.HorizontalChange * -1;
}
private void LowerRight_DragDelta(object sender, DragDeltaEventArgs e)
{
ItemHeight = ItemHeight + e.VerticalChange;
ItemWidth = ItemWidth + e.HorizontalChange;
}
private void Center_DragDelta(object sender, DragDeltaEventArgs e)
{
X = X + e.HorizontalChange;
Y = Y + e.VerticalChange;
}
}
In order to transform shapes without changing their stroke thickness, you may use Path objects with transformed geometries.
The following XAML puts an Image and two Paths on a Canvas. The Image is scaled and translated by a RenderTransform. The same transform is also used for the Transform property of the geometries of the two Paths.
<Canvas>
<Image Source="C:\Users\Public\Pictures\Sample Pictures\Desert.jpg">
<Image.RenderTransform>
<TransformGroup x:Name="transform">
<ScaleTransform ScaleX="0.5" ScaleY="0.5"/>
<TranslateTransform X="100" Y="50"/>
</TransformGroup>
</Image.RenderTransform>
</Image>
<Path Stroke="Orange" StrokeThickness="2">
<Path.Data>
<RectangleGeometry Rect="50,100,100,50"
Transform="{Binding ElementName=transform}"/>
</Path.Data>
</Path>
<Path Stroke="Orange" StrokeThickness="2">
<Path.Data>
<EllipseGeometry Center="250,100" RadiusX="50" RadiusY="50"
Transform="{Binding ElementName=transform}"/>
</Path.Data>
</Path>
</Canvas>
Your application may now simply change the transform object in response to input events like MouseMove or MouseWheel.
Things get a little bit trickier when it comes to also transforming TextBlocks or other element that should not be scaled, but only be moved to a proper location.
You may create a specialized Panel which is able to apply this kind of transform to its child elements. Such a Panel would define an attached property that controls the position of a child element, and would apply the transform to this position instead of the RenderTransform or LayoutTransform of the child.
This may give you an idea of how such a Panel could be implemented:
public class TransformPanel : Panel
{
public static readonly DependencyProperty TransformProperty =
DependencyProperty.Register(
"Transform", typeof(Transform), typeof(TransformPanel),
new FrameworkPropertyMetadata(Transform.Identity,
FrameworkPropertyMetadataOptions.AffectsArrange));
public static readonly DependencyProperty PositionProperty =
DependencyProperty.RegisterAttached(
"Position", typeof(Point?), typeof(TransformPanel),
new PropertyMetadata(PositionPropertyChanged));
public Transform Transform
{
get { return (Transform)GetValue(TransformProperty); }
set { SetValue(TransformProperty, value); }
}
public static Point? GetPosition(UIElement element)
{
return (Point?)element.GetValue(PositionProperty);
}
public static void SetPosition(UIElement element, Point? value)
{
element.SetValue(PositionProperty, value);
}
protected override Size MeasureOverride(Size availableSize)
{
var infiniteSize = new Size(double.PositiveInfinity,
double.PositiveInfinity);
foreach (UIElement element in InternalChildren)
{
element.Measure(infiniteSize);
}
return new Size();
}
protected override Size ArrangeOverride(Size finalSize)
{
foreach (UIElement element in InternalChildren)
{
ArrangeElement(element, GetPosition(element));
}
return finalSize;
}
private void ArrangeElement(UIElement element, Point? position)
{
var arrangeRect = new Rect(element.DesiredSize);
if (position.HasValue && Transform != null)
{
arrangeRect.Location = Transform.Transform(position.Value);
}
element.Arrange(arrangeRect);
}
private static void PositionPropertyChanged(
DependencyObject obj, DependencyPropertyChangedEventArgs e)
{
var element = (UIElement)obj;
var panel = VisualTreeHelper.GetParent(element) as TransformPanel;
if (panel != null)
{
panel.ArrangeElement(element, (Point?)e.NewValue);
}
}
}
It would be used in XAML like this:
<local:TransformPanel>
<local:TransformPanel.Transform>
<TransformGroup>
<ScaleTransform ScaleX="0.5" ScaleY="0.5" x:Name="scale"/>
<TranslateTransform X="100"/>
</TransformGroup>
</local:TransformPanel.Transform>
<Image Source="C:\Users\Public\Pictures\Sample Pictures\Desert.jpg"
RenderTransform="{Binding Transform, RelativeSource={RelativeSource Mode=FindAncestor, AncestorType=local:TransformPanel}}"/>
<Path Stroke="Orange" StrokeThickness="2">
<Path.Data>
<RectangleGeometry Rect="50,100,100,50"
Transform="{Binding Transform, RelativeSource={RelativeSource Mode=FindAncestor, AncestorType=local:TransformPanel}}"/>
</Path.Data>
</Path>
<Path Stroke="Orange" StrokeThickness="2">
<Path.Data>
<EllipseGeometry Center="250,100" RadiusX="50" RadiusY="50"
Transform="{Binding Transform, RelativeSource={RelativeSource Mode=FindAncestor, AncestorType=local:TransformPanel}}"/>
</Path.Data>
</Path>
<TextBlock Text="Rectangle" local:TransformPanel.Position="50,150"/>
<TextBlock Text="Ellipse" local:TransformPanel.Position="200,150"/>
</local:TransformPanel>
Well this answer doesn't really help OP with his more specified issue but in general, camera panning, zooming in and out, and looking around (using the mouse) is quite difficult and so I just wanted to give some insight on how I implemented camera movement into my viewport scene (like Blender or Unity etc.)
This is the class called CameraPan, which contains some variables you can customize to edit the zooming in and out distance/speed, pan speed and camera look sensitivity. At the bottom of the class there is some hashed out code that represents the basic implementation into any scene. You first need to create a viewport and assign it to a 'Border' (which is a UI element that can handle mouse events since Viewport can't) and also create a camera alongside a couple of other public variables that are accessed from the CameraPan Class:
public partial class CameraPan
{
Point TemporaryMousePosition;
Point3D PreviousCameraPosition;
Quaternion QuatX;
Quaternion PreviousQuatX;
Quaternion QuatY;
Quaternion PreviousQuatY;
private readonly float PanSpeed = 4f;
private readonly float LookSensitivity = 100f;
private readonly float ZoomInOutDistance = 1f;
private readonly MainWindow mainWindow = Application.Current.Windows.OfType<MainWindow>().FirstOrDefault();
public Vector3D LookDirection(PerspectiveCamera camera, Point3D pointToLookAt) // Calculates vector direction between two points (LookAt() method)
{
Point3D CameraPosition = camera.Position;
Vector3D VectorDirection = new Vector3D
(pointToLookAt.X - CameraPosition.X,
pointToLookAt.Y - CameraPosition.Y,
pointToLookAt.Z - CameraPosition.Z);
return VectorDirection;
}
public void PanLookAroundViewport_MouseMove(object sender, MouseEventArgs e) // Panning the viewport using the camera
{
if (e.MiddleButton == MouseButtonState.Pressed)
{
Point mousePos = e.GetPosition(sender as Border); // Gets the current mouse pos
Point3D newCamPos = new Point3D(
((-mousePos.X + TemporaryMousePosition.X) / mainWindow.Width * PanSpeed) + PreviousCameraPosition.X,
((mousePos.Y - TemporaryMousePosition.Y) / mainWindow.Height * PanSpeed) + PreviousCameraPosition.Y,
mainWindow.MainCamera.Position.Z); // Calculates the proportional distance to move the camera,
//can be increased by changing the variable 'PanSpeed'
if (Keyboard.IsKeyDown(Key.LeftCtrl)) // Pan viewport
{
mainWindow.MainCamera.Position = newCamPos;
}
else // Look around viewport
{
double RotY = (e.GetPosition(sender as Label).X - TemporaryMousePosition.X) / mainWindow.Width * LookSensitivity; // MousePosX is the Y axis of a rotation
double RotX = (e.GetPosition(sender as Label).Y - TemporaryMousePosition.Y) / mainWindow.Height * LookSensitivity; // MousePosY is the X axis of a rotation
QuatX = Quaternion.Multiply(new Quaternion(new Vector3D(1, 0, 0), -RotX), PreviousQuatX);
QuatY = Quaternion.Multiply(new Quaternion(new Vector3D(0, 1, 0), -RotY), PreviousQuatY);
Quaternion QuaternionRotation = Quaternion.Multiply(QuatX, QuatY); // Composite Quaternion between the x rotation and the y rotation
mainWindow.camRotateTransform.Rotation = new QuaternionRotation3D(QuaternionRotation); // MainCamera.Transform = RotateTransform3D 'camRotateTransform'
}
}
}
public void MiddleMouseButton_MouseDown(object sender, MouseEventArgs e) // Declares some constants when mouse button 3 is first held down
{
if (e.MiddleButton == MouseButtonState.Pressed)
{
var mainWindow = Application.Current.Windows.OfType<MainWindow>().FirstOrDefault();
TemporaryMousePosition = e.GetPosition(sender as Label);
PreviousCameraPosition = mainWindow.MainCamera.Position;
PreviousQuatX = QuatX;
PreviousQuatY = QuatY;
}
}
public void MouseUp(object sender, MouseEventArgs e)
{
mainWindow.CameraCenter = new Point3D(
mainWindow.CameraCenter.X + mainWindow.MainCamera.Position.X - mainWindow.OriginalCamPosition.X,
mainWindow.CameraCenter.Y + mainWindow.MainCamera.Position.Y - mainWindow.OriginalCamPosition.Y,
mainWindow.CameraCenter.Z + mainWindow.MainCamera.Position.Z - mainWindow.OriginalCamPosition.Z);
// Sets the center of rotation of cam to current mouse position
} // Declares some constants when mouse button 3 is first let go
public void ZoomInOutViewport_MouseScroll(object sender, MouseWheelEventArgs e)
{
var cam = Application.Current.Windows.OfType<MainWindow>().FirstOrDefault().MainCamera;
if (e.Delta > 0) // Wheel scrolled forwards - Zoom In
{
cam.Position = new Point3D(cam.Position.X, cam.Position.Y, cam.Position.Z - ZoomInOutDistance);
}
else // Wheel scrolled forwards - Zoom Out
{
cam.Position = new Point3D(cam.Position.X, cam.Position.Y, cam.Position.Z + ZoomInOutDistance);
}
}
// -----CODE IN 'public MainWindow()' STRUCT-----
/*
public PerspectiveCamera MainCamera = new PerspectiveCamera();
public AxisAngleRotation3D MainCamAngle;
public RotateTransform3D camRotateTransform;
public Point3D CameraCenter = new Point3D(0, 0, 0);
public Point3D OriginalCamPosition;
public MainWindow()
{
Viewport3D Viewport = new Viewport3D();
CameraPan cameraPan = new CameraPan(); // Initialises CameraPan class
MainCamera.Position = new Point3D(0, 2, 10);
MainCamera.FieldOfView = 60;
MainCamera.LookDirection = cameraPan.LookDirection(MainCamera, new Point3D(0, 0, 0));
// Some custom camera settings
OriginalCamPosition = MainCamera.Position;
// Saves the MainCamera's first position
camRotateTransform = new RotateTransform3D() // Rotation of camera
{
CenterX = CameraCenter.X,
CenterY = CameraCenter.Y,
CenterZ = CameraCenter.Z,
};
MainCamAngle = new AxisAngleRotation3D() // Rotation value of camRotateTransform
{
Axis = new Vector3D(1, 0, 0),
Angle = 0
};
camRotateTransform.Rotation = MainCamAngle;
MainCamera.Transform = camRotateTransform;
Border viewportHitBG = new Border() { Width = Width, Height = Height, Background = new SolidColorBrush(Colors.White) };
// UI Element to detect mouse click events
viewportHitBG.MouseMove += cameraPan.PanLookAroundViewport_MouseMove;
viewportHitBG.MouseDown += cameraPan.MiddleMouseButton_MouseDown;
viewportHitBG.MouseWheel += cameraPan.ZoomInOutViewport_MouseScroll;
viewportHitBG.MouseUp += cameraPan.MouseUp;
// Mouse Event handlers
// Assign the camera to the viewport
Viewport.Camera = MainCamera;
// Assign Viewport as the child of the UI Element that detects mouse events
viewportHitBG.Child = Viewport;
}
*/
}
The mouse event handlers run the specified camera pan functions depending on mouse and key events. The setup is similar to Unity Viewport controls (middle mouse to look around, middle mouse + CTRL to pan around, scroll wheel to zoom).
Here is my full implementation of the camera pan if you want it. It includes a scene that draws a red cube and lets you pan around the scene using the camera:
public partial class MainWindow : Window
{
private readonly TranslateTransform3D Position;
private readonly RotateTransform3D Rotation;
private readonly AxisAngleRotation3D Transform_Rotation;
private readonly ScaleTransform3D Scale;
public PerspectiveCamera MainCamera = new PerspectiveCamera();
public AxisAngleRotation3D MainCamAngle;
public RotateTransform3D camRotateTransform;
public Point3D CameraCenter = new Point3D(0, 0, 0);
public Point3D OriginalCamPosition;
public MainWindow()
{
InitializeComponent();
Height = SystemParameters.PrimaryScreenHeight;
Width = SystemParameters.PrimaryScreenWidth;
WindowState = WindowState.Maximized;
#region Initialising 3D Scene Objects
// Declare scene objects.
Viewport3D Viewport = new Viewport3D();
Model3DGroup ModelGroup = new Model3DGroup();
GeometryModel3D Cube = new GeometryModel3D();
ModelVisual3D CubeModel = new ModelVisual3D();
#endregion
#region UI Grid Objects
Grid grid = new Grid();
Slider AngleSlider = new Slider()
{
Height = 50,
VerticalAlignment = VerticalAlignment.Top,
};
AngleSlider.ValueChanged += AngleSlider_MouseMove;
grid.Children.Add(AngleSlider);
#endregion
#region Camera Stuff
CameraPan cameraPan = new CameraPan();
MainCamera.Position = new Point3D(0, 2, 10);
MainCamera.FieldOfView = 60;
MainCamera.LookDirection = cameraPan.LookDirection(MainCamera, new Point3D(0, 0, 0));
OriginalCamPosition = MainCamera.Position;
camRotateTransform = new RotateTransform3D()
{
CenterX = CameraCenter.X,
CenterY = CameraCenter.Y,
CenterZ = CameraCenter.Z,
};
MainCamAngle = new AxisAngleRotation3D()
{
Axis = new Vector3D(1, 0, 0),
Angle = 0
};
camRotateTransform.Rotation = MainCamAngle;
MainCamera.Transform = camRotateTransform;
Border viewportHitBG = new Border() { Width = Width, Height = Height, Background = new SolidColorBrush(Colors.White) };
viewportHitBG.MouseMove += cameraPan.PanLookAroundViewport_MouseMove;
viewportHitBG.MouseDown += cameraPan.MiddleMouseButton_MouseDown;
viewportHitBG.MouseWheel += cameraPan.ZoomInOutViewport_MouseScroll;
viewportHitBG.MouseUp += cameraPan.MouseUp;
// Asign the camera to the viewport
Viewport.Camera = MainCamera;
#endregion
#region Directional Lighting
// Define the lights cast in the scene. Without light, the 3D object cannot
// be seen. Note: to illuminate an object from additional directions, create
// additional lights.
AmbientLight ambientLight = new AmbientLight
{
Color = Colors.WhiteSmoke,
};
ModelGroup.Children.Add(ambientLight);
#endregion
#region Mesh Of Object
Vector3DCollection Normals = new Vector3DCollection
{
new Vector3D(0, 0, 1),
new Vector3D(0, 0, 1),
new Vector3D(0, 0, 1),
new Vector3D(0, 0, 1),
new Vector3D(0, 0, 1),
new Vector3D(0, 0, 1)
};
PointCollection TextureCoordinates = new PointCollection
{
new Point(0, 0),
new Point(1, 0),
new Point(1, 1),
new Point(0, 1),
};
Point3DCollection Positions = new Point3DCollection
{
new Point3D(-0.5, -0.5, 0.5), // BL FRONT 0
new Point3D(0.5, -0.5, 0.5), // BR FRONT 1
new Point3D(0.5, 0.5, 0.5), // TR FRONT 2
new Point3D(-0.5, 0.5, 0.5), // TL FRONT 3
new Point3D(-0.5, -0.5, -0.5), // BL BACK 4
new Point3D(0.5, -0.5, -0.5), // BR BACK 5
new Point3D(0.5, 0.5, -0.5), // TR BACK 6
new Point3D(-0.5, 0.5, -0.5) // TL BACK 7
};
MeshGeometry3D Faces = new MeshGeometry3D()
{
Normals = Normals,
Positions = Positions,
TextureCoordinates = TextureCoordinates,
TriangleIndices = new Int32Collection
{
0, 1, 2, 2, 3, 0,
6, 5, 4, 4, 7, 6,
4, 0, 3, 3, 7, 4,
2, 1, 5, 5, 6, 2,
7, 3, 2, 2, 6, 7,
1, 0, 4, 4, 5, 1
},
};
// Apply the mesh to the geometry model.
Cube.Geometry = Faces;
#endregion
#region Material Of Object
// The material specifies the material applied to the 3D object.
// Define material and apply to the mesh geometries.
Material myMaterial = new DiffuseMaterial(new SolidColorBrush(Color.FromScRgb(255, 255, 0, 0)));
Cube.Material = myMaterial;
#endregion
#region Transform Of Object
// Apply a transform to the object. In this sample, a rotation transform is applied, rendering the 3D object rotated.
Transform_Rotation = new AxisAngleRotation3D()
{
Angle = 0,
Axis = new Vector3D(0, 0, 0)
};
Position = new TranslateTransform3D
{
OffsetX = 0,
OffsetY = 0,
OffsetZ = 0
};
Scale = new ScaleTransform3D
{
ScaleX = 1,
ScaleY = 1,
ScaleZ = 1
};
Rotation = new RotateTransform3D
{
Rotation = Transform_Rotation
};
Transform3DGroup transformGroup = new Transform3DGroup();
transformGroup.Children.Add(Rotation);
transformGroup.Children.Add(Scale);
transformGroup.Children.Add(Position);
Cube.Transform = transformGroup;
#endregion
#region Adding Children To Groups And Parents
// Add the geometry model to the model group.
ModelGroup.Children.Add(Cube);
CubeModel.Content = ModelGroup;
Viewport.Children.Add(CubeModel);
viewportHitBG.Child = Viewport;
grid.Children.Add(viewportHitBG);
#endregion
Content = grid;
}
private void AngleSlider_MouseMove(object sender, RoutedEventArgs e)
{
Slider slider = (Slider)sender;
Transform_Rotation.Angle = slider.Value * 36;
Transform_Rotation.Axis = new Vector3D(0, 1, 0);
Scale.ScaleX = slider.Value / 5; Scale.ScaleY = slider.Value / 5; Scale.ScaleZ = slider.Value / 5;
Position.OffsetX = slider.Value / 5; Position.OffsetY = slider.Value / 5; Position.OffsetZ = slider.Value / 5;
}
}
public partial class CameraPan
{
Point TemporaryMousePosition;
Point3D PreviousCameraPosition;
Quaternion QuatX;
Quaternion PreviousQuatX;
Quaternion QuatY;
Quaternion PreviousQuatY;
private readonly float PanSpeed = 4f;
private readonly float LookSensitivity = 100f;
private readonly float ZoomInOutDistance = 1f;
private readonly MainWindow mainWindow = Application.Current.Windows.OfType<MainWindow>().FirstOrDefault();
public Vector3D LookDirection(PerspectiveCamera camera, Point3D pointToLookAt) // Calculates vector direction between two points (LookAt() method)
{
Point3D CameraPosition = camera.Position;
Vector3D VectorDirection = new Vector3D
(pointToLookAt.X - CameraPosition.X,
pointToLookAt.Y - CameraPosition.Y,
pointToLookAt.Z - CameraPosition.Z);
return VectorDirection;
}
public void PanLookAroundViewport_MouseMove(object sender, MouseEventArgs e) // Panning the viewport using the camera
{
if (e.MiddleButton == MouseButtonState.Pressed)
{
Point mousePos = e.GetPosition(sender as Border); // Gets the current mouse pos
Point3D newCamPos = new Point3D(
((-mousePos.X + TemporaryMousePosition.X) / mainWindow.Width * PanSpeed) + PreviousCameraPosition.X,
((mousePos.Y - TemporaryMousePosition.Y) / mainWindow.Height * PanSpeed) + PreviousCameraPosition.Y,
mainWindow.MainCamera.Position.Z); // Calculates the proportional distance to move the camera,
//can be increased by changing the variable 'PanSpeed'
if (Keyboard.IsKeyDown(Key.LeftCtrl)) // Pan viewport
{
mainWindow.MainCamera.Position = newCamPos;
}
else // Look around viewport
{
double RotY = (e.GetPosition(sender as Label).X - TemporaryMousePosition.X) / mainWindow.Width * LookSensitivity; // MousePosX is the Y axis of a rotation
double RotX = (e.GetPosition(sender as Label).Y - TemporaryMousePosition.Y) / mainWindow.Height * LookSensitivity; // MousePosY is the X axis of a rotation
QuatX = Quaternion.Multiply(new Quaternion(new Vector3D(1, 0, 0), -RotX), PreviousQuatX);
QuatY = Quaternion.Multiply(new Quaternion(new Vector3D(0, 1, 0), -RotY), PreviousQuatY);
Quaternion QuaternionRotation = Quaternion.Multiply(QuatX, QuatY); // Composite Quaternion between the x rotation and the y rotation
mainWindow.camRotateTransform.Rotation = new QuaternionRotation3D(QuaternionRotation); // MainCamera.Transform = RotateTransform3D 'camRotateTransform'
}
}
}
public void MiddleMouseButton_MouseDown(object sender, MouseEventArgs e) // Declares some constants when mouse button 3 is first held down
{
if (e.MiddleButton == MouseButtonState.Pressed)
{
var mainWindow = Application.Current.Windows.OfType<MainWindow>().FirstOrDefault();
TemporaryMousePosition = e.GetPosition(sender as Label);
PreviousCameraPosition = mainWindow.MainCamera.Position;
PreviousQuatX = QuatX;
PreviousQuatY = QuatY;
}
}
public void MouseUp(object sender, MouseEventArgs e)
{
mainWindow.CameraCenter = new Point3D(
mainWindow.CameraCenter.X + mainWindow.MainCamera.Position.X - mainWindow.OriginalCamPosition.X,
mainWindow.CameraCenter.Y + mainWindow.MainCamera.Position.Y - mainWindow.OriginalCamPosition.Y,
mainWindow.CameraCenter.Z + mainWindow.MainCamera.Position.Z - mainWindow.OriginalCamPosition.Z);
// Sets the center of rotation of cam to current mouse position
} // Declares some constants when mouse button 3 is first let go
public void ZoomInOutViewport_MouseScroll(object sender, MouseWheelEventArgs e)
{
var cam = Application.Current.Windows.OfType<MainWindow>().FirstOrDefault().MainCamera;
if (e.Delta > 0) // Wheel scrolled forwards - Zoom In
{
cam.Position = new Point3D(cam.Position.X, cam.Position.Y, cam.Position.Z - ZoomInOutDistance);
}
else // Wheel scrolled forwards - Zoom Out
{
cam.Position = new Point3D(cam.Position.X, cam.Position.Y, cam.Position.Z + ZoomInOutDistance);
}
}
// -----CODE IN 'public MainWindow()' STRUCT-----
/*
public PerspectiveCamera MainCamera = new PerspectiveCamera();
public AxisAngleRotation3D MainCamAngle;
public RotateTransform3D camRotateTransform;
public Point3D CameraCenter = new Point3D(0, 0, 0);
public Point3D OriginalCamPosition;
public MainWindow()
{
Viewport3D Viewport = new Viewport3D();
CameraPan cameraPan = new CameraPan(); // Initialises CameraPan class
MainCamera.Position = new Point3D(0, 2, 10);
MainCamera.FieldOfView = 60;
MainCamera.LookDirection = cameraPan.LookDirection(MainCamera, new Point3D(0, 0, 0));
// Some custom camera settings
OriginalCamPosition = MainCamera.Position;
// Saves the MainCamera's first position
camRotateTransform = new RotateTransform3D() // Rotation of camera
{
CenterX = CameraCenter.X,
CenterY = CameraCenter.Y,
CenterZ = CameraCenter.Z,
};
MainCamAngle = new AxisAngleRotation3D() // Rotation value of camRotateTransform
{
Axis = new Vector3D(1, 0, 0),
Angle = 0
};
camRotateTransform.Rotation = MainCamAngle;
MainCamera.Transform = camRotateTransform;
Border viewportHitBG = new Border() { Width = Width, Height = Height, Background = new SolidColorBrush(Colors.White) };
// UI Element to detect mouse click events
viewportHitBG.MouseMove += cameraPan.PanLookAroundViewport_MouseMove;
viewportHitBG.MouseDown += cameraPan.MiddleMouseButton_MouseDown;
viewportHitBG.MouseWheel += cameraPan.ZoomInOutViewport_MouseScroll;
viewportHitBG.MouseUp += cameraPan.MouseUp;
// Mouse Event handlers
// Assign the camera to the viewport
Viewport.Camera = MainCamera;
// Assign Viewport as the child of the UI Element that detects mouse events
viewportHitBG.Child = Viewport;
}
*/
}
I hope it helps someone in the future!

Silverlight Button Event Not firing

I know this type of question has been asked before, But I have tried the suggestions to no avail, so hopefully some fresh eyes can help me on this.
I have a Custom Control, which is basically a Border with a grid inside which contains 2 textboxes and a button.
The control also has a octagon that is added in codebehind.
The button's click event does not fire. I gather it has probably got something to do with the controls above it getting the click event instead of the Button, but I don't know how to solve it. Or perhaps because the octagon is drawn afterwards in the code behind.
I have tried so many different things, moving the button, adding another grid, setting the background to Transparent. This is driving me nuts.
Below is the code.
XAML
<UserControl x:Class="HSCGym.UserControls.CustomErrorControl"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d" d:DesignHeight="800" d:DesignWidth="1000">
<Border x:Name="ErrorBorder" BorderBrush="Black" BorderThickness="2" CornerRadius="20" Background="White"
Width="900" Height="700"
VerticalAlignment="Stretch" HorizontalAlignment="Stretch"
Grid.Row="0" Grid.RowSpan="2">
<Border.Effect>
<DropShadowEffect BlurRadius="7" Direction="300" ShadowDepth="6" Color="Black" />
</Border.Effect>
<Grid x:Name="LayoutRoot" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Background="Transparent" >
<Grid.RowDefinitions>
<RowDefinition Height="55" />
<RowDefinition Height="55" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<TextBlock Text="{Binding ErrorText}" HorizontalAlignment="Center" FontSize="40" Grid.Row="0"/>
<TextBlock Text="{Binding ErrorText2}" HorizontalAlignment="Center" FontSize="40" Grid.Row="1"/>
<Button x:Name="btnExit" VerticalAlignment="Bottom" HorizontalAlignment="Left" Margin="38,0,0,20"
Content="Exit" Height="50" Width="200" FontSize="20" Click="btnExit_Click"
Grid.Row="2"/>
</Grid>
</Border>
</UserControl>
And the Code Behind:
public partial class CustomErrorControl
{
public string ErrorText { get; set; }
public string ErrorText2 { get; set; }
public string StopText { get; set; }
private readonly int x;
private readonly int y;
private readonly int r;
public CustomErrorControl(int x, int y, int radius, string stopError)
{
InitializeComponent();
this.x = x;
this.y = y;
r = radius;
StopText = stopError;
DrawOctagon(this.x, this.y, r);
}
public void DrawOctagon(int x, int y, int R)
{
int r2 = (int)(R/Math.Sqrt(2));
// OuterOctagon
Point[] outerOctagon = new Point[8];
outerOctagon[0].X = x;
outerOctagon[0].Y = y - R;
outerOctagon[1].X = x + r2;
outerOctagon[1].Y = y - r2;
outerOctagon[2].X = x + R;
outerOctagon[2].Y = y;
outerOctagon[3].X = x + r2;
outerOctagon[3].Y = y + r2;
outerOctagon[4].X = x;
outerOctagon[4].Y = y + R;
outerOctagon[5].X = x - r2;
outerOctagon[5].Y = y + r2;
outerOctagon[6].X = x - R;
outerOctagon[6].Y = y;
outerOctagon[7].X = x - r2;
outerOctagon[7].Y = y - r2;
HexColor stop1Colour = new HexColor("#FFA30D0D");
HexColor stop2Colour = new HexColor("#FFCA0C0C");
HexColor stop3Colour = new HexColor("#FFF71212");
GradientStop gs1 = new GradientStop { Color = stop1Colour, Offset = 0.98 };
GradientStop gs2 = new GradientStop { Color = stop2Colour, Offset = 0.5 };
GradientStop gs3 = new GradientStop { Color = stop3Colour, Offset = 0.04 };
LinearGradientBrush gb = new LinearGradientBrush
{
StartPoint = new Point(0.77, 0.85),
EndPoint = new Point(0.13, 0.15),
GradientStops = new GradientStopCollection {gs1, gs2, gs3}
};
DropShadowEffect dse = new DropShadowEffect
{
BlurRadius = 8,
Color = Colors.Black,
Direction = 320,
ShadowDepth = 10.0,
Opacity = 0.5
};
Polygon octagonOuter = new Polygon
{
VerticalAlignment = VerticalAlignment.Center,
HorizontalAlignment = HorizontalAlignment.Center,
Fill = gb,
Stroke = new SolidColorBrush(Colors.Black),
StrokeThickness = 5,
StrokeDashArray = new DoubleCollection { 10, 0 },
Effect = dse,
Points = new PointCollection
{
new Point(outerOctagon[0].X, outerOctagon[0].Y),
new Point(outerOctagon[1].X, outerOctagon[1].Y),
new Point(outerOctagon[2].X, outerOctagon[2].Y),
new Point(outerOctagon[3].X, outerOctagon[3].Y),
new Point(outerOctagon[4].X, outerOctagon[4].Y),
new Point(outerOctagon[5].X, outerOctagon[5].Y),
new Point(outerOctagon[6].X, outerOctagon[6].Y),
new Point(outerOctagon[7].X, outerOctagon[7].Y),
}
};
double outerOctCenterY = octagonOuter.Points[6].Y - octagonOuter.Points[2].Y;
double outerOctCenterX = octagonOuter.Points[4].X - octagonOuter.Points[0].X;
var rotate = new RotateTransform { Angle = 22.8, CenterX = outerOctCenterX, CenterY = outerOctCenterY };
octagonOuter.RenderTransform = rotate;
Grid.SetRow(octagonOuter, 2);
TextBlock tbStopError = new TextBlock
{
Text = StopText,
Foreground = new SolidColorBrush(Colors.White),
FontFamily = new FontFamily("Courier New"),
FontSize = 80,
FontWeight = FontWeights.Bold,
VerticalAlignment = VerticalAlignment.Center,
HorizontalAlignment = HorizontalAlignment.Center
};
Grid.SetRow(tbStopError, 2);
LayoutRoot.Children.Add(octagonOuter);
LayoutRoot.Children.Add(tbStopError);
}
private void btnExit_Click(object sender, RoutedEventArgs e)
{
MessageBox.Show("Clicked");
}
}
Any ideas?
Many thanks
Neill
Update:
I have tested quickly putting MouseLeftButtonUp events on the grid and the border.
When I click the border, first the grid event fires, then the border event fires, but if I click the button, nothing fires. Does this mean the Button is above the grid and border so should be firing the event?
I will try some of the other suggestions as well in the meant time.
Neill
Update 2:
It gets stranger. I moved the button to the top and then click event fires. What I see is that from a certain Y point and below, absolutely no mouseleftbuttonup or click events fire, nada. This makes no sense. If I go from the bottom and click moving slowly up, then at a certain point, all events start firing.
Neill
Update 3
Hi all,
After removing controls one by one to see what is causing the issue, I now know it is the Border control. If I remove it, all works fine, when it is back, same problem as before. Any ideas?
Thanks
Neill
Update 4
Hi all,
OK so I finally sorted out the problem, so in case anybody finds themselves in a similar situation. It had nothing to do with that page at all. I am loading the page in a frame from a different page and what it seems is that I had to many row definitions set in the grid on the main page. After I corrected that, everything works fine.
Thanks
First try fill button by Transparent color (00000000).
Also you can send solution or part of it to me and I shall try to help.

WPF Rub out top image to reveal image underneath

As the title suggests, using WPF I want to have a scenario where I have a bitmap image with another bitmap overlayed on top of it and, using the mouse, "paint" over the top bitmap so that it reveals the bitmap underneath. Is this just as simple as painting with a transparent brush? I have tried this to no avail but maybe I am missing something.
You can use a VisualBrush to create an OpacityMask. Here is a code example of a dark green rectangle being replaced by a light green one. Using this approach the two rectangles could be any elements including images.
<Grid MouseMove="Grid_MouseMove">
<Rectangle Fill="DarkGreen"/>
<Rectangle Fill="LightGreen">
<Rectangle.OpacityMask>
<VisualBrush Stretch="None" AlignmentX="Left" AlignmentY="Top">
<VisualBrush.Visual>
<Path Name="path" Stroke="Black" StrokeThickness="10"/>
</VisualBrush.Visual>
</VisualBrush>
</Rectangle.OpacityMask>
</Rectangle>
</Grid>
and here is the code-behind:
private void Grid_MouseMove(object sender, MouseEventArgs e)
{
if (e.LeftButton == MouseButtonState.Pressed)
{
var point = e.GetPosition(sender as Grid);
if (lastPoint != nullPoint)
AddSegment(lastPoint, point);
lastPoint = point;
}
else
{
lastPoint = nullPoint;
}
}
private void AddSegment(Point point1, Point point2)
{
if (segments.Count == 0 || segments[segments.Count - 1].Point != point1)
segments.Add(new LineSegment(point1, false));
segments.Add(new LineSegment(point2, true));
var figures = new PathFigureCollection();
figures.Add(new PathFigure(new Point(), segments, false));
var geometry = new PathGeometry();
geometry.Figures = figures;
path.Data = geometry;
}
List<LineSegment> segments = new List<LineSegment>();
private static readonly Point nullPoint = new Point(-1, -1);
Point lastPoint = nullPoint;

WPF: Animation is not smooth

I am animating a TextBlock. In 60 seconds, it increases FontSize from 8pt to 200pt. Everything is working fine, except that my animation is moving up and down a bit as the text grows. Why is this happening and is it possible to avoid this?
I have a very simple XAML file:
<Window x:Class="Timer.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Width="800"
Height="500"
Title="MainWindow"
Loaded="Window_Loaded">
<Grid>
<TextBlock
Name="TimerTextBlock"
HorizontalAlignment="Center"
VerticalAlignment="Center"
Text="00h : 00m : 00.000s" />
</Grid>
</Window>
And equally simple code-behind:
public partial class MainWindow : Window
{
private const string timerFormat = "{0:hh'h : 'mm'm : 'ss'.'fff's'}";
private DispatcherTimer dispatcherTimer;
private DateTime targetTime;
public MainWindow()
{
InitializeComponent();
}
private void Window_Loaded(object sender, RoutedEventArgs e)
{
targetTime = DateTime.Now.AddSeconds(60);
double totalTime = targetTime.Subtract(DateTime.Now).TotalMilliseconds;
DoubleAnimation animation = new DoubleAnimation();
animation.From = TimerTextBlock.FontSize;
animation.To = 200;
animation.Duration = new Duration(targetTime.Subtract(DateTime.Now));
TimerTextBlock.BeginAnimation(TextBlock.FontSizeProperty, animation);
dispatcherTimer = new DispatcherTimer();
dispatcherTimer.Interval = TimeSpan.FromMilliseconds(1);
dispatcherTimer.Tick += new EventHandler(dispatcherTimer_Tick);
dispatcherTimer.Start();
}
private void dispatcherTimer_Tick(object sender, EventArgs e)
{
if (DateTime.Compare(targetTime, DateTime.Now) > 0)
{
TimerTextBlock.Text =
string.Format(timerFormat, targetTime.Subtract(DateTime.Now));
}
}
}
Thank you for all the clarifications.
Your vertical jumping problem is due to font rendering rounding. Specifically, WPF will avoid subpixel font height in order to enable font smoothing. One way to avoid this is to convert your text into a path geometry and then use a scale transform to animate it.
Here is an alternate version of your example without the jumping. The new XAML is:
<Grid>
<Path Name="Path" HorizontalAlignment="Center" VerticalAlignment="Center"/>
</Grid>
and the new code when you load the window:
SetText("");
var transform = new ScaleTransform(1, 1);
Path.LayoutTransform = transform;
var animationX = new DoubleAnimation(1, 10, new Duration(TimeSpan.FromSeconds(60)));
transform.BeginAnimation(ScaleTransform.ScaleXProperty, animationX);
var animationY = new DoubleAnimation(1, 10, new Duration(TimeSpan.FromSeconds(60)));
transform.BeginAnimation(ScaleTransform.ScaleYProperty, animationY);
and a new method to set the text that is anmiated:
private void SetText(string text)
{
var formatted = new FormattedText(text, CultureInfo.CurrentCulture, FlowDirection.LeftToRight, new Typeface("Lucida Console"), 12, Brushes.Black);
Path.Data = formatted.BuildGeometry(new Point(0, 0));
Path.Fill = Brushes.Black;
}
and you have call SetText from your timer event handler.
Note that to avoid horizontal jumpiness, you have to use a fixed-length text string and a constant-width font.

Resources