WPF mapping border to Bitmapimage (Not a duplicate) - c#

I post this before and it was remove for being a duplicate. It is not. My problem is different then what that other people is doing. He is not doing zoom nor pan, and does not have a boarder.
I am using Stretch="Fill" to place my entire picture in the borders of an Image box. I am using a Border so that I can do Zoom and Pan. I am using the Canvas to draw rectangles around giving click areas. I want to map the left mouse click coordinates of the Canvas with zoom and pan back to the original image. here is my XAML code :
`
<Border x:Name="VideoPlayerBorder" ClipToBounds="True" Background="Gray" >
<Canvas x:Name="CanvasGridScreen" MouseLeftButtonDown="VideoPlayerSource_OnMouseLeftButtonDown" >
<Image x:Name="VideoPlayerSource" Opacity="1" RenderTransformOrigin="0.5,0.5" MouseLeftButtonUp="VideoPlayerSource_OnMouseLeftButtonUp" MouseWheel="VideoPlayerSource_OnMouseWheel" MouseMove="VideoPlayerSource_OnMouseMove" Width="{Binding Path=ActualWidth, ElementName=CanvasGridScreen}" Height="{Binding Path=ActualHeight, ElementName=CanvasGridScreen}" Stretch="Fill" >
</Image>
</Canvas>
`
here is my C# code:
`private void VideoPlayerSource_OnMouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
VideoPlayerSource.CaptureMouse();
var tt = (TranslateTransform)((TransformGroup)VideoPlayerSource.RenderTransform).Children.First(tr => tr is TranslateTransform);
start = e.GetPosition(VideoPlayerBorder);
origin = new Point(tt.X, tt.Y);
_stIR = start;
_stIR2 = start;
addRemoveItems(sender, e);
}
private void addRemoveItems(object sender, MouseButtonEventArgs e)
{
// this is the event that will check if we clicked on a rectangle or if we clicked on the canvas
// if we clicked on a rectangle then it will do the following
if (e.OriginalSource is Rectangle)
{
// if the click source is a rectangle then we will create a new rectangle
// and link it to the rectangle that sent the click event
Rectangle activeRec = (Rectangle)e.OriginalSource; // create the link between the sender rectangle
CanvasGridScreen.Children.Remove(activeRec); // find the rectangle and remove it from the canvas
}
// if we clicked on the canvas then we do the following
else
{
// generate a random colour and save it inside the custom brush variable
Custombrush = new SolidColorBrush(Color.FromRgb((byte)r.Next(1, 255),
(byte)r.Next(1, 255), (byte)r.Next(1, 233)));
// create a re rectangle and give it the following properties
// height and width 50 pixels
// border thickness 3 pixels, fill colour set to the custom brush created above
// border colour set to black
Rectangle newRec = new Rectangle
{
Width = 50,
Height = 50,
StrokeThickness = 3,
Fill = Custombrush,
Stroke = Brushes.Black
};
// once the rectangle is set we need to give a X and Y position for the new object
// we will calculate the mouse click location and add it there
Canvas.SetLeft(newRec, Mouse.GetPosition(CanvasGridScreen).X); // set the left position of rectangle to mouse X
Canvas.SetTop(newRec, Mouse.GetPosition(CanvasGridScreen).Y); // set the top position of rectangle to mouse Y
CanvasGridScreen.Children.Add(newRec); // add the new rectangle to the canvas
}
}
private void VideoPlayerSource_OnMouseWheel(object sender, MouseWheelEventArgs e)
{
TransformGroup transformGroup = (TransformGroup)VideoPlayerSource.RenderTransform;
ScaleTransform transform = (ScaleTransform)transformGroup.Children[0];
double zoom = e.Delta > 0 ? .2 : -.2;
double transformScaleX = Math.Round((transform.ScaleX + zoom), 2);
double transformScaleY = Math.Round((transform.ScaleY + zoom), 2);
if (transformScaleX <= 8.2 && transformScaleX >= 1)
{
transform.ScaleX = Math.Round(transform.ScaleX + zoom, 2);
transform.ScaleY = Math.Round(transform.ScaleY + zoom, 2);
zoomFactor2 = zoomFactor2 + zoom;
zoomFactor = zoomFactor2;
}
}
void PanMethod(MouseEventArgs e)
{
var tt = (TranslateTransform)((TransformGroup)VideoPlayerSource.RenderTransform).Children.First(tr => tr is TranslateTransform);
Vector v = start - e.GetPosition(VideoPlayerBorder);
if (zoomFactor > 1.0)
{
tt.X = origin.X - v.X;
tt.Y = origin.Y - v.Y;
}
}
is there a function that would give me this information ? is there a way of using TransformGroup or ScaleTransform to return the actual location in the picture that was clicked? again the Image with possible zoom and/or pan

Check out: https://learn.microsoft.com/en-us/dotnet/api/system.windows.media.visual.transformtovisual
The right way to translate coordinates back to the original pre-transforms control is to use the TransformToVisual helper. It's probably a good idea to do that regardless since transforms could be applied higher up in the stack.
In your case you want to call:
GeneralTransform transform = CanvasGridScreen.TransformToVisual(VideoPlayerSource);
Point normalizedPoint = transform.Transform(new Point(0, 0));

Related

WPF - Touch manipulation problem when translate after a rotation

I have a problem with object transformations via Manipulation events, more precisely matrix.
Problem: After a first successfull rotation/scale/translation of my object(btw: a Rectangle), the second manipulation (a translation in this case) will move the object in the direction of its new angle.
For example, if after a first rotation (new angle of 45°) I later touch the screen from right to left, the object will follow a 45° diagonal path instead of the path that I draw.
Expectation: I want my object to follow exactly the path I make on the screen regardless of its rotation.
Situation: I drop a Rectangle in a Canvas by code, this rectangle has "IsManipulationEnabled = true" and a "RenderTransformOrigin = new Point(.5, .5)" and "mySuperRectangle.ManipulationDelta += Container_ManipulationDelta;"
This is the code I use:
private void Container_ManipulationDelta(object sender, ManipulationDeltaEventArgs e)
{
try
{
if (e.OriginalSource != null)
{
Rectangle image = e.OriginalSource as Rectangle;
Point center = new Point(image.ActualWidth / 2.0, image.ActualHeight / 2.0);
Matrix imageMatrix = ((MatrixTransform)image.RenderTransform).Matrix;
center = imageMatrix.Transform(center);
// Move the Rectangle.
imageMatrix.Translate(e.DeltaManipulation.Translation.X,
e.DeltaManipulation.Translation.Y);
// Rotate the Rectangle.
imageMatrix.RotateAt(e.DeltaManipulation.Rotation,
center.X,
center.Y);
// Resize the Rectangle. Keep it square
// so use only the X value of Scale.
imageMatrix.ScaleAt(e.DeltaManipulation.Scale.X,
e.DeltaManipulation.Scale.X,
center.X,
center.Y);
// Apply changes
image.RenderTransform = new MatrixTransform(imageMatrix);
Rect containingRect =
new Rect(((FrameworkElement)e.ManipulationContainer).RenderSize);
Rect shapeBounds =
image.RenderTransform.TransformBounds(
new Rect(image.RenderSize));
// Check if the rectangle is completely in the window.
// If it is not and intertia is occuring, stop the manipulation.
if (e.IsInertial && !containingRect.Contains(shapeBounds))
{
e.Complete();
}
e.Handled = true;
}
}
catch (Exception)
{
throw;
}
}
Any ideas ?
Thanx a lot.
You should handle the manipulation event on the Canvas, because the origin of the manipulation should be relative to the fixed Canvas, instead of the moving Rectangle.
<Canvas IsManipulationEnabled="True"
ManipulationDelta="CanvasManipulationDelta">
<Rectangle x:Name="rectangle" Width="200" Height="200" Fill="Red">
<Rectangle.RenderTransform>
<MatrixTransform/>
</Rectangle.RenderTransform>
</Rectangle>
</Canvas>
The event handler would work like this:
private void CanvasManipulationDelta(object sender, ManipulationDeltaEventArgs e)
{
var transform = (MatrixTransform)rectangle.RenderTransform;
var matrix = transform.Matrix;
var center = e.ManipulationOrigin;
var scale = (e.DeltaManipulation.Scale.X + e.DeltaManipulation.Scale.Y) / 2;
matrix.ScaleAt(scale, scale, center.X, center.Y);
matrix.RotateAt(e.DeltaManipulation.Rotation, center.X, center.Y);
matrix.Translate(e.DeltaManipulation.Translation.X, e.DeltaManipulation.Translation.Y);
transform.Matrix = matrix;
}
Final code for me:
private void CanvasManipulationDelta(object sender, ManipulationDeltaEventArgs e)
{
var transform = rectangle.RenderTransform as MatrixTransform;
var matrix = transform.Matrix;
Point center = new Point(rectangle.ActualWidth / 2.0, rectangle.ActualHeight / 2.0);
center = matrix.Transform(center);
matrix.ScaleAt(e.DeltaManipulation.Scale.X , e.DeltaManipulation.Scale.X, center.X, center.Y);
matrix.RotateAt(e.DeltaManipulation.Rotation, center.X, center.Y);
matrix.Translate(e.DeltaManipulation.Translation.X, e.DeltaManipulation.Translation.Y);
rectangle.RenderTransform = new MatrixTransform(matrix);
}
Edit: Don't use the as operator without checking the result for null. In this case, if transform is null, create a new MatrixTransform and assign it to the RenderTransform property. Afterwards, reuse the transform and just update its Matrix property.
Improved code:
private void CanvasManipulationDelta(object sender, ManipulationDeltaEventArgs e)
{
var transform = rectangle.RenderTransform as MatrixTransform;
if (transform == null) // here
{
transform = new MatrixTransform();
rectangle.RenderTransform = transform;
}
var matrix = transform.Matrix;
var center = new Point(rectangle.ActualWidth / 2.0, rectangle.ActualHeight / 2.0);
center = matrix.Transform(center);
matrix.ScaleAt(e.DeltaManipulation.Scale.X , e.DeltaManipulation.Scale.X, center.X, center.Y);
matrix.RotateAt(e.DeltaManipulation.Rotation, center.X, center.Y);
matrix.Translate(e.DeltaManipulation.Translation.X, e.DeltaManipulation.Translation.Y);
transform.Matrix = matrix; // here
}

How to custom slider control like sound volumn in wpf

I am begin to study in Wpf, I want to use slider but I want to custom the slider control like image below:
The value of slider will be some of column with height increase like chart, and default column background color is black. When User drag and move from left to right, the column background of left side will be green color and opposite, the color will be black again. Please let me know if my question is not clear.
I found the solution by myself. I have two image stack up together, green background image is at bottom and black background image is at top. I have two event: MouseMove and MouseDown on image will get the position of mouse and set the opacity mask of top image. Opacity mask will set a part of image to transparent background. Of course, the bottom image will be display. See code below .
private void imgMusicBlack_MouseDown(object sender, MouseButtonEventArgs e)
{
var img = sender as Image;
SetOpacityMask(img, e.GetPosition(img).X);
}
private void imgMusicBlack_PreviewMouseMove(object sender, MouseEventArgs e)
{
if (e.LeftButton == MouseButtonState.Pressed)
{
var img = sender as Image;
SetOpacityMask(img, e.GetPosition(img).X);
}
}
private void SetOpacityMask(Image img, double pointX, double offset = -1)
{
if (offset == -1)
offset = Math.Round(pointX / img.ActualWidth, 2);
LinearGradientBrush linear = new LinearGradientBrush();
linear.StartPoint = new Point(0, 0.5);
linear.EndPoint = new Point(1, 0.5);
linear.GradientStops = new GradientStopCollection();
linear.GradientStops.Add(new GradientStop(Colors.Transparent, offset));
linear.GradientStops.Add(new GradientStop(Colors.Black, offset));
img.OpacityMask = linear;
}

How to Draw a Rubber Band Selection Rectangle accurately on a Rotated Canvas?

This is a rubber band selection rectangle drawn on a canvas. My problem is that it is easy to get the correct size of the rectangle provided the canvas contents are not rotated. But as soon as it is rotated the rectangle no longer sizes with the cursor. I need the rubber band to stay parallel with screen
var dragPt = new PointF(e.Position.X - G.ReferenceOffset.X, e.Position.Y - G.ReferenceOffset.Y);
var rotation = ADEEnvironment.RotateAngle;
var width = (dragPt.X - pressPt.X);
var height = (dragPt.Y - pressPt.Y);
The code is pretty trivial. I capture the position of the mouse on mouse down: pressPt. In the mouse move event I get the current mouse position dragPt and calculate the width and height of the rubber band rectangle and use those values to create a rectangle with its origin on pressPt.
This works fine if the camera for the canvas is not rotated. When I rotate the display I need the rubber band to stay aligned with the screen and not the canvas it is drawn on. It I just leave it the rubber band is drawn rotated as well.
If I rotate the rubber band rectangle to return it to alignment with the screen then the rectangle is no longer sizing correctly. So after a lot of messing about I tried a bit of trigonometry:
var width = (float)((dragPt.X - pressPt.X) / Math.Cos(rotation));
var height = (float)((dragPt.Y - pressPt.Y) / Math.Cos(rotation));
Which doesn't work and gets very messy given that the rotation angle can be anything for 0 > 360
I have looked at other code on how to create a selection rectangle including the answers to this question: How to make a resizeable rectangle selection tool?
but I would like to use the basic code I have if possible since it is related to the graphics engine I am using (Piccolo).
I would put up some screenshots but I can't capture the rubber band. I think this is more of a math problem than anything else and it ought to be easy to fix but I just can't work out what math calculations to make to account to the effect of rotating the display.
This code uses the Paint event to draw
One fixed rectangle on a rotated canvas
An unrotated copy of it
An unrotated rubber-band
and checks on the corners of example rectanlge
// one example 'object'
Rectangle R0 = new Rectangle(182,82,31,31);
// a few helpers
Point curMouse = Point.Empty;
Point downMouse = Point.Empty;
Rectangle RM = Rectangle.Empty;
float angle = 30;
Point center = new Point(-55, -22);
private void canvas_Paint(object sender, PaintEventArgs e)
{
// preprare the canvas to rotate around a center point:
e.Graphics.TranslateTransform(center.X , center.Y);
e.Graphics.RotateTransform(angle);
e.Graphics.TranslateTransform(-center.X, -center.Y);
// draw one object and reset
e.Graphics.DrawRectangle(Pens.Green, R0);
e.Graphics.ResetTransform();
// for testing (and hittesting): this is the unrotated obejct:
e.Graphics.DrawRectangle(Pens.LightGray, R0);
// allowing for any way the rubber band is drawn..
// ..should be moved to a helper function!
Size S = new Size( Math.Abs(downMouse.X - curMouse.X),
Math.Abs(downMouse.Y - curMouse.Y));
Point P0 = new Point(Math.Min(downMouse.X, curMouse.X),
Math.Min(downMouse.Y, curMouse.Y));
RM = new Rectangle(P0, S);
// the ruber band
e.Graphics.DrawRectangle(Pens.Red, RM);
}
private void canvas_MouseMove(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
curMouse = e.Location;
canvas.Invalidate();
}
private void canvas_MouseDown(object sender, MouseEventArgs e)
{
downMouse = e.Location;
curMouse = e.Location;
}
IMO, the more interesting part will be to decide which objects are selected. Will any intersection count or should it be completely contained?
I found a nice piece of rotation code in this post and add it with an example to check on the fixed Rectangle.
Of course more complex object will call for more involved lists of points. To get really exact results you may even need to go for GraphicsPaths and the set operations on Regions they support; but maybe a simple convex hull will do..
Of course, you will want to store the rotated points instead of reapeatedly calculating them..
static Point RotatePoint(Point pointToRotate, Point centerPoint, double angleInDegrees)
{
double angleInRadians = angleInDegrees * (Math.PI / 180);
double cosTheta = Math.Cos(angleInRadians);
double sinTheta = Math.Sin(angleInRadians);
return new Point
{
X =
(int)
(cosTheta * (pointToRotate.X - centerPoint.X) -
sinTheta * (pointToRotate.Y - centerPoint.Y) + centerPoint.X),
Y =
(int)
(sinTheta * (pointToRotate.X - centerPoint.X) +
cosTheta * (pointToRotate.Y - centerPoint.Y) + centerPoint.Y)
};
}
private void canvas_MouseUp(object sender, MouseEventArgs e)
{
List<Point> points = new List<Point>();
points.Add(RotatePoint(new Point(R0.Left, R0.Top), center, angle));
points.Add(RotatePoint(new Point(R0.Right, R0.Top), center, angle) );
points.Add(RotatePoint(new Point(R0.Right, R0.Bottom), center, angle) );
points.Add(RotatePoint(new Point(R0.Left, R0.Bottom), center, angle));
bool ok = true;
foreach (Point pt in points) if (!RM.Contains(pt)) ok = false;
if (ok) this.Text = "HIT"; else this.Text = "no hit";
}

How to make a rectangle move when PictureBox is resized

I have a PictureBox with a picture as a background of an application, having all the Anchors set, so it can resize with the form. On this PictureBox, I am creating many other things, for now only rectangles. I am creating them on some X and Y coordinates, that is fine. Adding a picture to show what I am trying to do. Created rectangle is actually the little light blue square.
But, when i resize the form, for example I maximize it, the rectangle stays at the same coordinates, which of course ar somewhere else at the moment (including only part of image to save space):
My question is - how can i make the rectangle "stick" with the same place as it is, during the resize? Note - they will have to move later, like every 2 seconds or so, so it cant be absolutely static.
EDIT:
here is some of the code creating the rectangle
private void button1_Click(object sender, EventArgs e)
{
spawn = "aircraft";
pictureBox1.Invalidate();
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
switch (spawn)
{
case "aircraft":
Point[] points = new Point[2];
Point bod = new Point(750, 280);
points[0] = bod;
aircraft letadlo = new aircraft(605, 180, "KLM886", 180, e.Graphics);
aircrafts[0] = letadlo;
letadlo.points = points;
break;
...
public aircraft(int x, int y, string csign, int spd, Graphics g)
{
Pen p = new Pen(Color.Turquoise, 2);
Rectangle r = new Rectangle(x, y, 5, 5);
g.DrawRectangle(p, r);
p.Dispose();
One option could be to redraw the rectangle in new coordinates which are proportional to the PictureBox changed size.
For example:
oldX, oldY // old coordinates of the rectangle should be saved
oldPictureBoxWidth, oldPictureBoxHeight // should be saved too
//and on the PictureBox Paint event You have the new:
newPictureBoxWidth and newPictureBoxHeight
//the new coordinates of rectangle: (resize ratio is in brackets)
newX = oldX * (newPictureBoxWidth / oldPictureBoxWidth)
newY = oldY * (newPictureBoxHeight / oldPictureBoxHeight)
i think you have to calculate the % between the distance of your x and y from the top and the bottom , and if the form re-sized just use your % and draw again your rect !
for ex :
x = 100 the width is 200 so 100 is 1/2 so it 50% So if the form resized just calculate the new size and (newsize * 50 ) / 100
Hope that can help you .

How to get the TopLeft screen-coordinate of a PictureBox on a Windows Forms

I have a a PictureBox on my Windows Forms.
I am drawing a Rectangle on the PictureBox, with ControlPaint.DrawReversibleFrame(), and want to code some boundaries, so I am only drawing on the PictureBox and not the whole screen.
How do I find the screen-coordinates of the topleft point of the PictureBox?
EDIT with solution: Here's my solution, if anybody need to code some PictureBox boundaries.
if (_isDragging) // If the mouse is being dragged, undraw and redraw the rectangle as the mouse moves.
{
pictureBoxMap.Refresh();
ControlPaint.DrawReversibleFrame(_theRectangleScreenCoords, BackColor, FrameStyle.Dashed); // Hide the previous rectangle by calling the DrawReversibleFrame method with the same parameters.
Point endPoint = ((Control)sender).PointToScreen(new Point(e.X, e.Y));
var topLeftPictureBoxMap = pictureBoxMap.PointToScreen(new Point(0, 0));
int width = endPoint.X - _startPointTheRectangleScreenCoords.X;
int height = endPoint.Y - _startPointTheRectangleScreenCoords.Y;
// limit rectangle in x-axis
var diff_x = pictureBoxMap.Width - (_startPointTheRectangleScreenCoords.X - topLeftPictureBoxMap.X);
var diff_x_2 = (pictureBoxMap.Width - (_startPointTheRectangleScreenCoords.X - topLeftPictureBoxMap.X)) - pictureBoxMap.Width;
if (width > diff_x)
{
width = diff_x;
}
else if(width < diff_x_2)
{
width = diff_x_2;
}
// limit rectangle i y-aksen
var diff_Y = pictureBoxMap.Height - (_startPointTheRectangleScreenCoords.Y - topLeftPictureBoxMap.Y);
var diff_Y_2 = (pictureBoxMap.Height - (_startPointTheRectangleScreenCoords.Y - topLeftPictureBoxMap.Y)) - pictureBoxMap.Height;
if (height > diff_Y)
{
height = diff_Y;
}
else if(height < diff_Y_2)
{
height = diff_Y_2;
}
_theRectangleScreenCoords = new Rectangle(
_startPointTheRectangleScreenCoords.X,
_startPointTheRectangleScreenCoords.Y,
width,
height);
ControlPaint.DrawReversibleFrame(_theRectangleScreenCoords, Color.Red, FrameStyle.Dashed); // Draw the new rectangle by calling DrawReversibleFrame again.
}
Use Control.PointToScreen( new Point(0, 0) ) where Control is your PictureBox.
See http://msdn.microsoft.com/en-us/library/system.windows.forms.control.pointtoscreen.aspx

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