WPF Touch - Choosing Manipulation Container based on number of manipulators - c#

I have a WPF Touch app (MS Surface, VS 2017, .NET 4.7) that shows a number of simple shapes (lines, rects, circles) above an image, all on on a canvas. I'm having a trouble with selecting my ManipulationContainer for touch.
Roughly what I have is this:
<ScrollViewer x:Name="MyViewer"
ManipulationStarting="Viewer_ManipulationStarting">
<Canvas x:Name="MyCanvas">
<Image x:Name="MyImage" Source={Binding MyImageSource}"/>
<ItemsControl x:Name="MyShapes" ItemsSource="{Binding MyShapes}"/>
</Canvas>
</ScrollViewer>
I want let my user do two different things with touch.
With one finger they can draw new shapes (relative to the canvas)
With two fingers they can zoom the entire canvas (relative to the scrollviewer)
So if the user is drawing a new shape, then ManipulationContainer must be "MyCanvas". But if the user is zooming the whole scene, then the ManipulationContainer must be "MyViewer" (because in that case I'm changing the LayoutTransform of the whole canvas).
So I need (it would seem) to select from one of two different manipulation containers depending on which of these operations is happening. But I can't seem to figure out how. Below is what I have (which doesn't work) where I choose the container. in the ManipulationStarting handler.
private void Scene_ManipulationStarting(object sender, ManipulationStartingEventArgs e)
{
// If zooming, container is the parent viewer. Otherwise it's
// drawing a shape relative to the canvas.
if (e.Manipulators.Count() >= 2)
e.ManipulationContainer = MyViewer; // Zooming whole canvas
else
e.ManipulationContainer = MyCanvas; // Drawing on canvas
e.Handled = true;
}
As you likely guessed, when I first get this, I always get just one manipulator; The user is extremely unlikely to have his very first touch be with two fingers exactly simultaneously. So my code always thinks I'm drawing a shape.
It's only later on, in the ManipulationDelta that I start getting more than one manipulator. But it's too late then to choose a container. It's already been chosen. And if I check the number of manipulators then, my coordinates, delta, and origin are all relative to the very thing I'm trying to move. It makes the zooming jump all over the place.
I don't know what to do about this. I have to let my user zoom at any time so I do not have the option of forcing them to choose a "zoom tool".
I'm sure I'm missing something simple but I don't know what it is and I'd like to avoid blind alleys. Any suggestions?

Related

C# UWP Universal Windows App - Shape Resizing

I'm working on an application that has a graphic editor. Aside from some other graphic components the main feature are some shapes (rectangles, triangles, stars etc.). The thing I would like to do is to have the ability to resize them after a double click, so there should be a container shown with points that can be dragged to resize the shape. There are many great tutorials out in the internet but mainly for rectangles or for other shapes that are "packed" into rectangle viewboxes.
The issue is that I need to have my resize points exactly on the vertexes, so for example I can't have a triangle inside a rectangle viewbox, but I need exactly three points - one on every vertex. The same applies for the other shapes like stars and arrows which are much more complicated.
Here's what I mean:
So I think I have two ways. Either pass a dynamic list of points after a double click and display them as separate shapes or binding them with my shape inside my shape class, but I cannot figure out how to add multiple shapes to a viewbox so that they keep their abilities. Here is a simplified snippet of how my shape classes look like:
public class RectangleObject : ShapeObject
{
private Rectangle _rectangle;
private Viewbox _viewbox;
public RectangleObject(Color fillColor)
{
_rectangle = new Rectangle()
{
Fill = new SolidColorBrush(fillColor),
Stretch = Stretch.Fill
};
_viewbox.child = _rectangle;
}
public void SetDimensions(){}
//... and some other methods
}
A nice solution would be if the viewbox could contain my shape and the resize points but I will appreciate any advice. I know that a canvas would be a better solution but all other components are packed in viewboxes so it would be problematic because of inheritance and would need many changes. Thanks in advance!
Yes I know exactly what you mean. I used CorelDraw back in the day and then Adobe Illustrator and both had the concept of shape transformation mode (your image on the right) as well as vertex edit mode (your image on the left). UWP is similar to WPF and WPF has a concept of adorners which you can customise to do whatever you want including what I just described.
So when you enter one of these modes, rather than modify your existing shape to show selectors; instead you create adorners that are superimposed over the shape. That way one doesn't clobber the other and you may have custom behavior for each as you indicated.
See also
Adorners - MSDN, https://msdn.microsoft.com/en-us/library/ms743737(v=vs.110).aspx, retrieved 2017-1-12

Interactive Zooming into a 2D graphics bitmap in C#

I have made a program that reads voltage and current values of some diode curves from an xml file and draws them on screen (Just using plain 2D graphics and some simple commands like DrawCurve and stuff like that).
My main image frame is 800 by 800 pixels (you can see a smaller screenshot down below). Now I want to add a zoom function that when I hover the mouse over this image area, a flying smaller square pops up and zooms in + moves when I move the mouse over this area.
I have no idea how to approach this. Ofcourse I don't ask the full working code but please help me to get closer and closer!
For instance, can I make the zoom to work, without reading the curve data and painting real time? or there is no escape from it? How can I have a hovering image box when I move mouse over the orginal image?
Thanks!
Have you timed how long DrawCurve takes? Perhaps it's fast enough to do in real time. Don't forget, the GDI will clip the drawing primitives to the drawing area. You just need to set up a clipping rectangle as you move the mouse around.
To speed up the redraw, create the main window image (the one you pasted) as an off-screen bitmap, and just DrawImage the off-screen version to the window in the paint events. That way you reduce the impact of the DrawCurve.
Finally, to get good looking results, overload the OnPaintBackground (can't remember the name exactly but it's something like that) so it does nothing (not even call the base class) and do all your painting in the OnPaint method using a BufferedGraphics object.
Update
Your paint function might look like this:
OnPaint (...)
{
the_graphics_object.DrawImage (the background image);
the_graphics_object.Clip = new Region (new Rectangle (coords relative to mouse position));
the_graphics_object.TranslateTransform (drawing offset based on mouse position);
RenderScene (the_graphics_object, scale_factor); // draws grid and curve, etc
the_graphics_object.DrawRectangle (zoom view rectangle); // draw a frame around the zoomed view
}
This will produce a floating 'window' relative to the mouse position.
Typically, cases where redrawing can be time consuming, zooming is usually tackled by providing a "quick but ugly" implementation, alongside the "correct but slow" implementation. While the zoom operation is actively in progress (say, while the user has a slider clicked, or until a 50ms since the last change in zoom value has happened), you use the quick and ugly mode, so the user can see a preview of what the final image will be. Once they let go of the zoom slider (or whatever mechanism you provided), you can recalculate the image in detail. The quick version is usually calculated based on the original image that you are working with.
In your case, you could simply take the original image, work out the bounding box of the new, zoomed image, and scale the relevant part of the original image up to the full image size. If say 100ms has passed with no change in zoom, recalculate the entire image.
Examples of this kind of functionality are quite widespread: most fractal generators use exactly this technique, and even unrelated things like Google StreetView (which provides a very ugly distorted version of the previous image when you move around, until the actual image has downloaded).

Drawing things on a Canvas

How would I draw something on a Canvas in C# for Windows Phone?
Okay, let me be a little more clear.
Say the user taps his finger down at 386,43 on the canvas. (the canvas is 768 by 480)
I would like my application to be able to respond by placing a red dot at 386,43 on the canvas.
I have no prior experience with Canvas whatsoever.
If this is too complex to be answered in one question (which it probably is), please give me links to other websites with Canvas and Drawing articles.
There are various ways of doing this. Depending on the nature of the red dot, you could make it a UserControl. For a basic circle, you can simply handle your canvas' ManipulationStarted event.
private void myCanvas_ManipulationStarted(object sender, ManipulationStartedEventArgs e)
{
Ellipse el = new Ellipse();
el.Width = 10;
el.Height = 10;
el.Fill = new SolidColorBrush(Colors.Red);
Canvas.SetLeft(el, e.ManipulationOrigin.X);
Canvas.SetTop(el, e.ManipulationOrigin.Y);
myCanvas.Children.Add(el);
}
I think you need to approach the problem differently. (I'm not including code on purpose, because of that).
Forms and controls in an Windows applications (including Phone) can be refreshed for several reasons, at any time. If you draw on a canvas in response to a touch action, you have an updated canvas until the next refresh. If a refresh occurs the canvas repaints itself, you end up with a blank canvas.
I have no idea what your end goal is, but you likely want to either keep track of what the user has done and store that state somewhere and show it in a canvas on the repaint of the canvas. This could be done with storing all the actions and "replaying" them on the canvas, or simply storing the view of the canvas as a bitmap and reload the canvas with that bitmap when refreshed. But, in the later case I think using a canvas isn't the right solution.

Tiling rectangles seamlessly in WPF while maintaing subpixel accuracy?

I have had the problem described in the question Tiling rectangles seamlessly in WPF, but am not really happy with the answers given there.
I am painting a bar chart by painting lots of rectangles right next to each other. Depending on the scale of the canvas containing them, there are small gaps visible between some of them as a result from sub-pixel rendering.
I learned from the above question how to make my rectangles fit with the screen pixels, removing that effect.
Unfortunately, my chart may display way more bars than there are pixels. Apart from the tiny gaps (which manifest as a periodic change in color saturation), this works well. If I snap each bar with the screen pixels, most of the bars vanish, though, so I am looking for another solution.
Thanks in advance!
Cause of the problem
Subpixel shapes use alpha blending within the pixel. Unfortunately there is no alpha blending algorithm that results in the rectangles blending seamlessly when abutted.
For example, if:
The background color is white
The foreground color is black, and
You have two rectangles, each covering half of a single pixel
Each rectangle will be painted as black with 50% opacity. The first converts the white pixel to gray. The second converts it to a darker gray, but not black. If these rectangles continue black in adjacent pixels you see a dark gray pixel among the black.
Two types of solutions
There are two general ways to solve this problem:
Use a single Geometry to define all your rectangles, or
Force the initial rendering to be at a high enough resolution your user won't see the problem.
How to use a single Geometry
If you just have a set of Rectangles, you can create a simple control that paints over the whole set of rectangles with a single PathGeometry containing the combined shape. To illustrate the idea, if you had two rectangles beside each other of different heights, like this:
<Rectangle Canvas.Left="0" Canvas.Top="0" Width="1.5" Height="2" Fill="Red" />
<Rectangle Canvas.Left="1.5" Canvas.Top="0" Width="1.5" Height="4" Fill="Red" />
You could render it with a single PathGeometry like this:
<Path Data="M0,0 L0,2 L1.5,2 L1.5,4 L3,4 L3,0 Z" Fill="Red" />
A practical way to implement this is to:
Paint your rectangles with a Transparent brush so they will be clickable but not visable
Add a Path control underneath the rectangles in Z order
Data binding the Data property of your Path control to your data source with a converter that constructs the geometry.
If you are using the layout system to position your rectangles, you may instead want to use an AdornerLayer by creating an Adorner for each rectangles, then when rendering the adorners compute the combined path for the first one and make the rest invisible.
The above assumes it is easy to generate the PathGeometry from the source data. For more complex scenarios, the Path control can be subclassed to search the visual tree of its parent for specified shapes and use general geometricl algorithms to compute a PathGeometry that represents the union of them with no extra edges.
If your rectangles will have multiple colors, you can use multiple Path controls one per color, or you can construct a Drawing object and show that.
Here is the structure of the code to construct a PathGeometry:
var geo = new PathGeometry();
var figure = new PathFigure();
var segment = new PolyLineSegment();
segment.Points.Add(...);
segment.Points.Add(...);
segment.Points.Add(...);
segment.Points.Add(...);
segment.Points.Add(...);
figure.Segments.Add(segment);
geo.Figures.Add(figure);
How to force the initial rendering to be at high resolution
To force rendering at higher resolution:
Internally construct your chart several times larger than you want to display it, for example by wrapping it in a ViewBox.
Use a VisualBrush or RenderTargetBitmap to force your chart to be rendered separately
Add a Rectangle painted with that VisualBrush to your UI
Note that normally WPF is clever about rendering at the actual resolution required when you use a ViewBrush, but it can be tricked by having the actual chart actually display on the screen at the larger size, but then be clipped by a parent control so you don't actually see the too-big version.
This problem doesn't exist with RenderTargetBitmap, of course, since you specify the resolution you want, but it can be tricky knowing when to re-render the bitmap. If you only re-render on data changes you can use an event, but if you want any visual change to trigger a re-render it is more difficult.

MouseLeftButtonDown on canvas requires too much precision

I am responding to MouseLeftButtonDown events on elements added to a WPF canvas. It all works fine when clicked (i.e. the eventhandler fires off correctly), but it requires too much precision from the mouse pointer. You have to be perfectly on top of the circle to make it work. I need it to be a little more forgiving; maybe at least 1 or 2 pixles forgiving. The elements on the canvas are nice big circles (about the size of a quarter on the screen), so the circles themselves are not too small, but the StrokeWidth of each one is 1, so it is a thin line.
You can see a screenshot here: http://twitpic.com/1f2ci/full
Most graphics app aren't this picky about the mouse picking, so I want to give the user a familiar experience.
How can I make it a little more forgiving.
You can hook up to the MouseLeftButtonDown event of your root layout object instead, and check which elements is in range of a click by doing this:
List<UIElement> hits = System.Windows.Media.VisualTreeHelper.FindElementsInHostCoordinates(Point, yourLayoutRootElement) as List<UIElement>;
http://msdn.microsoft.com/en-us/library/cc838402(VS.95).aspx
For the Point parameter, you can use the MouseEventArgs parameter e, and call its GetPosition method like this:
Point p = e.GetPosition(null)
I can't remember whether to use HitTest instead of the FindElementsInHostCoordinates. Try both.
http://msdn.microsoft.com/en-us/library/ms608752.aspx
You could create 4 Point objects from the mouse position to create a fake tolerence effect, and call either FindElementsInHostCoordinates or HitTest for all 4 points.
You might want to try to fill the circle with the Transparent colour to make the whole circle clickable...
If that fails, you can also draw helper circles on the same location as the other circles. Make the circle foreground colour Transparent, and make the thickness of the brush a few pixels wider for a more acceptable clickable region around the circle..
Hope this helps!
I think I've done it (with you help to get me started)...
First, I've moved the move event handling to the Canvas instead of each Ellipse. That's good and bad, from an OOP standpoint. At least when the mouse event handling is a responsibility of the HolePattern to set it on up each Hole (the ellipse that is the visual of the Hole), it is abstracted away so that any consumer of my HolePattern will get this functioanality automactically. However, by moving it to the main UI code, I now am dealing with my canvas mouse event at a higher level. But that's not all bad either. We could discuss this part for days.
The point is, I have designed a way to create a "margin of error" when picking something on a canvas with a mouse, and then reading the Hole that the selected Ellipse belongs to, and then I can read the HolePattern that the Hole belongs to, and my entire UI (ListView, textboxes, gridview fo coordinates) are ALL updated by the existing XAML binding, and the Canvas is updated with one call to an existing method to regenerate the canvas.
To be honest, I can't believe I've figured all this out (with your help and others too, of course). It is such a cool feeling to have the vision of this this and see it come to be.
Check out the main code here:
void canvas1_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
int ClickMargin = 2;
Point ClickedPoint = e.GetPosition(canvas1);
Point p1 = new Point(ClickedPoint.X - ClickMargin, ClickedPoint.Y - ClickMargin);
Point p2 = new Point(ClickedPoint.X - ClickMargin, ClickedPoint.Y + ClickMargin);
Point p3 = new Point(ClickedPoint.X + ClickMargin, ClickedPoint.Y + ClickMargin);
Point p4 = new Point(ClickedPoint.X + ClickMargin, ClickedPoint.Y - ClickMargin);
var PointPickList = new Collection<Point>();
PointPickList.Add(ClickedPoint);
PointPickList.Add(p1);
PointPickList.Add(p2);
PointPickList.Add(p3);
PointPickList.Add(p4);
foreach (Point p in PointPickList)
{
HitTestResult SelectedCanvasItem = System.Windows.Media.VisualTreeHelper.HitTest(canvas1, p);
if (SelectedCanvasItem.VisualHit.GetType() == typeof(Ellipse))
{
var SelectedEllipseTag = SelectedCanvasItem.VisualHit.GetValue(Ellipse.TagProperty);
if (SelectedEllipseTag!=null && SelectedEllipseTag.GetType().BaseType == typeof(Hole))
{
Hole SelectedHole = (Hole)SelectedEllipseTag;
SetActivePattern(SelectedHole.ParentPattern);
SelectedHole.ParentPattern.CurrentHole = SelectedHole;
}
}
}
}
Just Increase Stroke ThickNess of the Ellipse so that it is adjustable
thus the MouseLeftButtonDown event works
Example:
In Ellipse tag:
Ellipse
Canvas.Left="10" Canvas.Top="133" Height="24" Name="ellipse1" Width="23" Stroke="Red" MouseLeftButtonDown="ellipse1_MouseLeftButtonDown" ToolTip="Temp Close" StrokeEndLineCap="Flat" StrokeThickness="12"
private void ellipse1_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
Application curApp = Application.Current;
curApp.Shutdown();
}

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