Low Allocation Drawing in WPF - c#

I am having some serious issues with WPF and using DrawingContext, or specifically VisualDrawingContext coming from overriding OnRender on an element or if using DrawingVisual.RenderOpen().
The problem is this allocates a lot. For example, it seems to be allocating a byte[] buffer each time a drawing context is used.
Examples, of how drawing context is used.
using (var drawingContext = m_drawingVisual.RenderOpen())
{
// Many different drawingContext.Draw calls
// E.g. DrawEllipse, DrawRectangle etc.
}
or
override void OnRender(DrawingContext drawingContext)
{
// Many different drawingContext.Draw calls
// E.g. DrawEllipse, DrawRectangle etc.
}
This causes a lot of allocations, causing some unwanted garbage collections. So yes I need this, and please stay on topic :).
What are the options for drawing in WPF with zero or low number of managed heap allocations? Reusing objects is fine, but I have yet to find a way to do this... or doesn't then have issues with DependencyProperty and allocations around/inside it.
I do know about WritableBitmapEx but was hoping for a solution that does not involve rasterising to predefined bitmap, but instead proper "vector" graphics that can still be zoomed for example.
NOTE: CPU usage is a concern but much less than the massive garbage pressure caused by this.
UPDATE: I am looking for a solution for .NET Framework 4.5+, if there is anything in later versions e.g. 4.7 that might help answer this then that is fine. But it is for the desktop .NET Framework.
UPDATE 2: A brief description of the two main scenarios. All examples have been profiled with CLRProfiler, and it shows clearly that lots of allocations occur due to this and that this is a problem for our use case. Note that this is example code intended to convey the principles not the exact code.
A: This scenario is shown below. Basically, an image is shown and some overlay graphics are drawn via a custom DrawingVisualControl, which then uses using (var drawingContext = m_drawingVisual.RenderOpen()) to get a drawing context and then draws via that. Lots of ellipse, rectangles and text is drawn. This example also shows some scaling stuff, this is just for zooming etc.
<Viewbox x:Name="ImageViewbox" VerticalAlignment="Center" HorizontalAlignment="Center">
<Grid x:Name="ImageGrid" SnapsToDevicePixels="True" ClipToBounds="True">
<Grid.LayoutTransform>
<ScaleTransform x:Name="ImageTransform" CenterX="0" CenterY="0"
ScaleX="{Binding ElementName=ImageScaleSlider, Path=Value}"
ScaleY="{Binding ElementName=ImageScaleSlider, Path=Value}" />
</Grid.LayoutTransform>
<Image x:Name="ImageSource" RenderOptions.BitmapScalingMode="NearestNeighbor" SnapsToDevicePixels="True"
MouseMove="ImageSource_MouseMove" />
<v:DrawingVisualControl x:Name="DrawingVisualControl" Visual="{Binding DrawingVisual}"
SnapsToDevicePixels="True"
RenderOptions.BitmapScalingMode="NearestNeighbor"
IsHitTestVisible="False" />
</Grid>
</Viewbox>
The `DrawingVisualControl is defined as:
public class DrawingVisualControl : FrameworkElement
{
public DrawingVisual Visual
{
get { return GetValue(DrawingVisualProperty) as DrawingVisual; }
set { SetValue(DrawingVisualProperty, value); }
}
private void UpdateDrawingVisual(DrawingVisual visual)
{
var oldVisual = Visual;
if (oldVisual != null)
{
RemoveVisualChild(oldVisual);
RemoveLogicalChild(oldVisual);
}
AddVisualChild(visual);
AddLogicalChild(visual);
}
public static readonly DependencyProperty DrawingVisualProperty =
DependencyProperty.Register("Visual",
typeof(DrawingVisual),
typeof(DrawingVisualControl),
new FrameworkPropertyMetadata(OnDrawingVisualChanged));
private static void OnDrawingVisualChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
var dcv = d as DrawingVisualControl;
if (dcv == null) { return; }
var visual = e.NewValue as DrawingVisual;
if (visual == null) { return; }
dcv.UpdateDrawingVisual(visual);
}
protected override int VisualChildrenCount
{
get { return (Visual != null) ? 1 : 0; }
}
protected override Visual GetVisualChild(int index)
{
return this.Visual;
}
}
B: The second scenario involves drawing a moving "grid" of data e.g. 20 rows of 100 columns, with elements consisting of a border and text with different colors to display some status. The grid moves depending on external input, and for now is only updated 5-10 times per second. 30 fps would be better. This, thus, updates 2000 items in an ObservableCollection tied to a ListBox (with VirtualizingPanel.IsVirtualizing="True") and the ItemsPanel being a Canvas. We can't even show this during our normal use case, since it allocates so much that the GC pauses become way too long and frequent.
<ListBox x:Name="Items" Background="Black"
VirtualizingPanel.IsVirtualizing="True" SnapsToDevicePixels="True">
<ListBox.ItemTemplate>
<DataTemplate DataType="{x:Type vm:ElementViewModel}">
<Border Width="{Binding Width_mm}" Height="{Binding Height_mm}"
Background="{Binding BackgroundColor}"
BorderBrush="{Binding BorderColor}"
BorderThickness="3">
<TextBlock Foreground="{Binding DrawColor}" Padding="0" Margin="0"
Text="{Binding TextResult}" FontSize="{Binding FontSize_mm}"
TextAlignment="Center" VerticalAlignment="Center"
HorizontalAlignment="Center"/>
</Border>
</DataTemplate>
</ListBox.ItemTemplate>
<ListBox.ItemContainerStyle>
<Style TargetType="{x:Type ListBoxItem}">
<Setter Property="Canvas.Left" Value="{Binding X_mm}"/>
<Setter Property="Canvas.Top" Value="{Binding Y_mm}"/>
</Style>
</ListBox.ItemContainerStyle>
<ListBox.ItemsPanel>
<ItemsPanelTemplate>
<Canvas IsItemsHost="True"
Width="{Binding CanvasWidth_mm}"
Height="{Binding CanvasHeight_mm}"
/>
</ItemsPanelTemplate>
</ListBox.ItemsPanel>
</ListBox>
There is a lot of data binding here, and the box'ing of value types do incur a lot of allocations, but that is not the main problem here. It is the allocations done by WPF.

Some Inputs
Your piece of code is not available so I can suggest only.
When its comes to performance, use profiling tools available from Microsoft.
You can find the tools here
The one more important link where you can read is WPF graphics
Note:-
Try using Drawing Group

Use WindowsFormsHost as described in Walkthrough: Hosting a Windows Forms Control in WPF by Using XAML and GDI+ for drawing instead. This isn't a perfect solution, but the - for now - best alternative I have been able to find.
<Grid>
<WindowsFormsHost x:Name="WinFormsHost>
<custom:Canvas x:Name="Canvas" />
</WindowsFormsHost>
</Grid>
And then create a custom control and override OnPaint, something like:
public partial class Canvas
: UserControl
{
// Implementing custom double buffered graphics, since this is a lot
// faster both when drawing and with respect to GC, since normal
// double buffered graphics leaks disposable objects that the GC needs to finalize
protected BufferedGraphicsContext m_bufferedGraphicsContext =
new BufferedGraphicsContext();
protected BufferedGraphics m_bufferedGraphics = null;
protected Rectangle m_currentClientRectangle = new Rectangle();
public Canvas()
{
InitializeComponent();
Setup();
}
private void Setup()
{
SetStyle(ControlStyles.UserPaint | ControlStyles.AllPaintingInWmPaint |
ControlStyles.Opaque | ControlStyles.ResizeRedraw, true);
DoubleBuffered = false;
this.Dock = DockStyle.Fill;
}
private void DisposeManagedResources()
{
m_bufferedGraphicsContext.Dispose();
if (m_bufferedGraphics != null)
{
m_bufferedGraphics.Dispose();
}
}
protected override void OnPaintBackground(PaintEventArgs e)
{
// Background paint is done in OnPaint
// This reduces the "leaks" of System.Windows.Forms.Internal.DeviceContext
// and the amount of "GC" handles created considerably
// as found by using CLR Profiler
}
protected override void OnPaint(PaintEventArgs e)
{
// Specifically not calling base here since we draw entire area ourselves
// base.OnPaint(e);
// Should this be disposed?
using (e)
using (var targetGraphics = e.Graphics)
{
ReallocBufferedGraphics(targetGraphics);
// Use buffered graphics object
var graphics = m_bufferedGraphics.Graphics;
// Raise paint event
PaintEvent?.Invoke(this.ClientRectangle, e.ClipRectangle, graphics);
// Render to target graphics i.e. paint event args graphics
m_bufferedGraphics.Render(targetGraphics);
}
}
protected virtual void ReallocBufferedGraphics(Graphics graphics)
{
Rectangle newClientRectangle = this.ClientRectangle;
// Realloc if new client rectangle is not contained within the current
// or if no buffered graphics exists
bool reallocBufferedGraphics = ShouldBufferBeReallocated(newClientRectangle);
if (reallocBufferedGraphics)
{
if (m_bufferedGraphics != null)
{
m_bufferedGraphics.Dispose();
}
m_bufferedGraphics = m_bufferedGraphicsContext.Allocate(
graphics, newClientRectangle);
m_currentClientRectangle = newClientRectangle;
}
}
protected virtual bool ShouldBufferBeReallocated(Rectangle newClientRectangle)
{
return !m_currentClientRectangle.Contains(newClientRectangle) ||
m_bufferedGraphics == null;
}
/// <summary>
/// PaintEvent with <c>clientRectangle, clipRectangle, graphics</c> for the canvas.
/// </summary>
public event Action<Rectangle, Rectangle, Graphics> PaintEvent;
}
UPDATE: Updated Canvas control to truly be zero heap allocations.

The WinForms Canvas solution has some issues, especially the so-called "airspace" issues due to how WindowsFormsHost interacts with WPF. To keep it short, this means that no WPF visuals can be drawn on top of the host.
This can be solved by recognizing that since we have to double buffer anyway, we might as well buffer into a WriteableBitmap that can then be drawn as usual via an Image control.
This can be fascillitated by using a utility class like the below:
using System;
using System.Drawing;
using System.Windows;
using SWM = System.Windows.Media;
using SWMI = System.Windows.Media.Imaging;
public class GdiGraphicsWriteableBitmap
{
readonly Action<Rectangle, Graphics> m_draw;
SWMI.WriteableBitmap m_wpfBitmap = null;
Bitmap m_gdiBitmap = null;
public GdiGraphicsWriteableBitmap(Action<Rectangle, Graphics> draw)
{
if (draw == null) { throw new ArgumentNullException(nameof(draw)); }
m_draw = draw;
}
public SWMI.WriteableBitmap WriteableBitmap => m_wpfBitmap;
public bool IfNewSizeResizeAndDraw(int width, int height)
{
if (m_wpfBitmap == null ||
m_wpfBitmap.PixelHeight != height ||
m_wpfBitmap.PixelWidth != width)
{
Reset();
// Can't dispose wpf
const double Dpi = 96;
m_wpfBitmap = new SWMI.WriteableBitmap(width, height, Dpi, Dpi,
SWM.PixelFormats.Bgr24, null);
var ptr = m_wpfBitmap.BackBuffer;
m_gdiBitmap = new Bitmap(width, height, m_wpfBitmap.BackBufferStride,
System.Drawing.Imaging.PixelFormat.Format24bppRgb, ptr);
Draw();
return true;
}
return false;
}
public void Draw()
{
if (m_wpfBitmap != null)
{
m_wpfBitmap.Lock();
int width = m_wpfBitmap.PixelWidth;
int height = m_wpfBitmap.PixelHeight;
{
using (var g = Graphics.FromImage(m_gdiBitmap))
{
m_draw(new Rectangle(0, 0, width, height), g);
}
}
m_wpfBitmap.AddDirtyRect(new Int32Rect(0, 0, width, height));
m_wpfBitmap.Unlock();
}
}
// If window containing this is not shown, one can Reset to stop draw or similar...
public void Reset()
{
m_gdiBitmap?.Dispose();
m_wpfBitmap = null;
}
}
And then binding the ImageSource to an Image in XAML:
<Grid x:Name="ImageContainer" SnapsToDevicePixels="True">
<Image x:Name="ImageSource"
RenderOptions.BitmapScalingMode="HighQuality" SnapsToDevicePixels="True">
</Image>
</Grid>
And the handling resize on the Grid to make the WriteableBitmap match in size e.g.:
public partial class SomeView : UserControl
{
ISizeChangedViewModel m_viewModel = null;
public SomeView()
{
InitializeComponent();
this.DataContextChanged += OnDataContextChanged;
}
void OnDataContextChanged(object sender, DependencyPropertyChangedEventArgs e)
{
if (m_viewModel != null)
{
this.ImageContainer.SizeChanged -= ImageSource_SizeChanged;
}
m_viewModel = e.NewValue as ISizeChangedViewModel;
if (m_viewModel != null)
{
this.ImageContainer.SizeChanged += ImageSource_SizeChanged;
}
}
private void ImageSource_SizeChanged(object sender, SizeChangedEventArgs e)
{
var newSize = e.NewSize;
var width = (int)Math.Round(newSize.Width);
var height = (int)Math.Round(newSize.Height);
m_viewModel?.SizeChanged(width, height);
}
}
This way you can use WinForms/GDI+ for drawing with zero heap allocations and even WriteableBitmapEx if you prefer. Note that you then get great DrawString support with GDI+ incl. MeasureString.
The drawback is this is rasterized and sometimes can have some interpolation issues. So be sure to also set UseLayoutRounding="True" on the parent window/user control.

Related

Is there a way to connect ellipses with a line on WPF C#?

I have this assignment where I must write an interactive program where the user clicks the screen and puts a dot at the spot of his mouse click and then when he puts a second dot they must connect with a line.
<Window x:Class="courseWorkOOP.MainWindow"
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"
xmlns:local="clr-namespace:courseWorkOOP"
mc:Ignorable="d"
Title="Практикум ООП" Height="600" Width="800">
<Grid x:Name="myGrid">
<Grid.RowDefinitions>
<RowDefinition Height="Auto"/>
<RowDefinition/>
</Grid.RowDefinitions>
<Canvas Name="myCanvas" Height="480" Width="640" MouseDown="Canvas_MouseDown_1" MouseMove="Canvas_MouseMove_1">
<Canvas.Background>
<SolidColorBrush Color="White" Opacity="0"/>
</Canvas.Background>
</Canvas>
<Button Click="btn_Click" HorizontalAlignment="Right" VerticalAlignment="Bottom" Width="200" Content="Clear"/>
<!--<StackPanel HorizontalAlignment="Left">
<Button Name="btn" Click="btn_Click">Clear</Button>
</StackPanel>-->
</Grid>
This is my XAML
private void Canvas_MouseDown_1(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
if (e.ButtonState == MouseButtonState.Pressed)
{
currentPoint = e.GetPosition(this);
Ellipse currDot = new Ellipse() { Width = 10, Height = 10,Fill=Brushes.Black };
myCanvas.Children.Add(currDot);
Canvas.SetLeft(currDot, e.GetPosition(this).X);
Canvas.SetTop(currDot, e.GetPosition(this).Y);
double coordinateX = Canvas.GetLeft(currDot);
double coordinateY = Canvas.GetTop(currDot);
Line myLine = new Line() { X1 = coordinateX, Y1 = coordinateY,X2=coordinateY,Y2=coordinateX,Stroke=Brushes.Green,StrokeThickness=4 };
myCanvas.Children.Add(myLine);
}
}
private void btn_Click(object sender, RoutedEventArgs e)
{
myCanvas.Children.Clear();
}
private void Canvas_MouseMove_1(object sender, System.Windows.Input.MouseEventArgs e)
{
//if (e.LeftButton == MouseButtonState.Pressed)
//{
// Line line = new Line();
// line.Stroke = SystemColors.WindowFrameBrush;
// line.StrokeThickness = 20;
// line.X1 = currentPoint.X;
// line.Y1 = currentPoint.Y;
// line.X2 = e.GetPosition(this).X;
// line.Y2 = e.GetPosition(this).Y;
// currentPoint = e.GetPosition(this);
// myCanvas.Children.Add(line);
//}
}
And this is the C# part.
My question is how do I get two dots to connect with a line?
I've tried ClickCount but it did nothing, I might've used it incorrectly.
Before that I've tried initializing an integer value inside Canvas_MouseDown_1 and then made an If statement that basically said draw a line between this and that every two clicks but that didn't work either.
In order to connect the dots with a line, you need to keep track of the previous click point, so that you can connect the "currentPoint" to the "previousPoint". You also need a flag to only create the line once you have at least one point on the canvas.
private Point previousPoint;
private Point currentPoint;
private bool hasPoints;
private void Canvas_MouseDown_1(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
if (e.ButtonState == MouseButtonState.Pressed)
{
previousPoint = currentPoint;
currentPoint = e.GetPosition(this.myCanvas);
currentPoint.X -= 5; // Use 5, which is half the width/height of the dot
currentPoint.Y -= 5; // Use 5, which is half the width/height of the dot
Ellipse currDot = new Ellipse() { Width = 10, Height = 10, Fill = Brushes.Black };
myCanvas.Children.Add(currDot);
Canvas.SetLeft(currDot, currentPoint.X);
Canvas.SetTop(currDot, currentPoint.Y);
if (hasPoints)
{
// Add 4 to the line position, due to the stroke thickness being 4
Line myLine = new Line() { X1 = previousPoint.X + 4, Y1 = previousPoint.Y + 4, X2 = currentPoint.X + 4, Y2 = currentPoint.Y + 4, Stroke = Brushes.Green, StrokeThickness = 4 };
myCanvas.Children.Add(myLine);
}
hasPoints = true;
}
}
Example output:
EDITED AFTER COMMENT BELOW: If you want every two dots connecting, just make this simple logical change:
if (hasPoints)
{
// Add 4 to the line position...
Line myLine = new Line() { X1 ...
myCanvas.Children.Add(myLine);
hasPoints = false;
}
else
{
hasPoints = true;
}
Output from above code:
Your approach is fundamentally wrong. Before writing a WPF program you should study the documentation, and especially the data binding section. Unfortunately, the Microsoft-provided documentation isn't super great, so you should also read what you can find here and elsewhere on the web about the primary design pattern used for WPF programs, MVVM.
If you follow the MVVM pattern, your program will be simpler to write and simpler to understand, because you won't be struggling to figure out all your UI interactions at the same time that you're also struggling to figure out all the underlying data. MVVM separates these concerns ("separation of concerns" being one of the most important software practices in any context). Here is an example of what that might look like for your example…
First, you know you will have two kinds of graphical objects, so create models for those:
class CanvasItemViewModel
{
public Point Location { get; }
public CanvasItemViewModel(Point location)
{
Location = location;
}
}
class PointViewModel : CanvasItemViewModel
{
public PointViewModel(Point location) : base(location) { }
}
class LineViewModel : CanvasItemViewModel
{
public double X2 { get; }
public double Y2 { get; }
public LineViewModel(PointViewModel start, PointViewModel end) : base(start.Location)
{
X2 = end.Location.X - start.Location.X;
Y2 = end.Location.Y - start.Location.Y;
}
}
In this case, I know ahead of time that I'm going to want to be able to treat points and lines the same, when it comes to positioning them in the canvas, so I use a common base class to represent where on the canvas they will be.
Since the line will be positioned via its Location property, I can leave the X1 and Y1 properties out, and just set the X2 and Y2, based on the points the line will connect.
With these elements taken care of, now I need a way to manage the points and lines. That looks like this:
class MainViewModel
{
public CompositeCollection CanvasItems { get; } = new CompositeCollection();
public MainViewModel()
{
CanvasItems.Add(new CollectionContainer { Collection = _lines });
CanvasItems.Add(new CollectionContainer { Collection = _points });
}
private readonly ObservableCollection<PointViewModel> _points = new ObservableCollection<PointViewModel>();
private readonly ObservableCollection<LineViewModel> _lines = new ObservableCollection<LineViewModel>();
public void AddPoint(Point point)
{
PointViewModel pointModel = new PointViewModel(point);
_points.Add(pointModel);
if (_points.Count > 1)
{
_lines.Add(new LineViewModel(_points[_points.Count - 2], pointModel));
}
}
public void Clear()
{
_points.Clear();
_lines.Clear();
}
}
Here again, I know that I want to display the points and lines in the same control, so the collections are combined into a single CompositeCollection for the benefit of the canvas that will be displaying them. I maintain two separate collections though, to make it easier to manage the collections in the model code.
The line collection is included first in the composite collection, so that the points will draw on top of the lines. Of course, if you want to see the entire line on top of the points, you would simply swap the order of the two collections in the composite collection.
Observable collections are used because the collection contents will be changing based on user input, and this allows WPF to be notified and respond as needed automatically, without additional work on your part. I.e. this is a fundamental aspect of data binding (along with implementing INotifyPropertyChanged, something that's not actually necessary in this example, but which is used heavily in a typical WPF program).
The model code itself does nothing but add points and lines to the collection when necessary, and provide a means to clear both collections.
Note that up to this point, there's nothing that is really dependent on the UI. The classes do use the WPF Point and CompositeCollection types, but this is mainly out of convenience. The implementation isn't really inherently tied to WPF, and those could be abstracted out relatively easily.
With all the basic data structures defined, now is the time to shift the focus to the UI, starting with the XAML:
<Window x:Class="TestSO66159694ClickPointsAndLines.MainWindow"
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"
xmlns:l="clr-namespace:TestSO66159694ClickPointsAndLines"
mc:Ignorable="d"
Title="MainWindow" Height="450" Width="800">
<Grid>
<Grid.Resources>
<!-- The templates will rely on the ItemsControl to correctly position them -->
<DataTemplate DataType="{x:Type l:PointViewModel}">
<Ellipse Width="10" Height="10" Fill="Black">
<Ellipse.RenderTransform>
<!-- Center the ellipse on its actual location -->
<TranslateTransform X="-5" Y="-5"/>
</Ellipse.RenderTransform>
</Ellipse>
</DataTemplate>
<DataTemplate DataType="{x:Type l:LineViewModel}">
<Line Stroke="Green" StrokeThickness="4"
X2="{Binding X2}" Y2="{Binding Y2}"/>
</DataTemplate>
</Grid.Resources>
<ItemsControl ItemsSource="{Binding CanvasItems}">
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<Canvas IsItemsHost="True" MouseDown="Canvas_MouseDown_1">
<Canvas.Background>
<SolidColorBrush Color="White" Opacity="0"/>
</Canvas.Background>
</Canvas>
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
<ItemsControl.ItemContainerStyle>
<Style>
<Setter Property="Canvas.Left" Value="{Binding Location.X}"/>
<Setter Property="Canvas.Top" Value="{Binding Location.Y}"/>
</Style>
</ItemsControl.ItemContainerStyle>
</ItemsControl>
<Button Click="btn_Click" HorizontalAlignment="Right" VerticalAlignment="Bottom" Width="200" Content="Clear"/>
</Grid>
</Window>
This XAML has two main sections to it: the templates corresponding to the graphical elements, which give the actual visual representation for these; and the actual content of the window, which handles binding the collection and setting the event handlers for the user interface (i.e. mouse-down and button-click).
WPF will automatically find the template appropriate for each graphical element. The actual positioning of the element within the canvas is provided by the ItemContainerStyle; this is because an ItemsControl will wrap your actual content in a presenter which is the actual direct child of the canvas, for which the Canvas.Left and Canvas.Top properties apply.
The canvas itself is provided as the ItemsPanelTemplate for the ItemsControl object. The default for ItemsControl is StackPanel, but you can provide any panel template you want to customize the behavior.
Finally, there is the actual user input. With all of the ground-work done above, this is really simple:
public partial class MainWindow : Window
{
private readonly MainViewModel _mainViewModel = new MainViewModel();
public MainWindow()
{
InitializeComponent();
DataContext = _mainViewModel;
}
private void Canvas_MouseDown_1(object sender, MouseButtonEventArgs e)
{
IInputElement canvas = sender as IInputElement;
Point canvasLocation = e.GetPosition(canvas);
_mainViewModel.AddPoint(canvasLocation);
}
private void btn_Click(object sender, RoutedEventArgs e)
{
_mainViewModel.Clear();
}
}
Since the main view model object has all the real data management logic, all the view itself (i.e. the window) needs to do is get the mouse position and pass that along to the main view model to deal with. Likewise, clearing the list is delegated to the main view model as well.
The view itself knows nothing about the underlying data structures, nor should it. The view's job is to provide the layer in your problem that interacts directly with the user, presenting to the user the underlying data in a form that is useful and comprehensible to the user, and taking user input and passing that along to the underlying data structures so that it can accomplish whatever it needs to do.
In addition to simplifying the overall design of the program, and making it easier to think about each discrete function of the program separately, doing it this way makes it trivial to adjust the way the visuals are presented to the user, without touching the C# code at all. One just needs to update the templates according to whatever visual aspect is desired.
And of course, when doing things correctly, as above, it's also simple to update the underlying data logic without having to meddle with the view. For example, it turns out your original question was not clear enough and you only want to connect every pair of dots the user clicks, but not make a continuous line. That's an easy enough change, simply by modifying the AddPoint() method by adding a single additional condition to the if statement that adds the line:
public void AddPoint(Point point)
{
PointViewModel pointModel = new PointViewModel(point);
_points.Add(pointModel);
if (_points.Count > 1 && _points.Count % 2 == 0)
{
_lines.Add(new LineViewModel(_points[_points.Count - 2], pointModel));
}
}
I.e. instead of just checking that there are two or more points with _points.Count > 1, also limit adding a line to only when a new pair of points has been added, by including _points.Count % 2 == 0. No need for new variables or anything like that. Just take into account the current state of things and act on that.
Note that one of the reasons this change is so easy is that the code above doesn't abuse the user interface API to store the state of your underlying data, and so you have immediate access to the number of points that have been added. This approach would be significantly more challenging if you had to figure out from the state of the UI how many points the user had already added (hence the different approach taken by the other answer, which is to add even more state to the UI to try to keep track of what the user's doing).
Again, good WPF programs always follow the principle of Separation of Concerns. Indeed, any good program does, but with WPF the framework actually makes it much easier to do so, and rewards you when you do. I encourage you to keep that in mind as you continue to learn about programming.

Prevent WPF controls from overlapping on MouseMove event

I'm working on a dynamic C# WPF application (on Windows 10) that uses a fullscreen Grid. Controls are added to the grid dynamically at runtime (which are managed in a Dictionary<>) and I recently added code to move the controls along the grid with the mouse (also at runtime) using a TranslateTransform (which I am now doubting the viability of).
Is there a way I can prevent the controls from overlapping or "sharing space" on the grid when moving them? In other words, adding some sort of collision detection. Would I use an if statement to check the control margin ranges or something? My move events are shown below:
MainWindow.xaml.cs:
public partial class MainWindow : Window
{
// Orientation variables:
public bool _isInDrag = false;
public Dictionary<object, TranslateTransform> PointDict = new Dictionary<object, TranslateTransform();
public Point _anchorPoint;
public Point _currentPoint;
public MainWindow()
{
InitializeComponent();
}
public static void Control_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
{
if (_isInDrag)
{
var element = sender as FrameworkElement;
element.ReleaseMouseCapture();
_isInDrag = false;
e.Handled = true;
}
}
public static void Control_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
var element = sender as FrameworkElement;
_anchorPoint = e.GetPosition(null);
element.CaptureMouse();
_isInDrag = true;
e.Handled = true;
}
public static void Control_MouseMove(object sender, MouseEventArgs e)
{
if (_isInDrag)
{
_currentPoint = e.GetPosition(null);
TranslateTransform tt = new TranslateTransform();
bool isMoved = false;
if (PointDict.ContainsKey(sender))
{
tt = PointDict[sender];
isMoved = true;
}
tt.X += _currentPoint.X - _anchorPoint.X;
tt.Y += (_currentPoint.Y - _anchorPoint.Y);
(sender as UIElement).RenderTransform = tt;
_anchorPoint = _currentPoint;
if (isMoved)
{
PointDict.Remove(sender);
}
PointDict.Add(sender, tt);
}
}
}
MainWindow.xaml (example):
<Window x:Name="MW" x:Class="MyProgram.MainWindow"
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"
xmlns:local="clr-namespace:MyProgram"
mc:Ignorable="d"
Title="MyProgram" d:DesignHeight="1080" d:DesignWidth="1920" ResizeMode="NoResize" WindowState="Maximized" WindowStyle="None">
<Grid x:Name="MyGrid" />
<Image x:Name="Image1" Source="pic.png" Margin="880,862,0,0" Height="164" Width="162" HorizontalAlignment="Left" VerticalAlignment="Top" MouseLeftButtonDown="Control_MouseLeftButtonDown" MouseLeftButtonUp="Control_MouseLeftButtonUp" MouseMove="Control_MouseMove" />
<TextBox x:Name="Textbox1" Margin="440,560,0,0" HorizontalAlignment="Left" VerticalAlignment="Top" MouseLeftButtonDown="Control_MouseLeftButtonDown" MouseLeftButtonUp="Control_MouseLeftButtonUp" MouseMove="Control_MouseMove" />
</Window>
Edit: It seems that moving a control with a TranslateTransform does not change the margin for that control. Not sure why.
Edit 2: Not getting much traction. If anyone needs clarification on anything, please ask.
Edit 3: Pretty sure I can't use TranslateTransform because it does not change the margin of a given control. Is there an alternative?
Edit 4: Added some 'boilerplate' code for those who want to copy & paste. Let me know if you have any questions about it.
TL;DR: Demo from the bottom of this answer
When you want to modify your UI without adding event handlers to every single control, the way to go is with Adorners. Adorners are (as the name implies) controls that adorn another control to add additional visuals or as in your case functionality. Adorners reside in an AdornerLayer which you can either add yourself or use the one that every WPF Window already has. The AdornerLayer is on top of all your other controls.
You never mentioned what should happen when the user lets go of the mouse button when controls overlap so I just reset the control to its original position if that happens.
At this point I'd usually explain what to keep in mind when moving controls but since your original example even contains the CaptureMouse people usually forget, I think you'll understand the code without further explanation :)
A couple of things you might want to add / improve:
A snap to grid feature (pixel precise movement can be a bit overwhelming for the average user)
Take RenderTransform, LayoutTransform and non-rectangular shapes (if needed) into account when calculating the overlap
Move the editing functionality (enable, disable, etc.) into a separate control and add a dedicated AdornerLayer
Disable interactive controls (Buttons, TextBoxes, ComboBoxes, etc.) in edit-mode
Cancel movement when the user presses Esc
Restrict movement to the bounds of the parent container done
Move the active Adorner to the top of the AdornerLayer
Let the user move multiple controls at once (typically by selecting them with Ctrl)
Previously unanswered question:
Are you saying controls are no longer assigned a margin when using TranslateTransform?
Not at all - You could use a combination of Grid.Row, Grid.Column, Margin, RenderTransform and LayoutTransform but then it would be a nightmare to determine where the control is actually displayed. If you stick with one (In this case for example Margin or LayoutTransform) it is much easier to work with and keep track of. If you ever find yourself in a situation where you need more than one at the same time, you would have to find the actual position by determining the corners of the control by transforming (0, 0) and (ActualWidth, ActualHeight) with TransformToAncestor. Trust me, you don't want to go there - keep it simple, stick with one of them.
The below code is not the "holy grail of how to move things" but it should give you an idea of how to do it and what else you could do with it (resize, rotate, remove controls, etc.). The layouting is based purely on the Left and Top margin of the controls. It shouldn't be to hard to swap out all Margins for LayoutTransforms if you prefer that, as long as you keep it consistent.
Move Adorner
using System.Collections.Generic;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Shapes;
public class MoveAdorner : Adorner
{
// The parent of the adorned Control, in your case a Grid
private readonly Panel _parent;
// Same as "AdornedControl" but as a FrameworkElement
private readonly FrameworkElement _child;
// The visual overlay rectangle we can click and drag
private readonly Rectangle _rect;
// Our own collection of child elements, in this example only _rect
private readonly UIElementCollection _visualChildren;
private bool _down;
private Point _downPos;
private Thickness _downMargin;
private List<Rect> _otherRects;
protected override int VisualChildrenCount => _visualChildren.Count;
protected override Visual GetVisualChild(int index)
{
return _visualChildren[index];
}
public MoveAdorner(FrameworkElement adornedElement) : base(adornedElement)
{
_child = adornedElement;
_parent = adornedElement.Parent as Panel;
_visualChildren = new UIElementCollection(this,this);
_rect = new Rectangle
{
HorizontalAlignment = HorizontalAlignment.Stretch,
VerticalAlignment = VerticalAlignment.Stretch,
StrokeThickness = 1,
};
SetColor(Colors.LightGray);
_rect.MouseLeftButtonDown += RectOnMouseLeftButtonDown;
_rect.MouseLeftButtonUp += RectOnMouseLeftButtonUp;
_rect.MouseMove += RectOnMouseMove;
_visualChildren.Add(_rect);
}
private void SetColor(Color color)
{
_rect.Fill = new SolidColorBrush(color) {Opacity = 0.3};
_rect.Stroke = new SolidColorBrush(color) {Opacity = 0.5};
}
private void RectOnMouseMove(object sender, MouseEventArgs args)
{
if (!_down) return;
Point pos = args.GetPosition(_parent);
UpdateMargin(pos);
}
private void UpdateMargin(Point pos)
{
double deltaX = pos.X - _downPos.X;
double deltaY = pos.Y - _downPos.Y;
Thickness newThickness = new Thickness(_downMargin.Left + deltaX, _downMargin.Top + deltaY, 0, 0);
//Restrict to parent's bounds
double leftMax = _parent.ActualWidth - _child.ActualWidth;
double topMax = _parent.ActualHeight - _child.ActualHeight;
newThickness.Left = Math.Max(0, Math.Min(newThickness.Left, leftMax));
newThickness.Top = Math.Max(0, Math.Min(newThickness.Top, topMax));
_child.Margin = newThickness;
bool overlaps = CheckForOverlap();
SetColor(overlaps ? Colors.Red : Colors.Green);
}
// Check the current position for overlaps with all other controls
private bool CheckForOverlap()
{
if (_otherRects == null || _otherRects.Count == 0)
return false;
Rect thisRect = GetRect(_child);
foreach(Rect otherRect in _otherRects)
if (thisRect.IntersectsWith(otherRect))
return true;
return false;
}
private Rect GetRect(FrameworkElement element)
{
return new Rect(new Point(element.Margin.Left, element.Margin.Top), new Size(element.ActualWidth, element.ActualHeight));
}
private void RectOnMouseLeftButtonUp(object sender, MouseButtonEventArgs args)
{
if (!_down) return;
Point pos = args.GetPosition(_parent);
UpdateMargin(pos);
if (CheckForOverlap())
ResetMargin();
_down = false;
_rect.ReleaseMouseCapture();
SetColor(Colors.LightGray);
}
private void ResetMargin()
{
_child.Margin = _downMargin;
}
private void RectOnMouseLeftButtonDown(object sender, MouseButtonEventArgs args)
{
_down = true;
_rect.CaptureMouse();
_downPos = args.GetPosition(_parent);
_downMargin = _child.Margin;
// The current position of all other elements doesn't have to be updated
// while we move this one so we only determine it once
_otherRects = new List<Rect>();
foreach (FrameworkElement child in _parent.Children)
{
if (ReferenceEquals(child, _child))
continue;
_otherRects.Add(GetRect(child));
}
}
// Whenever the adorned control is resized or moved
// Update the size of the overlay rectangle
// (Not 100% necessary as long as you only move it)
protected override Size MeasureOverride(Size constraint)
{
_rect.Measure(constraint);
return base.MeasureOverride(constraint);
}
protected override Size ArrangeOverride(Size finalSize)
{
_rect.Arrange(new Rect(new Point(0,0), finalSize));
return base.ArrangeOverride(finalSize);
}
}
Usage
private void DisableEditing(Grid theGrid)
{
// Remove all Adorners of all Controls
foreach (FrameworkElement child in theGrid.Children)
{
var layer = AdornerLayer.GetAdornerLayer(child);
var adorners = layer.GetAdorners(child);
if (adorners == null)
continue;
foreach(var adorner in adorners)
layer.Remove(adorner);
}
}
private void EnableEditing(Grid theGrid)
{
foreach (FrameworkElement child in theGrid.Children)
{
// Add a MoveAdorner for every single child
Adorner adorner = new MoveAdorner(child);
// Add the Adorner to the closest (hierarchically speaking) AdornerLayer
AdornerLayer.GetAdornerLayer(child).Add(adorner);
}
}
Demo XAML
<Grid>
<Button Content="Enable Editing" HorizontalAlignment="Left" Margin="10,10,0,0" VerticalAlignment="Top" Width="100" Click="BtnEnable_Click"/>
<Button Content="Disable Editing" HorizontalAlignment="Left" Margin="115,10,0,0" VerticalAlignment="Top" Width="100" Click="BtnDisable_Click"/>
<Grid Name="grid" Background="AliceBlue" Margin="10,37,10,10">
<Button Content="Button" HorizontalAlignment="Left" Margin="83,44,0,0" VerticalAlignment="Top" Width="75"/>
<Ellipse Fill="#FFF4F4F5" HorizontalAlignment="Left" Height="100" Margin="207,100,0,0" Stroke="Black" VerticalAlignment="Top" Width="100"/>
<Rectangle Fill="#FFF4F4F5" HorizontalAlignment="Left" Height="100" Margin="33,134,0,0" Stroke="Black" VerticalAlignment="Top" Width="100"/>
</Grid>
</Grid>
Expected Result
When editing is disabled controls cannot be moved, interactive controls can be clicked / interacted with without obstruction. When editing mode is enabled, each control is overlayed with an adorner that can be moved. If the target position overlaps with another control, the adorner will turn red and the margin will be reset to the initial position if the user lets go of the mouse button.
There is no other way then to check if there control exists on place where you are moving.
Since you are moving UI elements a lot it is better to use canvas instead of grid where you can layout elements with Top and Left parameters.
Here is modified code of yours that do that
public partial class MainWindow : Window
{
public bool _isInDrag = false;
public Dictionary<object, TranslateTransform> PointDict = new Dictionary<object, TranslateTransform>();
public Point _anchorPoint;
public Point _currentPoint;
public MainWindow()
{
InitializeComponent();
}
public void Control_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
{
if (_isInDrag)
{
var element = sender as FrameworkElement;
element.ReleaseMouseCapture();
Panel.SetZIndex(element, 0);
_isInDrag = false;
e.Handled = true;
}
}
public void Control_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
var element = sender as FrameworkElement;
_anchorPoint = e.GetPosition(null);
element.CaptureMouse();
Panel.SetZIndex(element, 10);
_isInDrag = true;
e.Handled = true;
}
public void Control_MouseMove(object sender, MouseEventArgs e)
{
if (_isInDrag)
{
_currentPoint = e.GetPosition(null);
FrameworkElement fw = sender as FrameworkElement;
if (fw != null)
{
FrameworkElement fwParent = fw.Parent as FrameworkElement;
if (fwParent != null)
{
Point p = new Point(_currentPoint.X - _anchorPoint.X + Canvas.GetLeft((sender as UIElement)), _currentPoint.Y - _anchorPoint.Y + Canvas.GetTop((sender as UIElement)));
List<HitTestResult> lst = new List<HitTestResult>()
{
VisualTreeHelper.HitTest(fwParent , p),
VisualTreeHelper.HitTest(fwParent, new Point(p.X + fw.Width, p.Y)),
VisualTreeHelper.HitTest(fwParent, new Point(p.X, p.Y + fw.Height)),
VisualTreeHelper.HitTest(fwParent, new Point(p.X + fw.Width, p.Y +fw.Height)),
};
bool success = true;
foreach (var item in lst)
{
if (item != null)
{
if (item.VisualHit != sender && item.VisualHit != fwParent && fw.IsAncestorOf(item.VisualHit) == false)
{
success = false;
break;
}
}
}
if (success)
{
Canvas.SetTop((sender as UIElement), p.Y);
Canvas.SetLeft((sender as UIElement), p.X);
_anchorPoint = _currentPoint;
}
}
}
}
}
}
Xaml
<Window x:Class="ControlsOverlapWpf.MainWindow"
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"
xmlns:local="clr-namespace:ControlsOverlapWpf"
mc:Ignorable="d"
Title="MyProgram" d:DesignHeight="500" d:DesignWidth="500" ResizeMode="NoResize" WindowState="Normal" WindowStyle="None">
<Canvas Background="Pink">
<Button Canvas.Top=" 200" Canvas.Left="200" Height="150" Width="150" Background="Aqua" HorizontalAlignment="Left" VerticalAlignment="Top" PreviewMouseLeftButtonDown="Control_MouseLeftButtonDown" PreviewMouseLeftButtonUp="Control_MouseLeftButtonUp" PreviewMouseMove="Control_MouseMove" />
<Button Canvas.Top=" 200" Canvas.Left="200" Height="150" Width="150" Background="Aqua" HorizontalAlignment="Left" VerticalAlignment="Top" PreviewMouseLeftButtonDown="Control_MouseLeftButtonDown" PreviewMouseLeftButtonUp="Control_MouseLeftButtonUp" PreviewMouseMove="Control_MouseMove" />
<Button Canvas.Top=" 200" Canvas.Left="200" Height="150" Width="150" Background="Aqua" HorizontalAlignment="Left" VerticalAlignment="Top" PreviewMouseLeftButtonDown="Control_MouseLeftButtonDown" PreviewMouseLeftButtonUp="Control_MouseLeftButtonUp" PreviewMouseMove="Control_MouseMove" />
<Button Canvas.Top=" 200" Canvas.Left="200" Height="150" Width="150" Background="Aqua" HorizontalAlignment="Left" VerticalAlignment="Top" PreviewMouseLeftButtonDown="Control_MouseLeftButtonDown" PreviewMouseLeftButtonUp="Control_MouseLeftButtonUp" PreviewMouseMove="Control_MouseMove" />
<Button Canvas.Top=" 200" Canvas.Left="200" Height="150" Width="150" Background="Aqua" HorizontalAlignment="Left" VerticalAlignment="Top" PreviewMouseLeftButtonDown="Control_MouseLeftButtonDown" PreviewMouseLeftButtonUp="Control_MouseLeftButtonUp" PreviewMouseMove="Control_MouseMove" />
<Button Canvas.Top=" 200" Canvas.Left="200" Height="150" Width="150" Background="Aqua" HorizontalAlignment="Left" VerticalAlignment="Top" PreviewMouseLeftButtonDown="Control_MouseLeftButtonDown" PreviewMouseLeftButtonUp="Control_MouseLeftButtonUp" PreviewMouseMove="Control_MouseMove" />
</Canvas>
</Window>

Creating a endless centered carousel control in wpf

I'm trying to create a endless, centered carousel in WPF like in this concept image. The current solution I've come up with is using a listbox, loading all images into a ObservableCollection and then modifying it to create the illusion of movement.
I have two issues with this solution. First I can't seem to center it. The listbox is aligned to the left with no way of getting it to overflow on both sides. Regardless of the size of my window it should always show one console in the middle, one on each sides and a half one to indicate that there's more to choose from.
The second issue is not as important, but I'm looking for a proper way of doing this that may allow a more fluent transition between selections later on.
This is my current code:
XAML:
<Window x:Class="SystemMenu.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="350" Width="525">
<DockPanel>
<Button Content="left" Height="20" Click="Left_Click" DockPanel.Dock="Top" />
<Button Content="right" Height="20" Click="Right_Click" DockPanel.Dock="Top" />
<ListBox x:Name="LoopPanel" ItemsSource="{Binding Path=SampleData}" SelectedIndex="3" ScrollViewer.HorizontalScrollBarVisibility="Hidden" ScrollViewer.VerticalScrollBarVisibility="Hidden" ScrollViewer.CanContentScroll="False">
<ListBox.ItemsPanel>
<ItemsPanelTemplate>
<WrapPanel IsItemsHost="True" />
</ItemsPanelTemplate>
</ListBox.ItemsPanel>
<ListBox.ItemTemplate>
<DataTemplate>
<Image Source="{Binding}"/>
</DataTemplate>
</ListBox.ItemTemplate>
</ListBox>
</DockPanel>
Code behind:
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
this.DataContext = this;
}
ObservableCollection<string> sampleData = new ObservableCollection<string>();
public ObservableCollection<string> SampleData
{
get
{
if (sampleData.Count <= 0)
{
sampleData.Add(#"Nintendo 64.png");
sampleData.Add(#"Nintendo Famicom.png");
sampleData.Add(#"Super Nintendo Entertainment System.png");
sampleData.Add(#"Nintendo Entertainment System.png");
sampleData.Add(#"Sony PlayStation.png");
}
return sampleData;
}
}
private void Right_Click(object sender, RoutedEventArgs e)
{
var firstItem = SampleData.First();
SampleData.Remove(firstItem);
SampleData.Insert(SampleData.Count, firstItem);
}
private void Left_Click(object sender, RoutedEventArgs e)
{
var lastItem = SampleData.Last();
SampleData.Remove(lastItem);
SampleData.Insert(0, lastItem);
}
}
Edit:
I found the following extension solving the issue I had with centering the listbox. Calling LoopPanel.ScrollToCenterOfView(sampleData[2]); seems to do the trick of centering the images... Any idea now on how to animate the transition? :)
public static class ItemsControlExtensions
{
public static void ScrollToCenterOfView(this ItemsControl itemsControl, object item)
{
// Scroll immediately if possible
if (!itemsControl.TryScrollToCenterOfView(item))
{
// Otherwise wait until everything is loaded, then scroll
if (itemsControl is ListBox) ((ListBox)itemsControl).ScrollIntoView(item);
itemsControl.Dispatcher.BeginInvoke(DispatcherPriority.Loaded, new Action(() =>
{
itemsControl.TryScrollToCenterOfView(item);
}));
}
}
private static bool TryScrollToCenterOfView(this ItemsControl itemsControl, object item)
{
// Find the container
var container = itemsControl.ItemContainerGenerator.ContainerFromItem(item) as UIElement;
if (container == null) return false;
// Find the ScrollContentPresenter
ScrollContentPresenter presenter = null;
for (Visual vis = container; vis != null && vis != itemsControl; vis = VisualTreeHelper.GetParent(vis) as Visual)
if ((presenter = vis as ScrollContentPresenter) != null)
break;
if (presenter == null) return false;
// Find the IScrollInfo
var scrollInfo =
!presenter.CanContentScroll ? presenter :
presenter.Content as IScrollInfo ??
FirstVisualChild(presenter.Content as ItemsPresenter) as IScrollInfo ??
presenter;
// Compute the center point of the container relative to the scrollInfo
Size size = container.RenderSize;
Point center = container.TransformToAncestor((Visual)scrollInfo).Transform(new Point(size.Width / 2, size.Height / 2));
center.Y += scrollInfo.VerticalOffset;
center.X += scrollInfo.HorizontalOffset;
// Adjust for logical scrolling
if (scrollInfo is StackPanel || scrollInfo is VirtualizingStackPanel)
{
double logicalCenter = itemsControl.ItemContainerGenerator.IndexFromContainer(container) + 0.5;
Orientation orientation = scrollInfo is StackPanel ? ((StackPanel)scrollInfo).Orientation : ((VirtualizingStackPanel)scrollInfo).Orientation;
if (orientation == Orientation.Horizontal)
center.X = logicalCenter;
else
center.Y = logicalCenter;
}
// Scroll the center of the container to the center of the viewport
if (scrollInfo.CanVerticallyScroll) scrollInfo.SetVerticalOffset(CenteringOffset(center.Y, scrollInfo.ViewportHeight, scrollInfo.ExtentHeight));
if (scrollInfo.CanHorizontallyScroll) scrollInfo.SetHorizontalOffset(CenteringOffset(center.X, scrollInfo.ViewportWidth, scrollInfo.ExtentWidth));
return true;
}
private static double CenteringOffset(double center, double viewport, double extent)
{
return Math.Min(extent - viewport, Math.Max(0, center - viewport / 2));
}
private static DependencyObject FirstVisualChild(Visual visual)
{
if (visual == null) return null;
if (VisualTreeHelper.GetChildrenCount(visual) == 0) return null;
return VisualTreeHelper.GetChild(visual, 0);
}
}
I don't think I would do it how you're doing it. I.e. adding and removing items in a ListBox. Doesn't give you enough control on the positioning and you won't be able to do smooth animations of it rotating which with that kind of UI, I think that would be kind of expected :).
I'd probably have a Canvas instead with ClipToBounds=true. Then just calculate the positions, you aren't doing a rounded carousel, so positions are trivial and there is no zooming.
Lets say your images are all 100 x 100. So item0 will be # -50,0, item1 # 50,0 (well, technically probably 75,0 or whatever because you'd want some spacing between them, but you get the idea), etc. Because you are calculating the positions and have them absolute against the Canvas, the ClipToBound=true will clip the two on either end and you'll be able to animate the rotation.

Choppy movement of large collection of items on a canvas

This question is directly related to a question I recently posted, but I feel that the direction has changed enough to warrant a new one. I am trying to figure out the best way to move a large collection of images on a canvas in real-time. My XAML currently looks like this:
<UserControl.Resources>
<DataTemplate DataType="{x:Type local:Entity}">
<Canvas>
<Image Canvas.Left="{Binding Location.X}"
Canvas.Top="{Binding Location.Y}"
Width="{Binding Width}"
Height="{Binding Height}"
Source="{Binding Image}" />
</Canvas>
</DataTemplate>
</UserControl.Resources>
<Canvas x:Name="content"
Width="2000"
Height="2000"
Background="LightGreen">
<ItemsControl Canvas.ZIndex="2" ItemsSource="{Binding Entities}">
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<Canvas IsItemsHost="True" />
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
</ItemsControl>
The Entity class:
[Magic]
public class Entity : ObservableObject
{
public Entity()
{
Height = 16;
Width = 16;
Location = new Vector(Global.rand.Next(800), Global.rand.Next(800));
Image = Global.LoadBitmap("Resources/Thing1.png");
}
public int Height { get; set; }
public int Width { get; set; }
public Vector Location { get; set; }
public WriteableBitmap Image { get; set; }
}
To move the object:
private Action<Entity> action = (Entity entity) =>
{
entity.Location = new Vector(entity.Location.X + 1, entity.Location.Y);
};
void Timer_Tick(object sender, EventArgs e)
{
Task.Factory.StartNew(() =>
{
foreach (var entity in Locator.Container.Entities)
{
action(entity);
}
});
}
If I have fewer than about 400 entries in the Entities collection, movement is smooth, but I'd like to be able to increase that number by quite a bit. If I go above 400, movement becomes increasingly choppy. At first I thought it was an issue with the movement logic (which at this point isn't really much of anything), but I have found that that's not the problem. I added another collection with 10,000 entries and added that collection to the same timer loop as the first but did not include it in the XAML, and the UI didn't react any differently. What I find odd, however, is that if I add 400 entries to the collection and then 400 more with Image set to null, movement becomes choppy even though half of the items aren't drawn.
So, what can I do, if anything, to be able to draw and smoothly move more images on a canvas? Is this a situation where I may want to shy away from WPF & XAML? If you need more code, I will gladly post it.
Update: Per Clemens' suggestion, my Entity DataTemplate now looks like this:
<DataTemplate DataType="{x:Type local:Entity}">
<Image Width="{Binding Width}"
Height="{Binding Height}"
Source="{Binding Image}">
<Image.RenderTransform>
<TranslateTransform X="{Binding Location.X}" Y="{Binding Location.Y}" />
</Image.RenderTransform>
</Image>
</DataTemplate>
There may be a boost in performance by using this, but if there is it is very subtle. Also, I have noticed that if I use a DispatcherTimer for the loop and set it up as:
private DispatcherTimer dTimer = new DispatcherTimer();
public Loop()
{
dTimer.Interval = TimeSpan.FromMilliseconds(30);
dTimer.Tick += Timer_Tick;
dTimer.Start();
}
void Timer_Tick(object sender, EventArgs e)
{
foreach (var entity in Locator.Container.Entities)
{
action(entity);
}
}
... The movement is smooth even with several thousand items, but very slow, regardless of the interval. If a DispatcherTimer is used and Timer_Tick looks like this:
void Timer_Tick(object sender, EventArgs e)
{
Task.Factory.StartNew(() =>
{
foreach (var entity in Locator.Container.Entities)
{
action(entity);
}
});
}
... the movement is very choppy. What I find odd is that a Stopwatch shows that the Task.Factory takes between 1000 and 1400 ticks to iterate over the collection if there are 5,000 entries. The standard foreach loop takes over 3,000 ticks. Why would Task.Factory perform so poorly when it is twice as fast? Is there a different way to iterate through the collection and/or a different timing method that might allow for smooth movement without any major slowdowns?
Update: If anybody can help me improve the performance of real-time movement of objects on a canvas or can suggest another way in WPF to achieve similar results, 100 bounty awaits.
Having so many controls move on the screen this frequently will never yield smooth results. You need to a completely different approach - rendering on your own. I'm not sure this would suit you, as now you will not be able to use control features per each item (e.g. to receive events, have tooltips or use data templates.) But with such a large amount of items, other approaches are impractical.
Here's a (very) rudimentary implementation of what that might look like:
Update: I've modified the renderer class to use the CompositionTarget.Rendering event instead of a DispatcherTimer. This event fires every time WPF renders a frame (normally around 60 fps). While this would provide smoother results, it is also more CPU intensive, so be sure to turn off the animation when it's no longer needed.
public class ItemsRenderer : FrameworkElement
{
private bool _isLoaded;
public ItemsRenderer()
{
Loaded += OnLoaded;
Unloaded += OnUnloaded;
}
private void OnLoaded(object sender, RoutedEventArgs routedEventArgs)
{
_isLoaded = true;
if (IsAnimating)
{
Start();
}
}
private void OnUnloaded(object sender, RoutedEventArgs routedEventArgs)
{
_isLoaded = false;
Stop();
}
public bool IsAnimating
{
get { return (bool)GetValue(IsAnimatingProperty); }
set { SetValue(IsAnimatingProperty, value); }
}
public static readonly DependencyProperty IsAnimatingProperty =
DependencyProperty.Register("IsAnimating", typeof(bool), typeof(ItemsRenderer), new FrameworkPropertyMetadata(false, (d, e) => ((ItemsRenderer)d).OnIsAnimatingChanged((bool)e.NewValue)));
private void OnIsAnimatingChanged(bool isAnimating)
{
if (_isLoaded)
{
Stop();
if (isAnimating)
{
Start();
}
}
}
private void Start()
{
CompositionTarget.Rendering += CompositionTargetOnRendering;
}
private void Stop()
{
CompositionTarget.Rendering -= CompositionTargetOnRendering;
}
private void CompositionTargetOnRendering(object sender, EventArgs eventArgs)
{
InvalidateVisual();
}
public static readonly DependencyProperty ImageSourceProperty =
DependencyProperty.Register("ImageSource", typeof (ImageSource), typeof (ItemsRenderer), new FrameworkPropertyMetadata());
public ImageSource ImageSource
{
get { return (ImageSource) GetValue(ImageSourceProperty); }
set { SetValue(ImageSourceProperty, value); }
}
public static readonly DependencyProperty ImageSizeProperty =
DependencyProperty.Register("ImageSize", typeof(Size), typeof(ItemsRenderer), new FrameworkPropertyMetadata(Size.Empty));
public Size ImageSize
{
get { return (Size) GetValue(ImageSizeProperty); }
set { SetValue(ImageSizeProperty, value); }
}
public static readonly DependencyProperty ItemsSourceProperty =
DependencyProperty.Register("ItemsSource", typeof (IEnumerable), typeof (ItemsRenderer), new FrameworkPropertyMetadata());
public IEnumerable ItemsSource
{
get { return (IEnumerable) GetValue(ItemsSourceProperty); }
set { SetValue(ItemsSourceProperty, value); }
}
protected override void OnRender(DrawingContext dc)
{
ImageSource imageSource = ImageSource;
IEnumerable itemsSource = ItemsSource;
if (itemsSource == null || imageSource == null) return;
Size size = ImageSize.IsEmpty ? new Size(imageSource.Width, imageSource.Height) : ImageSize;
foreach (var item in itemsSource)
{
dc.DrawImage(imageSource, new Rect(GetPoint(item), size));
}
}
private Point GetPoint(object item)
{
var args = new ItemPointEventArgs(item);
OnPointRequested(args);
return args.Point;
}
public event EventHandler<ItemPointEventArgs> PointRequested;
protected virtual void OnPointRequested(ItemPointEventArgs e)
{
EventHandler<ItemPointEventArgs> handler = PointRequested;
if (handler != null) handler(this, e);
}
}
public class ItemPointEventArgs : EventArgs
{
public ItemPointEventArgs(object item)
{
Item = item;
}
public object Item { get; private set; }
public Point Point { get; set; }
}
Usage:
<my:ItemsRenderer x:Name="Renderer"
ImageSize="8 8"
ImageSource="32.png"
PointRequested="OnPointRequested" />
Code Behind:
Renderer.ItemsSource = Enumerable.Range(0, 2000)
.Select(t => new Item { Location = new Point(_rng.Next(800), _rng.Next(800)) }).ToArray();
private void OnPointRequested(object sender, ItemPointEventArgs e)
{
var item = (Item) e.Item;
item.Location = e.Point = new Point(item.Location.X + 1, item.Location.Y);
}
You can use the OnPointRequested approach to get any data from the item (such as the image itself.) Also, don't forget to freeze your images, and pre-resize them.
A side note, regarding threading in the previous solutions. When you use a Task, you're actually posting the property update to another thread. Since you've bound the image to that property, and WPF elements can only be updated from the thread on which they were created, WPF automatically posts each update to the Dispatcher queue to be executed on that thread. That's why the loop ends faster, and you're not timing the actual work of updating the UI. It's only adding more work.
In a first optimization approach you may reduce the number of Canvases to just one by removing the Canvas from the DataTemplate and setting Canvas.Left and Canvas.Top in an ItemContainerStyle:
<DataTemplate DataType="{x:Type local:Entity}">
<Image Width="{Binding Width}" Height="{Binding Height}" Source="{Binding Image}"/>
</DataTemplate>
<ItemsControl ItemsSource="{Binding Entities}">
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<Canvas IsItemsHost="True" />
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
<ItemsControl.ItemContainerStyle>
<Style TargetType="ContentPresenter">
<Setter Property="Canvas.Left" Value="{Binding Location.X}"/>
<Setter Property="Canvas.Top" Value="{Binding Location.Y}"/>
</Style>
</ItemsControl.ItemContainerStyle>
</ItemsControl>
Then you may replace setting Canvas.Left and Canvas.Top by applying a TranslateTransform:
<ItemsControl.ItemContainerStyle>
<Style TargetType="ContentPresenter">
<Setter Property="RenderTransform">
<Setter.Value>
<TranslateTransform X="{Binding Location.X}" Y="{Binding Location.Y}"/>
</Setter.Value>
</Setter>
</Style>
</ItemsControl.ItemContainerStyle>
Now this could similarly be applied to the Image control in the DataTemplate instead of the item container. So you may remove the ItemContainerStyle and write the DataTemplate like this:
<DataTemplate DataType="{x:Type local:Entity}">
<Image Width="{Binding Width}" Height="{Binding Height}" Source="{Binding Image}">
<Image.RenderTransform>
<TranslateTransform X="{Binding Location.X}" Y="{Binding Location.Y}"/>
</Image.RenderTransform>
</Image>
</DataTemplate>
Try using TranslateTransform instead of Canvas.Left and Canvas.Top. The RenderTransform and TranslateTransform are efficient in scaling/moving existing drawing objects.
That's an issue I had to solve when developping a very simple Library called Mongoose.
I tried it with a 1000 images and its totally smooth (I don't have code that automatically moves images, I move them manually by drag and dropping on the Surface, but you should have the same result with code).
I wrote a quick sample you can run by using the library (you just need an attached view model with a collection of anything called PadContents) :
MainWindow.xaml
<Window x:Class="Mongoose.Sample.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:sys="clr-namespace:System;assembly=mscorlib"
xmlns:col="clr-namespace:System.Collections;assembly=mscorlib"
xmlns:mwc="clr-namespace:Mongoose.Windows.Controls;assembly=Mongoose.Windows"
Icon="Resources/MongooseLogo.png"
Title="Mongoose Sample Application" Height="1000" Width="1200">
<mwc:Surface x:Name="surface" ItemsSource="{Binding PadContents}">
<mwc:Surface.ItemContainerStyle>
<Style TargetType="mwc:Pad">
<Setter Property="Template">
<Setter.Value>
<ControlTemplate>
<Image Source="Resources/MongooseLogo.png" Width="30" Height="30" />
</ControlTemplate>
</Setter.Value>
</Setter>
</Style>
</mwc:Surface.ItemContainerStyle>
</mwc:Surface>
</Window>
MainWindow.xaml.cs
using System.Collections.ObjectModel;
using System.Windows;
namespace Mongoose.Sample
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
DataContext = this;
}
public ObservableCollection<object> PadContents
{
get
{
if (padContents == null)
{
padContents = new ObservableCollection<object>();
for (int i = 0; i < 500; i++)
{
padContents.Add("Pad #" + i);
}
}
return padContents;
}
}
private ObservableCollection<object> padContents;
}
}
And here is what it looks like for 1000 images :
The full code is available on Codeplex so even if you don't want to reuse the library, you can still check the code to see how achieved it.
I rely on a few tricks, but mostly the use of RenderTransform and CacheMode.
On my computer it's ok for up to 3000 images. If you want to do more, you'll probably have to think of other ways to achieve it though (maybe with some kind of virtualization)
Good luck !
EDIT:
By adding this code in the Surface.OnLoaded method :
var messageTimer = new DispatcherTimer();
messageTimer.Tick += new EventHandler(surface.messageTimer_Tick);
messageTimer.Interval = new TimeSpan(0, 0, 0, 0, 10);
messageTimer.Start();
And this method in the Surface class :
void messageTimer_Tick(object sender, EventArgs e)
{
var pads = Canvas.Children.OfType<Pad>();
if (pads != null && Layout != null)
{
foreach (var pad in pads)
{
pad.Position = new Point(pad.Position.X + random.Next(-1, 1), pad.Position.Y + random.Next(-1, 1));
}
}
}
You can see that it's totally ok to move each object separately.
Here is a samll example with 2000 objects
The issue here is the rendering/creation of so many controls.
The first question is whether you need to show all the images on the canvas. If so, I'm sorry but I can't help (if you need to draw all items then there's no way around it).
But if not all items are visible on the screen at one time - then you have hope in the shape of Virtualization. You'd need to write your own VirtualizingCanvas that inherits VirtualizingPanel and creates only the items that are visible. This will also allow you to recycle the containers which in turn will remove a lot of the load.
There's an example of a virtualizing canvas here.
Then you'd need to set the new canvas as your items panel, and set up the items to have the necessary information for the canvas to work properly.
A few thoughts that come to mind:
Freeze your bitmaps.
Hard set the size of your bitmaps when you read them to be identical to the size you're displaying them in, and set the BitmapScalingMode to LowQuality.
Track your progress while updating your entities and cut out early if you can't and grab them next frame. This will require tracking their last frame too.
// private int _lastEntity = -1;
// private long _tick = 0;
// private Stopwatch _sw = Stopwatch.StartNew();
// private const long TimeSlice = 30;
// optional: this._sw.Restart();
var end = this._sw.ElapsedMilliseconds + TimeSlice - 1;
this._tick++;
var ee = this._lastEntity++;
do {
if (ee >= this._entities.Count) ee = 0;
// entities would then track the last time
// they were "run" and recalculate their movement
// from 'tick'
action(this._entities[ee], this._tick);
if (this._sw.ElapsedMilliseconds > end) break;
} while (ee++ != this._lastEntity);
this._lastEntity = ee;

WPF layer event separation

I have the highest layer called "canvas" which is used to display picture. Then, I'm trying to use event menuCanvas_touchDown to lowest layer called "menuCanvas" which show my workspace menu. However, when I touch the picture, it go to menuCanvas_touchDown. It should be found at the menuCanvas layer.
<Canvas x:Name="menuCanvas"
TouchDown="menuCanvas_TouchDown" TouchUp="menuCanvas_TouchUp"
TouchMove="menuCanvas_TouchMove" TouchLeave="menuCanvas_TouchLeave"
TouchEnter="menuCanvas_TouchEnter"
VerticalAlignment="Stretch" HorizontalAlignment="Stretch"
Background="Transparent"
IsManipulationEnabled="True">
<Canvas x:Name="drawCanvas"
TouchDown="drawCanvas_TouchDown" TouchUp="drawCanvas_TouchUp"
TouchMove="drawCanvas_TouchMove" TouchLeave="drawCanvas_TouchLeave"
TouchEnter="drawCanvas_TouchEnter"
VerticalAlignment="Stretch" HorizontalAlignment="Stretch"
Background="Transparent"
IsManipulationEnabled="True">
<Canvas x:Name="canvas"></Canvas>
</Canvas>
</Canvas>
I want to touch picture and nothing happen to menuCanvas_touchDown event.
How do I solve this problem? I'm trying to use e.handle, but it break the manipulation of the picture.
Thanks
Edit:
There are drawCanvas_TouchDown and drawCanvas_TouchUp code.
private void drawCanvas_TouchDown(object sender, TouchEventArgs e)
{
if (state == (int)STATE.Pen)
{
if (_activeStrokes.TryGetValue(e.TouchDevice.Id, out stroke))
{
FinishStroke(stroke);
return;
}
// Create new stroke, add point and assign a color to it.
Stroke newStroke = new Stroke();
newStroke.Color = _touchColor.GetColor();
newStroke.Id = e.TouchDevice.Id;
// Add new stroke to the collection of strokes in drawing.
_activeStrokes[newStroke.Id] = newStroke;
}
}private void drawCanvas_TouchUp(object sender, TouchEventArgs e)
{
// Find the stroke in the collection of the strokes in drawing.
if (state == (int)STATE.Pen)
{
if (_activeStrokes.TryGetValue(e.TouchDevice.Id, out stroke))
{
FinishStroke(stroke);
}
}
}
Have you try to use e.OriginalSource? You can check source of event.
if(e.OriginalSource == menuCanvas)
{
//Your code
}

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