I'm trying to move a rectangle drawn in Canvas by mouse (drag and drop).
When I click on the Rectangle and move the mouse (keep clicking) to a new position it's OK:
But when I click on it again and move the mouse just a bit the Rectangle move to old position:
I don't know why it is. Can anybody give me some explaination?
Here is my code (all parameters have been assigned and initialized).
Thanks in advance!
private void MyCanvas_MouseMove_1(object sender, MouseEventArgs e)
{
if (e.RightButton == MouseButtonState.Pressed && e.OriginalSource is Shape)
{
p2 = e.GetPosition(MyCanvas);
TranslateTransform tf = new TranslateTransform(p2.X - p1.X, p2.Y - p1.Y);
_MyTestRect.RenderTransform = tf;
}
}
private void MyCanvas_MouseRightButtonDown(object sender, MouseButtonEventArgs e)
{
if (e.OriginalSource is Shape)
{
p1 = e.GetPosition(MyCanvas);
}
}
Mvvm Behavior Approach add the refference to:
System.Windows.Interactivity.
In XAML:
<Canvas x:Name="MyCanvas" Background="#00FFFFFF">
<i:Interaction.Behaviors>
<!--soSandBox is the reffrence to the behavior-->
<soSandBox:MoveElementsInCanvasBehavior/>
</i:Interaction.Behaviors>
<Rectangle x:Name="_MyTestRect1" Fill="Tomato" Width="50" Height="50"/>
<Rectangle x:Name="_MyTestRect2" Fill="Tomato" Width="50" Height="50"/>
<Rectangle x:Name="_MyTestRect3" Fill="Tomato" Width="50" Height="50"/></Canvas>
Behavior code:
protected override void OnAttached()
{
base.OnAttached();
AssociatedObject.MouseLeftButtonDown += AssociatedObjectOnMouseLeftButtonDown;
AssociatedObject.MouseLeftButtonUp += AssociatedObjectOnMouseLeftButtonUp;
AssociatedObject.MouseMove += AssociatedObjectOnMouseMove;
}
private void AssociatedObjectOnMouseMove(object sender, MouseEventArgs e)
{
if (_shape != null && _shape.IsMouseCaptured)
{
_p2 = e.GetPosition(AssociatedObject);
_shape.SetValue(Canvas.TopProperty, _p2.Y - _originalOffsetFromTop);
_shape.SetValue(Canvas.LeftProperty, _p2.X - _originalOffsetFromLeft);
}
}
private void AssociatedObjectOnMouseLeftButtonUp(object sender, MouseButtonEventArgs e)
{
if (_shape == null) return;
_shape.ReleaseMouseCapture();
_shape = null;
}
private double GetDist(double originalValue, double newValue)
{
if (double.IsNaN(originalValue) || double.IsInfinity(originalValue))
return Math.Abs(newValue - 0);
return Math.Abs(newValue - originalValue);
}
private void AssociatedObjectOnMouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
_shape = e.OriginalSource as Shape;
if (_shape != null)
{
_p1 = e.GetPosition(AssociatedObject);
_shape.CaptureMouse();
_originalOffsetFromTop = GetDist((double)_shape.GetValue(Canvas.TopProperty), _p1.Y);
_originalOffsetFromLeft = GetDist((double)_shape.GetValue(Canvas.LeftProperty), _p1.X);
}
}
protected override void OnDetaching()
{
base.OnDetaching();
AssociatedObject.MouseLeftButtonDown -= AssociatedObjectOnMouseLeftButtonDown;
AssociatedObject.MouseLeftButtonUp -= AssociatedObjectOnMouseLeftButtonUp;
AssociatedObject.MouseMove -= AssociatedObjectOnMouseMove;
}
Summary:
This way you can put inside the canvas as much elements as you wish, and when you click the element (and when this element is a shape) you will be able to move it.
Translate Transform XAML:
<Canvas x:Name="MyCanvas" Background="#00FFFFFF">
<i:Interaction.Behaviors>
<!--convert event to command mechanism-->
<soSandBox:CanvasMouseEventObservingBehavior
OnMouseMoveAction="{Binding OnMouseMoveAction, UpdateSourceTrigger=PropertyChanged}"
OnMouseRightButtonDownAction="{Binding OnMouseRightButtonDownAction, UpdateSourceTrigger=PropertyChanged}"
OnMouseRightButtonUpAction="{Binding OnMouseRightButtonUpAction, UpdateSourceTrigger=PropertyChanged}"/>
</i:Interaction.Behaviors>
<Rectangle x:Name="_MyTestRect1" Fill="Tomato" Width="50" Height="50">
<Rectangle.RenderTransform>
<TransformGroup>
<TranslateTransform X="{Binding TranslateTransformX, UpdateSourceTrigger=PropertyChanged, Mode=TwoWay}"
Y="{Binding TranslateTransformY, UpdateSourceTrigger=PropertyChanged, Mode=TwoWay}"></TranslateTransform>
</TransformGroup>
</Rectangle.RenderTransform>
</Rectangle></Canvas>
Translate Transform view model (translation related code):
private void RightMouseUp(Point obj)
{
_originalPoint = obj;
_currentOffsetByX = GetDist(_currentOffsetByX, obj.X);
_currentOffsetByY = GetDist(_currentOffsetByY, obj.Y);
}
private void RightMouseDown(Point obj)
{
_originalPoint = obj;
_currentOffsetByX = GetDist(_currentOffsetByX, obj.X);
_currentOffsetByY = GetDist(_currentOffsetByY, obj.Y);
}
private void MouseMoved(Point obj)
{
TranslateTransformX = obj.X - _currentOffsetByX;
TranslateTransformY = obj.Y - _currentOffsetByY;
}
private double GetDist(double originalValue, double newValue)
{
if (double.IsNaN(originalValue) || double.IsInfinity(originalValue))
return Math.Abs(newValue - 0);
return Math.Abs(newValue - originalValue);
}
public double TranslateTransformY
{
get { return _translateTransformY; }
set
{
_translateTransformY = value;
OnPropertyChanged();
}
}
public double TranslateTransformX
{
get { return _translateTransformX; }
set
{
_translateTransformX = value;
OnPropertyChanged();
}
}
Regards
You should not create the transform every time otherwise you reset the translation.
Create a TranslateTransform if none exist.
Then cumulate the translations inside.
Regards
Try just using the Canvas.SetTop and Canvas.SetLeft.
Rectangle myRectangle = new Rectangle();
myRectangle += myRectangle_MouseLeftButtonDown;
void myRectangle_MouseLeftButtonDown(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
myRectangle.MouseMove += origin_MouseMove;
}
void myRectangle_MouseMove(object sender, System.Windows.Input.MouseEventArgs e)
{
Point p = new Point()
{
// Just round the coordinates
X = Math.Round(e.GetPosition(canvas).X, 0, MidpointRounding.AwayFromZero),
Y = Math.Round(e.GetPosition(canvas).Y, 0, MidpointRounding.AwayFromZero),
};
Canvas.SetTop(myRectangle, p.Y);
Canvas.SetLeft(myRectangle, p.X);
myRectangle.MouseLeftButtonUp += myRectangle_MouseLeftButtonUp;
}
void myRectangle_MouseLeftButtonUp(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
myRectangle.MouseMove -= origin_MouseMove;
myRectangle.MouseLeftButtonUp -= origin_MouseLeftButtonUp;
}
Related
My problem is the drag and drop of border become not workin when I wrap the canvas inside the scrollviewer.
1200x1200 canvas put in the 500x500 scrollviewer. I want the canvas is scrollable (touch slide) in the scrollviewer. The drag and drop in canvas is working perfectly before I insert in the scrollviewer.
MainWindow.xaml
<Grid ClipToBounds="True">
<ScrollViewer Name="scbb" Width="500" Height="500" HorizontalScrollBarVisibility="Hidden"
VerticalScrollBarVisibility="Hidden" HorizontalAlignment="Left"
VerticalAlignment="Top" Background="LightBlue" ScrollViewer.CanContentScroll="True">
<Canvas x:Name="canvas" Width="1200" Height="1200"
MouseLeftButtonDown="CanvasMouseLeftButtonDown"
MouseLeftButtonUp="CanvasMouseLeftButtonUp"
MouseMove="CanvasMouseMove">
</Canvas>
</ScrollViewer>
<Button x:Name="btnEnable" Content="Enable" Height="50" Width="50" Margin="0,0,115,10" VerticalAlignment="Bottom"
HorizontalAlignment="Right" Click="btnEnable_Click"/>
<Button Content="Add Image" Width="100" Height="100" VerticalAlignment="Bottom"
HorizontalAlignment="Right" Click="AddButtonClick" Margin="0,0,10,10"/>
</Grid>
MainWindow.xaml.cs
private void AddButtonClick(object sender, RoutedEventArgs e)
{
int iNum = SETTING.GetTableRunningNumber();
var borderWrap = new Border();
borderWrap.Width = 100;
borderWrap.Height = 100;
borderWrap.Background = Brushes.Green;
var label1 = new Label();
label1.VerticalAlignment = VerticalAlignment.Center;
label1.HorizontalAlignment = HorizontalAlignment.Center;
label1.Content = "Table " + iNum.ToString();
label1.Name = "Table" + iNum.ToString();
label1.Foreground = Brushes.White;
label1.FontWeight = FontWeights.Bold;
borderWrap.Child = label1;
borderWrap.MouseDown += TableMouseDown;
Canvas.SetLeft(borderWrap, 10);
Canvas.SetTop(borderWrap, 10);
canvas.Children.Add(borderWrap);
iNum += 1;
SETTING.SetTableRunningNumber(iNum);
}
private Point mousePosition;
private Border draggedBorder;
private void TableMouseDown(object sender, MouseButtonEventArgs e)
{
if (!SETTING.GetEnableDrag())
{
var cLabel = e.Source as Label;
var bBorder = e.Source as Border;
if (cLabel != null)
{
MessageBox.Show(cLabel.Name.ToString());
}
}
}
private void CanvasMouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
if (SETTING.GetEnableDrag())
{
var dBorder = e.Source as Border;
var cLabel = e.Source as Label;
if (dBorder == null)
{
dBorder = (Border)cLabel.Parent;
}
if (dBorder != null && canvas.CaptureMouse())
{
mousePosition = e.GetPosition(canvas);
draggedBorder = dBorder;
Panel.SetZIndex(draggedBorder, 1);
}
}
}
async Task PutTaskDelay100()
{
await Task.Delay(100);
}
private async void CanvasMouseLeftButtonUp(object sender, MouseButtonEventArgs e)
{
if (SETTING.GetEnableDrag())
{
await PutTaskDelay100();
if (draggedBorder != null)
{
canvas.ReleaseMouseCapture();
Panel.SetZIndex(draggedBorder, 0);
draggedBorder = null;
}
}
}
private void CanvasMouseMove(object sender, MouseEventArgs e)
{
if (SETTING.GetEnableDrag())
{
double canvasSize = 1200;
if (draggedBorder != null)
{
var position = e.GetPosition(canvas);
var offset = position - mousePosition;
mousePosition = position;
double newTop = Canvas.GetTop(draggedBorder) + offset.Y;
double newLeft = Canvas.GetLeft(draggedBorder) + offset.X;
if (newTop < 0)
{
newTop = 0;
}
else if (newTop + draggedBorder.ActualWidth > canvasSize)
newTop = canvasSize - draggedBorder.ActualWidth;
if (newLeft < 0)
{
newLeft = 0;
}
else if (newLeft + draggedBorder.ActualWidth > canvasSize)
newLeft = canvasSize - draggedBorder.ActualWidth;
Canvas.SetLeft(draggedBorder, newLeft);
Canvas.SetTop(draggedBorder, newTop);
}
}
}
I had the problem months ago and solved it in the code behind with these additions.
After the InitializeComponent in the WindowMain.xaml.cs add:
public WindowMain()
{
InitializeComponent();
// your code, etc.
scrollViewer.AllowDrop = true;
scrollViewer.PreviewDragEnter += scrollViewer_PreviewDragEnter;
scrollViewer.PreviewDragOver += scrollViewer_PreviewDragOver;
scrollViewer.Drop += scrollViewer_Drop;
}
void scrollViewer_PreviewDragEnter(object sender, DragEventArgs e)
{
if (e.Data.GetDataPresent(DataFormats.FileDrop))
{
e.Effects = DragDropEffects.Copy;
}
else
{
e.Effects = DragDropEffects.None;
}
}
void scrollViewer_PreviewDragOver(object sender, DragEventArgs e)
{
e.Handled = true;
}
bool IsDataAvailable = false;
void scrollViewer_Drop(object sender, DragEventArgs e)
{
// Get data object
var dataObject = e.Data as DataObject;
// Check for file list
if (dataObject.ContainsFileDropList())
{
// Process file names
StringCollection fileNames = dataObject.GetFileDropList();
bool isIsDataAvailable = false;
try
{
var uri = new Uri(fileNames[0]);
BitmapSource imageSource = new BitmapImage(uri);
isIsDataAvailable = true;
}
catch (Exception error)
{
string errorMessage = error.ToString();
}
finally
{
IsDataAvailable = isIsDataAvailable;
}
}
}
My program just loads a dropped file from the explorer file list I drop on the ScrollViewer . The scbb.AllowDrop=true in the ScrollViewer has to be set. And the routines to handle basic drag and drop. Your code should work once the ScrollViewer allows dropping.
I want to move the label by using the Mouse_Move/Mouse_Down events.
I tried to do it like this:
private void control_MouseDown(object sender, MouseButtonEventArgs e)
{
Label l = e.Source as Label;
if (l != null)
{
l.CaptureMouse();
moving = true;
PositionInLabel = e.GetPosition(l);
}
}
private void control_MouseMove(object sender, MouseEventArgs e)
{
if (moving)
{
Point p = e.GetPosition(null);
DeltaX = p.X - BasePoint.X - PositionInLabel.X;
DeltaY = p.Y - BasePoint.Y - PositionInLabel.Y;
RaisePropertyChanged("XPosition");
RaisePropertyChanged("YPosition");
}
}
Suppose your label is on a Canvas:
public MainWindow()
{
InitializeComponent();
this.label.MouseLeftButtonDown += control_MouseLeftButtonDown;
this.label.MouseMove += control_MouseMove;
this.label.MouseLeftButtonUp += control_MouseLeftButtonUp;
}
// Keep track of the Canvas where this element is placed.
private Canvas canvas;
// Keep track of when the element is being dragged.
private bool isDragging = false;
// When the element is clicked, record the exact position
// where the click is made.
private Point mouseOffset;
private void control_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
Label l = e.Source as Label;
if (l == null)
return;
// Find the Canvas.
if (canvas == null)
canvas = (Canvas)VisualTreeHelper.GetParent(l);
// Dragging mode begins.
isDragging = true;
// Get the position of the click relative to the element
// (so the top-left corner of the element is (0,0).
mouseOffset = e.GetPosition(l);
// Capture the mouse. This way you'll keep receiving
// the MouseMove event even if the user jerks the mouse
// off the element.
l.CaptureMouse();
}
private void control_MouseMove(object sender, MouseEventArgs e)
{
Label l = e.Source as Label;
if (l == null)
return;
if (isDragging)
{
// Get the position of the element relative to the Canvas.
Point point = e.GetPosition(canvas);
// Move the element.
l.SetValue(Canvas.TopProperty, point.Y - mouseOffset.Y);
l.SetValue(Canvas.LeftProperty, point.X - mouseOffset.X);
}
}
private void control_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
{
Label l = e.Source as Label;
if (l == null)
return;
if (isDragging)
{
l.ReleaseMouseCapture();
isDragging = false;
}
}
Let containerCanvas be a Canvas which contains the Label; then you can utilize the _MouseMove(object sender, MouseEventArgs e) to move the label along with your mouse pointer:
Xaml code:
<Canvas Name="containerCanvas" MouseMove="containerCanvas_MouseMove" Background="Aqua" Width="525" Height="350" >
<Label Name="floatingLabel" Height="28" Width="161" Background="AliceBlue"></Label>
</Canvas>
C# code:
private void containerCanvas_MouseMove(object sender, MouseEventArgs e)
{
Point p = Mouse.GetPosition(Application.Current.MainWindow);
floatingLabel.Margin = new Thickness(p.X, p.Y, 0, 0);
}
I have done a sample code. Check this. It should work.
XAML :
<UserControl HorizontalAlignment="Left" x:Class="WPFDiagramDesignerControl.Components.TestApp"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Height="100" Width="100" IsEnabled="True">
<Grid >
<Canvas x:Name="MyDesigner">
<TextBox x:Name="txtBox" IsEnabled="True" Background="AntiqueWhite" Margin="10,10,10,10" TextWrapping="Wrap"> </TextBox>
</Canvas>
</Grid>
Code Behind :
public TestApp()
{
InitializeComponent();
txtBox.MouseDoubleClick+=new MouseButtonEventHandler(control_MouseDoubleClick);
txtBox.MouseMove+=new MouseEventHandler(control_MouseMove);
txtBox.PreviewMouseDown+=new MouseButtonEventHandler(control_PreviewMouseDown);
txtBox.PreviewMouseUp+=new MouseButtonEventHandler(control_PreviewMouseUp);
txtBox.Cursor = Cursors.SizeAll;
}
private void control_MouseMove(object sender, RoutedEventArgs e)
{
if (isClicked)
{
Point mousePos = Mouse.GetPosition(parentCanvas);
parentItem = this.Parent as DesignerItem;
parentCanvas = parentItem.Parent as DesignerCanvas;
Point relativePosition = Mouse.GetPosition(parentCanvas);
DesignerCanvas.SetLeft(this, DesignerCanvas.GetLeft(this) - (startPoint.X - mousePos.X));
DesignerCanvas.SetTop(this, DesignerCanvas.GetTop(this) - (startPoint.Y - mousePos.Y));
}
}
private void control_PreviewMouseDown(object sender, RoutedEventArgs e)
{
if (!isClicked)
{
isClicked = true;
parentItem = this.Parent as DesignerItem;
parentCanvas = parentItem.Parent as DesignerCanvas;
startPoint = Mouse.GetPosition(parentCanvas);
}
}
private void control_PreviewMouseUp(object sender, RoutedEventArgs e)
{
isClicked = false;
}
I have these three functions to trigger the events. I already have a static version of my needs, but I need a dynamically version of it.
bool captured = false;
double x_shape, x_canvas, y_shape, y_canvas;
UIElement source = null;
private void MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
source = (UIElement)sender;
Mouse.Capture(source);
captured = true;
x_shape = Canvas.GetLeft(source);
x_canvas = e.GetPosition(canvasPreview).X;
y_shape = Canvas.GetTop(source);
y_canvas = e.GetPosition(canvasPreview).Y;
}
private void MouseMove(object sender, MouseEventArgs e)
{
//MessageBox.Show("test");
if (captured)
{
double x = e.GetPosition(canvasPreview).X;
double y = e.GetPosition(canvasPreview).Y;
x_shape += x - x_canvas;
Canvas.SetLeft(source, x_shape);
x_canvas = x;
y_shape += y - y_canvas;
Canvas.SetTop(source, y_shape);
y_canvas = y;
}
}
private void MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
{
Mouse.Capture(null);
captured = false;
}
I have made a canvas in WPF called 'canvasPreview', I want to add the rectangle (currently in the static version I am using an ellipse) to the canvas, it must be draggable with above functions. It is already working, but it have to be dynamically.
I hope you can help me, thank you in advance!
I'm sure this sample code will help you.
XAML:
<Grid Margin="12">
<Grid.RowDefinitions>
<RowDefinition Height="auto"/>
<RowDefinition Height="*"/>
</Grid.RowDefinitions>
<StackPanel Grid.Row="0" Orientation="Horizontal">
<Button x:Name="addRectangleButton" Content="Add Rectngle" Click="addRectangleButton_Click"/>
</StackPanel>
<Canvas Grid.Row="1" x:Name="canvas" Margin="0,12,0,0">
<Rectangle x:Name="rectangle" Width="100" Height="50" Fill="RoyalBlue" MouseDown="rectangle_MouseDown" MouseMove="rectangle_MouseMove" MouseUp="rectangle_MouseUp" Canvas.Left="0" Canvas.Top="0"/>
</Canvas>
</Grid>
C#:
bool drag = false;
Point startPoint;
public MainWindow()
{
InitializeComponent();
}
// this creates and adds rectangles dynamically
private void addRectangleButton_Click(object sender, RoutedEventArgs e)
{
// create new Rectangle
Rectangle rectangle = new Rectangle();
// assign properties
rectangle.Width = 100;
rectangle.Height = 50;
rectangle.Fill = new SolidColorBrush(Colors.RoyalBlue);
// assign handlers
rectangle.MouseDown += rectangle_MouseDown;
rectangle.MouseMove += rectangle_MouseMove;
rectangle.MouseUp += rectangle_MouseUp;
// set default position
Canvas.SetLeft(rectangle, 0);
Canvas.SetTop(rectangle, 0);
// add it to canvas
canvas.Children.Add(rectangle);
}
private void rectangle_MouseDown(object sender, MouseButtonEventArgs e)
{
// start dragging
drag = true;
// save start point of dragging
startPoint = Mouse.GetPosition(canvas);
}
private void rectangle_MouseMove(object sender, MouseEventArgs e)
{
// if dragging, then adjust rectangle position based on mouse movement
if (drag)
{
Rectangle draggedRectangle = sender as Rectangle;
Point newPoint = Mouse.GetPosition(canvas);
double left = Canvas.GetLeft(draggedRectangle);
double top = Canvas.GetTop(draggedRectangle);
Canvas.SetLeft(draggedRectangle, left + (newPoint.X - startPoint.X));
Canvas.SetTop(draggedRectangle, top + (newPoint.Y - startPoint.Y));
startPoint = newPoint;
}
}
private void rectangle_MouseUp(object sender, MouseButtonEventArgs e)
{
// stop dragging
drag = false;
}
I'm trying to move the Button inside my application, It's working fine but the ButtonClick event is not firing now.
Code :
XAML
<Button Content="Button" Height="23" HorizontalAlignment="Left"
Margin="190,108,0,0" Name="button1" VerticalAlignment="Top"
Width="75" MouseLeftButtonUp="button1_MouseLeftButtonUp"
MouseMove="button1_MouseMove" MouseUp="button1_MouseUp" Click="button1_Click"/>
C#
public MainWindow()
{
InitializeComponent();
button1.PreviewMouseUp += new MouseButtonEventHandler(button1_MouseUp);
button1.PreviewMouseLeftButtonDown += new MouseButtonEventHandler
(button1_MouseLeftButtonUp);
button1.PreviewMouseMove += new MouseEventHandler(button1_MouseMove);
}
double m_MouseX;
double m_MouseY;
public MainWindow()
{
InitializeComponent();
button1.PreviewMouseUp += new MouseButtonEventHandler(button1_MouseUp);
button1.PreviewMouseLeftButtonDown += new MouseButtonEventHandler(button1_MouseLeftButtonUp);
button1.PreviewMouseMove += new MouseEventHandler(button1_MouseMove);
}
private void button1_MouseLeftButtonUp(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
// Get the Position of Window so that it will set margin from this window
m_MouseX = e.GetPosition(this).X;
m_MouseY = e.GetPosition(this).Y;
}
private void button1_MouseMove(object sender, System.Windows.Input.MouseEventArgs e)
{
if (e.LeftButton == MouseButtonState.Pressed)
{
// Capture the mouse for border
e.MouseDevice.Capture(button1);
System.Windows.Thickness _margin = new System.Windows.Thickness();
int _tempX = Convert.ToInt32(e.GetPosition(this).X);
int _tempY = Convert.ToInt32(e.GetPosition(this).Y);
_margin = mainGrd.Margin;
// when While moving _tempX get greater than m_MouseX relative to usercontrol
if (m_MouseX > _tempX)
{
// add the difference of both to Left
_margin.Left += (_tempX - m_MouseX);
// subtract the difference of both to Left
_margin.Right -= (_tempX - m_MouseX);
}
else
{
_margin.Left -= (m_MouseX - _tempX);
_margin.Right -= (_tempX - m_MouseX);
}
if (m_MouseY > _tempY)
{
_margin.Top += (_tempY - m_MouseY);
_margin.Bottom -= (_tempY - m_MouseY);
}
else
{
_margin.Top -= (m_MouseY - _tempY);
_margin.Bottom -= (_tempY - m_MouseY);
}
mainGrd.Margin = _margin;
m_MouseX = _tempX;
m_MouseY = _tempY;
}
}
private void button1_MouseUp(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
e.MouseDevice.Capture(null);
}
private void button1_Click(object sender, RoutedEventArgs e)
{
MessageBox.Show("HI");
}
button1_Click never fires, any suggestions.
Is I'm doing something wrong or there is a better way to do it?
This prevents your button1_Click from firing:
e.MouseDevice.Capture(null);
I assume that you want the messagebox to show only when you click the button without dragging it.
I would remove the MouseUp event and instead use:
XAML
PreviewMouseDown="Button1_OnPreviewMouseDown"
C#
double m_MouseX;
double m_MouseY;
double m_ClickedX;
double m_ClickedY;
[...]
private void Button1_OnPreviewMouseDown(object sender, MouseButtonEventArgs e)
{
m_ClickedX = m_MouseX;
m_ClickedY = m_MouseY;
}
private void button1_Click(object sender, RoutedEventArgs e)
{
if (m_ClickedX == m_MouseX && m_ClickedY == m_MouseY)
{
MessageBox.Show("HI");
}
}
The if statement checks if you have moved the button or not and only shows the MessageBox if the button has not been moved.
I have created a button programmatically and i have passed it into a listbutton
I am trying to get the hover method to work on it but it does not work. when i make the button manually and pass it through the button list it works.
Design
<Window x:Class="KinectButton.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:Controls="clr-namespace:Coding4Fun.Kinect.Wpf.Controls;assembly=Coding4Fun.Kinect.Wpf"
Title="MainWindow" Height="700" Width="1000" Background="#FFAD4747" Loaded="Window_Loaded">
<Grid x:Name="LayoutRoot">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="261*" />
<ColumnDefinition Width="717*" />
</Grid.ColumnDefinitions>
<Canvas Background="#FF371780" Name="canvas" Grid.ColumnSpan="2">
<Controls:HoverButton Margin="0" Padding="0" x:Name="kinectButton" ImageSize="50"
ImageSource="/Images/RightHand.png"
ActiveImageSource="/Images/RightHand.png"
TimeInterval="2000" Panel.ZIndex="1000" Canvas.Left="0" Canvas.Top="0" />
<Button x:Name="button1" Content="Button1" Height="152" Canvas.Left="128" Canvas.Top="162" Width="320" Background="#FF64C02F" FontSize="53.333" Click="button1_Click" BorderThickness="4" Foreground="White" />
<Button x:Name="button2" Content="Button2" Height="152" Canvas.Left="514" Canvas.Top="162" Width="320" Background="#FFFFF600" FontSize="53.333" Click="button2_Click" BorderThickness="4" Foreground="Black" />
<Label Canvas.Left="322" Canvas.Top="34" Content="Kinect Buttons Demo" Height="58" Name="label1" FontSize="28" Width="302" Foreground="White" />
<Label Canvas.Left="38" Canvas.Top="524" Content="" Height="66" Name="message" Width="530" Foreground="White" FontSize="40" />
<Button Canvas.Left="804" Canvas.Top="23" Content="Quit" Height="91" Name="quitButton" Width="137" FontSize="28" Background="#FFFF3838" Foreground="White" Click="quitButton_Click" />
<Controls:HoverButton ActiveImageSource="/Images/RightHand.png" Canvas.Left="71" Canvas.Top="6" ImageSize="50" ImageSource="/Images/RightHand.png" Name="kinectButton2" Padding="0" Panel.ZIndex="1000" TimeInterval="2000" />
<StackPanel Height="621" Name="stackPanel1" Width="935" Canvas.Left="71" Canvas.Top="70" />
</Canvas>
<Image Height="128" HorizontalAlignment="Left" Margin="489,500,0,0" Name="videoStream" Stretch="Fill" VerticalAlignment="Top" Width="191" Grid.Column="1" />
</Grid>
</Window>
Code:
namespace KinectButton
{
public partial class MainWindow : Window
{
System.Windows.Controls.Button newBtn = new Button();
private KinectSensor _Kinect;
private WriteableBitmap _ColorImageBitmap;
private Int32Rect _ColorImageBitmapRect;
private int _ColorImageStride;
private Skeleton[] FrameSkeletons;
List<Button> buttons;
static Button selected;
float handX;
float handY;
float handX2;
float handY2;
public MainWindow()
{
InitializeComponent();
InitializeButtons();
kinectButton.Click += new RoutedEventHandler(kinectButton_Click);
this.Loaded += (s, e) => { DiscoverKinectSensor(); };
this.Unloaded += (s, e) => { this.Kinect = null; };
}
private void InitializeButtons()
{
newBtn.Content = "Hello";
newBtn.Width = 500;
newBtn.Height = 500;
newBtn.Click += new RoutedEventHandler(newBtn_Click);
buttons = new List<Button> { button1, button2, quitButton,newBtn};
}
private void DiscoverKinectSensor()
{
KinectSensor.KinectSensors.StatusChanged += KinectSensors_StatusChanged;
this.Kinect = KinectSensor.KinectSensors.FirstOrDefault(x => x.Status == KinectStatus.Connected);
}
private void KinectSensors_StatusChanged(object sender, StatusChangedEventArgs e)
{
switch (e.Status)
{
case KinectStatus.Connected:
if (this.Kinect == null)
{
this.Kinect = e.Sensor;
}
break;
case KinectStatus.Disconnected:
if (this.Kinect == e.Sensor)
{
this.Kinect = null;
this.Kinect = KinectSensor.KinectSensors.FirstOrDefault(x => x.Status == KinectStatus.Connected);
if (this.Kinect == null)
{
MessageBox.Show("Sensor Disconnected. Please reconnect to continue.");
}
}
break;
}
}
public KinectSensor Kinect
{
get { return this._Kinect; }
set
{
if (this._Kinect != value)
{
if (this._Kinect != null)
{
UninitializeKinectSensor(this._Kinect);
this._Kinect = null;
}
if (value != null && value.Status == KinectStatus.Connected)
{
this._Kinect = value;
InitializeKinectSensor(this._Kinect);
}
}
}
}
private void UninitializeKinectSensor(KinectSensor kinectSensor)
{
if (kinectSensor != null)
{
kinectSensor.Stop();
kinectSensor.ColorFrameReady -= Kinect_ColorFrameReady;
kinectSensor.SkeletonFrameReady -= Kinect_SkeletonFrameReady;
}
}
private void InitializeKinectSensor(KinectSensor kinectSensor)
{
if (kinectSensor != null)
{
ColorImageStream colorStream = kinectSensor.ColorStream;
colorStream.Enable();
this._ColorImageBitmap = new WriteableBitmap(colorStream.FrameWidth, colorStream.FrameHeight,
96, 96, PixelFormats.Bgr32, null);
this._ColorImageBitmapRect = new Int32Rect(0, 0, colorStream.FrameWidth, colorStream.FrameHeight);
this._ColorImageStride = colorStream.FrameWidth * colorStream.FrameBytesPerPixel;
videoStream.Source = this._ColorImageBitmap;
kinectSensor.SkeletonStream.Enable(new TransformSmoothParameters()
{
Correction = 0.5f,
JitterRadius = 0.05f,
MaxDeviationRadius = 0.04f,
Smoothing = 0.5f
});
kinectSensor.SkeletonFrameReady += Kinect_SkeletonFrameReady;
kinectSensor.ColorFrameReady += Kinect_ColorFrameReady;
kinectSensor.Start();
this.FrameSkeletons = new Skeleton[this.Kinect.SkeletonStream.FrameSkeletonArrayLength];
}
}
private void Kinect_ColorFrameReady(object sender, ColorImageFrameReadyEventArgs e)
{
using (ColorImageFrame frame = e.OpenColorImageFrame())
{
if (frame != null)
{
byte[] pixelData = new byte[frame.PixelDataLength];
frame.CopyPixelDataTo(pixelData);
this._ColorImageBitmap.WritePixels(this._ColorImageBitmapRect, pixelData, this._ColorImageStride, 0);
}
}
}
private void Kinect_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
using (SkeletonFrame frame = e.OpenSkeletonFrame())
{
if (frame != null)
{
frame.CopySkeletonDataTo(this.FrameSkeletons);
Skeleton skeleton = GetPrimarySkeleton(this.FrameSkeletons);
if (skeleton == null)
{
kinectButton.Visibility = Visibility.Collapsed;
}
else
{
Joint primaryHand = GetPrimaryHand(skeleton);
TrackHand(primaryHand);
}
}
}
}
//track and display hand
private void TrackHand(Joint hand)
{
if (hand.TrackingState == JointTrackingState.NotTracked)
{
kinectButton.Visibility = System.Windows.Visibility.Collapsed;
}
else
{
kinectButton.Visibility = System.Windows.Visibility.Visible;
DepthImagePoint point = this.Kinect.MapSkeletonPointToDepth(hand.Position, DepthImageFormat.Resolution640x480Fps30);
handX = (int)((point.X * LayoutRoot.ActualWidth / this.Kinect.DepthStream.FrameWidth) - (kinectButton.ActualWidth / 2.0));
handY = (int)((point.Y * LayoutRoot.ActualHeight / this.Kinect.DepthStream.FrameHeight) - (kinectButton.ActualHeight / 2.0));
handX2 = (int)((point.X * LayoutRoot.ActualWidth / this.Kinect.DepthStream.FrameWidth) - (kinectButton2.ActualWidth / 2.0));
handY2 = (int)((point.Y * LayoutRoot.ActualHeight / this.Kinect.DepthStream.FrameHeight) - (kinectButton2.ActualHeight / 2.0));
Canvas.SetLeft(kinectButton, handX);
Canvas.SetTop(kinectButton, handY);
Canvas.SetLeft(kinectButton2, handX2);
Canvas.SetTop(kinectButton2, handY2);
if (isHandOver(kinectButton, buttons)) kinectButton.Hovering();
else kinectButton.Release();
kinectButton.ImageSource = "/Images/RightHand.png";
kinectButton.ActiveImageSource = "/Images/RightHand.png";
kinectButton.ImageSource = "/Images/LeftHand.png";
kinectButton.ActiveImageSource = "/Images/LeftHand.png";
}
}
//detect if hand is overlapping over any button
private bool isHandOver(FrameworkElement hand, List<Button> buttonslist)
{
var handTopLeft = new Point(Canvas.GetLeft(hand), Canvas.GetTop(hand));
var handX = handTopLeft.X + hand.ActualWidth / 2;
var handY = handTopLeft.Y + hand.ActualHeight / 2;
foreach (Button target in buttonslist)
{
Point targetTopLeft = new Point(Canvas.GetLeft(target), Canvas.GetTop(target));
if (handX > targetTopLeft.X &&
handX < targetTopLeft.X + target.Width &&
handY > targetTopLeft.Y &&
handY < targetTopLeft.Y + target.Height)
{
selected = target;
return true;
}
}
return false;
}
//get the hand closest to the Kinect sensor
private static Joint GetPrimaryHand(Skeleton skeleton)
{
Joint primaryHand = new Joint();
if (skeleton != null)
{
primaryHand = skeleton.Joints[JointType.HandLeft];
Joint rightHand = skeleton.Joints[JointType.HandRight];
if (rightHand.TrackingState != JointTrackingState.NotTracked)
{
if (primaryHand.TrackingState == JointTrackingState.NotTracked)
{
primaryHand = rightHand;
}
else
{
if (primaryHand.Position.Z > rightHand.Position.Z)
{
primaryHand = rightHand;
}
}
}
}
return primaryHand;
}
//get the skeleton closest to the Kinect sensor
private static Skeleton GetPrimarySkeleton(Skeleton[] skeletons)
{
Skeleton skeleton = null;
if (skeletons != null)
{
for (int i = 0; i < skeletons.Length; i++)
{
if (skeletons[i].TrackingState == SkeletonTrackingState.Tracked)
{
if (skeleton == null)
{
skeleton = skeletons[i];
}
else
{
if (skeleton.Position.Z > skeletons[i].Position.Z)
{
skeleton = skeletons[i];
}
}
}
}
}
return skeleton;
}
void newButton_Click(object sender, RoutedEventArgs e)
{
MessageBox.Show("Yay");
}
void kinectButton_Click(object sender, RoutedEventArgs e)
{
selected.RaiseEvent(new RoutedEventArgs(Button.ClickEvent, selected));
}
private void newBtn_Click(object sender, RoutedEventArgs e)
{
MessageBox.Show("hey");
}
private void button2_Click(object sender, RoutedEventArgs e)
{
message.Content = "Button 2 clicked!";
Window w = new Window();
Button b = new Button();
b.Content = "Button A";
canvas.Children.Add(newBtn);
// stackPanel1.Children.Add(newBtn);
stackPanel1.Children.Remove((UIElement)this.FindName("Button0"));
}
}
}
The follow code would recreate your first button in code:
Button btn = new Button
{
Name = "button1",
Content = "Button1",
Height = 152,
Width = 320,
Foreground = "#FF64C02F",
FontSize = 53.333,
BorderThickness = 4
};
btn.Click += button1_Click;
canvas.Children.Add(btn);
Canvas.SetLeft(btn, 128);
Canvas.SetTop(btn, 162);
That said... it is not preferable that you do this in code. If you have 20 buttons (as you mention in your question comments) you should create them in XAML.
If you truly want to deal with them strictly in code, you should set up an MVVM-style application. These types of models can be very robust, but are complex to learn at first.