I'm trying to make a custom ContentControl that takes on the shape of a Polyogon with rounded corners. For some reason when I set the Clip property on the Control, nothing shows up. Any help is appreciated...
PageHost.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Media;
using System.Windows.Shapes;
using System.Windows.Controls;
namespace DtcInvoicer.Controls
{
public class PageHost:UserControl
{
#region public ImageSource Icon;
public static readonly DependencyProperty IconProperty = DependencyProperty.Register("Icon", typeof(ImageSource), typeof(PageHost));
public ImageSource Icon
{
get { return GetValue(IconProperty) as ImageSource; }
set { SetValue(IconProperty, value); }
}
#endregion
#region public string Title;
public static readonly DependencyProperty TitleProperty = DependencyProperty.Register("Title", typeof(string), typeof(PageHost));
public string Title
{
get { return GetValue(TitleProperty).ToString(); }
set { SetValue(TitleProperty, value); }
}
#endregion
#region public double Radius;
public static readonly DependencyProperty RadiusProperty = DependencyProperty.Register("Radius", typeof(double), typeof(PageHost));
public double Radius
{
get { return (double)GetValue(RadiusProperty); }
set
{
SetValue(RadiusProperty, value);
DoClip();
}
}
#endregion
public PageHost()
{
Loaded += new RoutedEventHandler(PageHost_Loaded);
SizeChanged += new SizeChangedEventHandler(PageHost_SizeChanged);
}
#region Event Handlers
private void PageHost_Loaded(object sender, RoutedEventArgs e)
{
DoClip();
}
private void PageHost_SizeChanged(object sender, SizeChangedEventArgs e)
{
DoClip();
}
#endregion
private void DoClip()
{
Polygon p = new Polygon()
{
Points = new PointCollection()
{
new Point(0, 0),
new Point(ActualWidth - 30, 0),
new Point(ActualWidth, 30),
new Point(ActualWidth, ActualHeight),
new Point(0, ActualHeight)
}
};
Geometry g1 = new RectangleGeometry(new Rect(0, 0, ActualWidth, ActualHeight), Radius, Radius);
Geometry g2 = p.RenderedGeometry;
// Clip = g1; this works, the control shows up with the rounded corners
// Clip = g2; this does not work, nothing shows up
// this is what I want to do, I want to combine the two geometries
// but this does not work either
Clip = new CombinedGeometry(GeometryCombineMode.Intersect, g1, g2);
}
}
}
HomePage.xaml
<control:PageHost x:Class="DtcInvoicer.Pages.HomePage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:control="clr-namespace:DtcInvoicer.Controls"
Width="500" Height="250" Radius="20" Background="Aqua">
</control:PageHost>
Setting the clip to a RenderedGeometry fails in this case because the RenderedGeometry has not yet been actually rendered, and is thus not available. For regular geometries, use this in DoClip:
Dispatcher.BeginInvoke(DispatcherPriority.Background, new ThreadStart(delegate
{
Clip = new CombinedGeometry(GeometryCombineMode.Intersect, g1, g2);
}));
With your RenderedGeometry, you would need to add it to the visual tree somewhere and then use its Loaded event before you set the Clip region, which would be hard. Try using a regular Geometry instead of a RenderedGeometry, with the same points, such as A path geometry. Here's an example of where I draw a triangle using a PathGeometry:
double leftPoint = cellRect.Right - 12;
if (leftPoint < cellRect.Left)
leftPoint = cellRect.Left;
double topPoint = cellRect.Top + (cellRect.Height - 4.0) / 2;
if (topPoint < cellRect.Top)
topPoint = cellRect.Top;
double rightPoint = leftPoint + 7;
if (rightPoint > cellRect.Right)
rightPoint = cellRect.Right;
double bottomPoint = topPoint + 4;
if (bottomPoint > cellRect.Bottom)
bottomPoint = cellRect.Bottom;
double middlePoint = leftPoint + 3;
if (middlePoint > cellRect.Right)
middlePoint = cellRect.Right;
PathFigure figure = new PathFigure();
figure.StartPoint = new Point(middlePoint, bottomPoint);
PathFigureCollection figCollection = new PathFigureCollection();
figCollection.Add(figure);
PathSegmentCollection segCollection = new PathSegmentCollection();
LineSegment topSeg = new LineSegment();
topSeg.Point = new Point(rightPoint, topPoint);
segCollection.Add(topSeg);
LineSegment midRightSeg = new LineSegment();
midRightSeg.Point = new Point(leftPoint, topPoint);
segCollection.Add(midRightSeg);
LineSegment midLeftSeg = new LineSegment();
midLeftSeg.Point = new Point(middlePoint+1, bottomPoint);
segCollection.Add(midLeftSeg);
figure.Segments = segCollection;
PathGeometry geo = new PathGeometry();
geo.Figures = figCollection;
Related
I can change my markers position with
markers.Markers[2].Position = new PointLatLng(30.0000, 30.00000);
but how can i change marker icon with setting a varible like above?
I am declaring points as
GMap.NET.WindowsForms.GMapMarker marker3 =
new GMap.NET.WindowsForms.Markers.GMarkerGoogle(
new GMap.NET.PointLatLng(30.0000, 30.00000),
new Bitmap("images/2.png"));
thanks...
To solve this problem, i contacted the creator of the library: radioman.
He referred some code called 'GMarkerArrow.' Here is the code:
namespace Demo.WindowsForms.CustomMarkers
{
using System;
using System.Drawing;
using System.Runtime.Serialization;
using GMap.NET;
using GMap.NET.WindowsForms;
[Serializable]
public class GMarkerArrow : GMapMarker, ISerializable
{
[NonSerialized]
public Brush Fill = new SolidBrush(Color.FromArgb(155, Color.Blue));
//[NonSerialized]
//public Pen Pen = new Pen(Brushes.Blue, 5);
static readonly Point[] Arrow = new Point[] { new Point(-7, 7), new Point(0, -22), new Point(7, 7), new Point(0, 2) };
public float Bearing = 0;
private float scale = 1;
public float Scale
{
get
{
return scale;
}
set
{
scale = value;
Size = new System.Drawing.Size((int)(14 * scale), (int)(14 * scale));
Offset = new System.Drawing.Point(-Size.Width / 2, (int)(-Size.Height / 1.4));
}
}
public GMarkerArrow(PointLatLng p)
: base(p)
{
Scale = (float)1.4;
}
public override void OnRender(Graphics g)
{
//g.DrawRectangle(Pen, new System.Drawing.Rectangle(LocalPosition.X, LocalPosition.Y, Size.Width, Size.Height));
{
g.TranslateTransform(ToolTipPosition.X, ToolTipPosition.Y);
var c = g.BeginContainer();
{
g.RotateTransform(Bearing - Overlay.Control.Bearing);
g.ScaleTransform(Scale, Scale);
g.FillPolygon(Fill, Arrow);
}
g.EndContainer(c);
g.TranslateTransform(-ToolTipPosition.X, -ToolTipPosition.Y);
}
}
public override void Dispose()
{
//if(Pen != null)
//{
// Pen.Dispose();
// Pen = null;
//}
if (Fill != null)
{
Fill.Dispose();
Fill = null;
}
base.Dispose();
}
#region ISerializable Members
void ISerializable.GetObjectData(SerializationInfo info, StreamingContext context)
{
base.GetObjectData(info, context);
}
protected GMarkerArrow(SerializationInfo info, StreamingContext context)
: base(info, context)
{
}
#endregion
}
}
Save this as GMarkerArrow.cs and add it to your project.
Add this to your Form1 code:
using Demo.WindowsForms.CustomMarkers;
Now you can use the new marker via following:
GMarkerArrow marker1 = new GMarkerArrow(new PointLatLng(-30, -40));
marker1.ToolTipText = "blablabla";
marker1.ToolTip.Fill = Brushes.Black;
marker1.ToolTip.Foreground = Brushes.White;
marker1.ToolTip.Stroke = Pens.Black;
marker1.Bearing = 30; // Rotation angle
marker1.Fill = new SolidBrush(Color.FromArgb(155, Color.Blue)); // Arrow color
markers.Markers.Add(marker1);
gMapControl1.Overlays.Add(markers);
Also i want to thanks #rdoubleui , thanks you sir.
I hope this helps to everyone.
GMapOverlay markersOverlay;
private void AddOrUpdateMarker(string tag, double lat, double lng, Image NewImage)
{
Bitmap bmpmarker = (Bitmap)NewImage;
var marker = markersOverlay.Markers.FirstOrDefault(m => m.Tag == tag);
if(marker!=null)
{
markersOverlay.Markers.Remove(marker);
gMapControl1.Refresh();
marker = new GMarkerGoogle(new PointLatLng(lat, lng), bmpmarker);
marker.Tag = tag;
markersOverlay.Markers.Add(marker);
gMapControl1.Refresh();
}
else
{
marker = new GMarkerGoogle(new PointLatLng(lat, lng), bmpmarker);
marker.Tag = tag;
markersOverlay.Markers.Add(marker);
gMapControl1.Refresh();
}
}
The problem updating the image of that marker is that the Image property is not publicly accessible, therefore you can not update the image that way.
There are two possibilities: first one is to replace the marker reference with a new one giving you the opportunity to set a new image and copying the position of the current marker. However that is not the clean way as you unnecessarily create a whole bunch of references only to dispose them right away depending on the use case. If it's a one-time update, then this approach is fine.
The preferable way is to derive from GMapMarker as the Google marker does (you can use that as a template, leaving out the whole google specific icon logic). Are you familiar with the concept of deriving? It will require some more effort but will be worth it, could help with that.
Also your main reference is probably the project's github page.
EDIT
using System.Drawing;
public class GImageMarker : GMapMarker
{
public Bitmap Bitmap { get; set; }
public GImageMarker(PointLatLng p, Bitmap Bitmap)
: base(p)
{
this.Bitmap = Bitmap;
Size = new System.Drawing.Size(Bitmap.Width, Bitmap.Height);
Offset = new Point(-Size.Width / 2, -Size.Height);
}
public override void OnRender(Graphics g)
{
g.DrawImage(Bitmap, LocalPosition.X, LocalPosition.Y, Size.Width, Size.Height);
}
}
This question already has answers here:
What is a NullReferenceException, and how do I fix it?
(27 answers)
Closed 7 years ago.
I'm currently working on an exercise for my c# class. I am having some trouble with one particular part and would really appreciate some help.
I am working on an exercise in which we are given an incomplete project file.
The project has multiple classes, this class is for controlling squares that are placed on the board.
namespace HareAndTortoise {
public partial class SquareControl : PictureBox {
public const int SQUARE_SIZE = 100;
private Square square; // A reference to the corresponding square object
private BindingList<Player> players; // References the players in the overall game.
private bool[] containsPlayers = new bool[6];//HareAndTortoiseGame.MAX_PLAYERS];
public bool[] ContainsPlayers {
get {
return containsPlayers;
}
set {
containsPlayers = value;
}
}
// Font and brush for displaying text inside the square.
private Font textFont = new Font("Microsoft Sans Serif", 8);
private Brush textBrush = Brushes.White;
public SquareControl(Square square, BindingList<Player> players) {
this.square = square;
this.players = players;
// Set GUI properties of the whole square.
Size = new Size(SQUARE_SIZE, SQUARE_SIZE);
Margin = new Padding(0); // No spacing around the cell. (Default is 3 pixels.)
Dock = DockStyle.Fill;
BorderStyle = BorderStyle.FixedSingle;
BackColor = Color.CornflowerBlue;
SetImageWhenNeeded();
}
private void SetImageWhenNeeded()
{
if (square is Square.Win_Square)
{
LoadImageFromFile("Win.png");
textBrush = Brushes.Black;
}
else if (square is Square.Lose_Square)
{
LoadImageFromFile("Lose.png");
textBrush = Brushes.Red;
}
else if (square is Square.Chance_Square)
{
LoadImageFromFile("monster-green.png");
}
else if (square.Name == "Finish")
{
LoadImageFromFile("checkered-flag.png");
}
else
{
// No image needed.
}
}
private void LoadImageFromFile(string fileName) {
Image image = Image.FromFile(#"Images\" + fileName);
Image = image;
SizeMode = PictureBoxSizeMode.StretchImage; // Zoom is also ok.
}
protected override void OnPaint(PaintEventArgs e) {
// Due to a limitation in WinForms, don't use base.OnPaint(e) here.
if (Image != null)
e.Graphics.DrawImage(Image, e.ClipRectangle);
string name = square.Name;
// Create rectangle for drawing.
float textWidth = textFont.Size * name.Length;
float textHeight = textFont.Height;
float textX = e.ClipRectangle.Right - textWidth;
float textY = e.ClipRectangle.Bottom - textHeight;
RectangleF drawRect = new RectangleF(textX, textY, textWidth, textHeight);
// When debugging this method, show the drawing-rectangle on the screen.
//Pen blackPen = new Pen(Color.Black);
//e.Graphics.DrawRectangle(blackPen, textX, textY, textWidth, textHeight);
// Set format of string.
StringFormat drawFormat = new StringFormat();
drawFormat.Alignment = StringAlignment.Far; // Right-aligned.
// Draw string to screen.
e.Graphics.DrawString(name, textFont, textBrush, drawRect, drawFormat);
// Draw player tokens (when any players are on this square).
const int PLAYER_TOKENS_PER_ROW = 3;
const int PLAYER_TOKEN_SIZE = 30; // pixels.
const int PLAYER_TOKEN_SPACING = (SQUARE_SIZE - (PLAYER_TOKEN_SIZE * PLAYER_TOKENS_PER_ROW)) / (PLAYER_TOKENS_PER_ROW - 1);
for (int i = 0; i < containsPlayers.Length; i++) {
if (containsPlayers[i]) {
int xPosition = i % PLAYER_TOKENS_PER_ROW;
int yPosition = i / PLAYER_TOKENS_PER_ROW;
int xPixels = xPosition * (PLAYER_TOKEN_SIZE + PLAYER_TOKEN_SPACING);
int yPixels = yPosition * (PLAYER_TOKEN_SIZE + PLAYER_TOKEN_SPACING);
Brush playerTokenColour = players[i].PlayerTokenColour;
e.Graphics.FillEllipse(playerTokenColour, xPixels, yPixels, PLAYER_TOKEN_SIZE, PLAYER_TOKEN_SIZE);
}
}//endfor
}
}
}
The program trips up at:
else if (square.Name == "Finish")
{
LoadImageFromFile("checkered-flag.png");
}
I know it is because of square.name but from going through the code, I cant see why square.Name is not recognizable.
Square is passed from another class using this method
private void SetUpGuiGameBoard()
{
for (int i = 0; i <= 55; i++)
{
Square q = Board.GetGameBoardSquare(i);
SquareControl sq = new SquareControl(q, null);
int coloumn;
int row;
if (i == 0)
{
BackColor = Color.BurlyWood;
}
if (i == 55)
{
BackColor = Color.BurlyWood;
}
MapSquareNumToTablePanel(i, out coloumn, out row);
tableLayoutPanel1.Controls.Add(sq, coloumn, row);
}
and Squares are created in this class
private static Square[] gameBoard = new Square[56];
static public void SetUpBoard()
{
for (int i = 1; i == 55; i++)
{
gameBoard[i] = new Square("Ordinary Square", i);
}
gameBoard[0] = new Square("Start", 0);
gameBoard[4] = new Square.Lose_Square("Lose Square", 4);
gameBoard[5] = new Square.Chance_Square("Chance Square", 5);
gameBoard[9] = new Square.Win_Square("Win Square", 9);
gameBoard[11] = new Square.Chance_Square("Chance Square", 11);
gameBoard[14] = new Square.Lose_Square("Lose Square", 14);
gameBoard[17] = new Square.Chance_Square("Chance Square", 17);
gameBoard[19] = new Square.Win_Square("Win Square", 19);
gameBoard[24] = new Square.Lose_Square("Lose Square", 24);
gameBoard[29] = new Square.Win_Square("Win Square", 29);
gameBoard[34] = new Square.Lose_Square("Lose Square", 34);
gameBoard[35] = new Square.Chance_Square("Chance Square", 35);
gameBoard[39] = new Square.Win_Square("Win Square", 39);
gameBoard[44] = new Square.Lose_Square("Lose Square", 44);
gameBoard[47] = new Square.Chance_Square("Chance Square", 47);
gameBoard[49] = new Square.Win_Square("Win Square", 49);
gameBoard[53] = new Square.Chance_Square("Chance Square", 53);
gameBoard[55] = new Square("Finish", 56);
}
public static Square GetGameBoardSquare(int n)
{
return gameBoard[n];
}
public static Square StartSquare()
{
return gameBoard[0];
}
public static Square NextSquare(int n)
{
return gameBoard[(n+1)];
}
}
The answer already provided is the best way for prevention of any null reference exception. For more clarification I can suggest you to check the call stack at the point the debugger reaches the SquareControl constructor. At this point you should check why the Square object being passed in is a 'NULL'. That will lead you to the root cause of the problem. Hope this helps.
I have WritableBitmap image and I have set in image control src. I am creating rectangle when user move on the selected text area.I am also using PDFtron SDK to get selected text from the PDF document.
we are getting WritableBitmap image from PDF. We have to select text on line wise.
I am using this code to draw the screen:
System.Drawing.Rectangle rectangle = new System.Drawing.Rectangle((int)Math.Min(_downX, x),
(int)Math.Min(_downY, y),
(int)Math.Abs(_downX - x),
(int)Math.Abs(_downY - y));
System.Drawing.Bitmap myBitmap = new System.Drawing.Bitmap(#"D:\PDF\ScreenDraw\WpfApplication1\WpfApplication1\Image\Capture.PNG");
using (System.Drawing.Graphics g = System.Drawing.Graphics.FromImage(myBitmap))
{
System.Drawing.Color customColor = System.Drawing.Color.FromArgb(50, System.Drawing.Color.Red);
System.Drawing.SolidBrush shadowBrush = new System.Drawing.SolidBrush(customColor);
g.FillRectangles(shadowBrush, new System.Drawing.Rectangle[] { rectangle });
}
//myBitmap.Save(#"D:\PDF\abc.png");
//bitmapSource = new BitmapImage(new Uri(#"D:\PDF\abc.png", UriKind.Absolute));
using (var memory = new System.IO.MemoryStream())
{
myBitmap.Save(memory, System.Drawing.Imaging.ImageFormat.Png);
memory.Position = 0;
var bitmapImage = new BitmapImage();
bitmapImage.BeginInit();
bitmapImage.StreamSource = memory;
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.EndInit();
Img.Source = bitmapImage;
}
How can I select the text with line wise not a Rect wise?
I have to select text as shown in the above image.
What you want is impossible. You have a bitmap and it is not magically aware of the text in it and nothing will change that.
Although it's not that there is nothing you can do about it.
I don't have time to provide complete solution, but I can provide step-by-step instruction how to achieve the best possible solution.
What you can do is:
Text dimensions definition - Create control with grid overlaid on the image with editable X- and Y-axis step and offset. Then you will be able to calibrate the grid with the lines of text (Y). And character width (X).
Something like that should do (I think you will get the general idea):
public int XGridStep
{
get { return (int)base.GetValue(XGridStepProperty); }
set
{
base.SetValue(XGridStepProperty, value);
RepaintGrid();
}
}
public static readonly DependencyProperty XGridStepProperty = DependencyProperty.Register("XGridStepProperty", typeof(int), typeof(PlanLayout), new PropertyMetadata(100));
public int XGridOffset
{
get { return (int)base.GetValue(XGridOffsetProperty); }
set
{
base.SetValue(XGridOffsetProperty, value);
RepaintGrid();
}
}
public static readonly DependencyProperty XGridOffsetProperty = DependencyProperty.Register("XGridOffsetProperty", typeof(int), typeof(PlanLayout), new PropertyMetadata(0));
public bool XGridVisible
{
get { return (bool)base.GetValue(XGridVisibleProperty); }
set
{
base.SetValue(XGridVisibleProperty, value);
RepaintGrid();
}
}
public static readonly DependencyProperty XGridVisibleProperty = DependencyProperty.Register("XGridVisibleProperty", typeof(bool), typeof(PlanLayout), new PropertyMetadata(false));
public int YGridStep
{
get { return (int)base.GetValue(YGridStepProperty); }
set
{
base.SetValue(YGridStepProperty, value);
RepaintGrid();
}
}
public static readonly DependencyProperty YGridStepProperty = DependencyProperty.Register("YGridStepProperty", typeof(int), typeof(PlanLayout), new PropertyMetadata(100));
public int YGridOffset
{
get { return (int)base.GetValue(YGridOffsetProperty); }
set
{
base.SetValue(YGridOffsetProperty, value);
RepaintGrid();
}
}
public static readonly DependencyProperty YGridOffsetProperty = DependencyProperty.Register("YGridOffsetProperty", typeof(int), typeof(PlanLayout), new PropertyMetadata(0));
public bool YGridVisible
{
get { return (bool)base.GetValue(YGridVisibleProperty); }
set
{
base.SetValue(YGridVisibleProperty, value);
RepaintGrid();
}
}
public static readonly DependencyProperty YGridVisibleProperty = DependencyProperty.Register("YGridVisibleProperty", typeof(bool), typeof(PlanLayout), new PropertyMetadata(false));
private void RepaintGrid()
{
if (!IsEditable)
return;
foreach (Line l in _gridXLines)
content.Children.Remove(l);
_gridXLines.Clear();
if (XGridVisible)
for (int i = XGridOffset; i < content.ActualWidth; i += XGridStep)
{
Line line = new Line();
line.IsHitTestVisible = false;
line.Stroke = Brushes.Black;
line.Y1 = 0;
line.Y2 = content.ActualHeight;
line.X1 = line.X2 = i;
if (Math.Abs(line.X1 - content.ActualWidth) < XGridStep * 0.5 || line.X1 < XGridStep * 0.5)
continue;
_gridXLines.Add(line);
content.Children.Add(line);
Canvas.SetZIndex(line, 0);
}
foreach (Line l in _gridYLines)
content.Children.Remove(l);
_gridYLines.Clear();
if (YGridVisible)
for (int i = YGridOffset; i < content.ActualHeight; i += YGridStep)
{
Line line = new Line();
line.IsHitTestVisible = false;
line.Stroke = Brushes.Black;
line.X1 = 0;
line.X2 = content.ActualWidth;
line.Y1 = line.Y2 = i;
if (Math.Abs(line.Y1 - content.ActualHeight) < YGridStep * 0.5 || line.Y1 < YGridStep * 0.5)
continue;
_gridYLines.Add(line);
content.Children.Add(line);
Canvas.SetZIndex(line, 0);
}
}
Text selection - All you have to do now is add "Snap to grid" ability to your control. Again, just for reference:
private void elementWrapper_MouseMove(object sender, System.Windows.Input.MouseEventArgs e)
{
if (_mouseHandlingMode != MouseHandlingMode.Dragging)
return;
SelectableElement element = (SelectableElement)sender;
Point curContentPoint = e.GetPosition(content);
//Vector elementDragVector = curContentPoint - _origContentMouseDownPoint;
_origContentMouseDownPoint = curContentPoint;
//double destinationLeft = Canvas.GetLeft(element) + elementDragVector.X;
//double destinationTop = Canvas.GetTop(element) + elementDragVector.Y;
double destinationLeft = curContentPoint.X - element.ActualWidth / 2;
double destinationTop = curContentPoint.Y - element.ActualHeight / 2;
if (SnapToGrid)
{
if (XGridVisible)
{
foreach (Line l in _gridXLines)
l.StrokeThickness = 1;
Line nearest = GetNearestXGridLine((int)curContentPoint.X);
if (Math.Abs(curContentPoint.X - nearest.X1) < XGridStep * 0.2)
{
destinationLeft = nearest.X1 - element.ActualWidth / 2;
nearest.StrokeThickness = 3;
}
}
if (YGridVisible)
{
foreach (Line l in _gridYLines)
l.StrokeThickness = 1;
Line nearest = GetNearestYGridLine((int)curContentPoint.Y);
if (Math.Abs(curContentPoint.Y - nearest.Y1) < YGridStep * 0.2)
{
destinationTop = nearest.Y1 - element.ActualHeight / 2;
nearest.StrokeThickness = 3;
}
}
}
if (destinationLeft < 0)
destinationLeft = 0;
if (destinationLeft > content.ActualWidth - element.ActualWidth)
destinationLeft = content.ActualWidth - element.ActualWidth;
if (destinationTop < 0)
destinationTop = 0;
if (destinationTop > content.ActualHeight - element.ActualHeight)
destinationTop = content.ActualHeight - element.ActualHeight;
Canvas.SetLeft(element, destinationLeft);
Canvas.SetTop(element, destinationTop);
element.ElementContent.Position.X = curContentPoint.X;
element.ElementContent.Position.Y = curContentPoint.Y;
e.Handled = true;
}
private Line GetNearestXGridLine(int xpos)
{
return _gridXLines.OrderBy(gl => Math.Abs((int)gl.X1 - xpos)).First();
}
private Line GetNearestYGridLine(int Ypos)
{
return _gridYLines.OrderBy(gl => Math.Abs((int)gl.Y1 - Ypos)).First();
}
Graphical representation of the selection - Now draw (up to) 3 rectangles: from topleft point of the selection to bottomright point of the relevant text line, topleft point of the next line to bottomright point of the line before the last selected and topleft point of the last line to bottomright of selection
Get text - Get partial text data from these rectangles and join.
I've decided to repose this question with the full code. I created a test case just demonstrating what i think is the weird behavior so that other people can run the code.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Media;
namespace Test
{
public class TestSizeVisual: FrameworkElement
{
public double MinimumXInDIPs
{
get { return (double)GetValue(MinimumXInDIPsProperty); }
set
{
SetValue(MinimumXInDIPsProperty, value);
}
}
public static readonly DependencyProperty MinimumXInDIPsProperty =
DependencyProperty.Register("MinimumXInDIPs",
typeof(double), typeof(TestSizeVisual),
new FrameworkPropertyMetadata(new double(), new PropertyChangedCallback(Redraw)));
public double ViewportWidth
{
get { return (double)GetValue(ViewportWidthProperty); }
set
{
SetValue(ViewportWidthProperty, value);
}
}
public static readonly DependencyProperty ViewportWidthProperty =
DependencyProperty.Register("ViewportWidth",
typeof(double), typeof(TestSizeVisual),
new FrameworkPropertyMetadata(new double(), FrameworkPropertyMetadataOptions.AffectsMeasure));
VisualCollection visuals;
protected override Size MeasureOverride(Size availableSize)
{
return new Size(50000000000, 50);
}
public TestSizeVisual()
{
visuals = new VisualCollection(this);
this.Loaded += new RoutedEventHandler(TestSizeVisual_Loaded);
}
void TestSizeVisual_Loaded(object sender, RoutedEventArgs e)
{
DrawSignal();
}
private static void Redraw(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
TestSizeVisual sg = d as TestSizeVisual;
if (sg != null && sg.IsLoaded)
{
sg.DrawSignal();
}
}
private void DrawSignal()
{
DrawingVisual signalbox = new DrawingVisual();
using (DrawingContext dc = signalbox.RenderOpen())
{
dc.DrawRectangle(Brushes.Orange, new Pen(Brushes.Black, 2), new Rect(new Point(0, 0), new Point(1000000000, ActualHeight)));
dc.DrawRectangle(Brushes.Purple, new Pen(Brushes.Black, 2), new Rect(new Point(MinimumXInDIPs, 2), new Point(MinimumXInDIPs + 10, 6)));
dc.DrawRectangle(Brushes.Purple, new Pen(Brushes.Black, 2), new Rect(new Point(MinimumXInDIPs + ViewportWidth - 10, 2), new Point(MinimumXInDIPs + ViewportWidth, 6)));
dc.DrawLine(new Pen(Brushes.Black, 2), new Point(MinimumXInDIPs, 10),
new Point(MinimumXInDIPs + ViewportWidth, 10));
}
visuals.Add(signalbox);
InvalidateVisual();
}
protected override Visual GetVisualChild(int index)
{
return visuals[index];
}
protected override int VisualChildrenCount
{
get
{
return visuals.Count;
}
}
}
}
The xaml file looks like this:
<ScrollViewer
x:Name="scrollviewer1"
HorizontalAlignment="Stretch"
VerticalAlignment="Stretch"
HorizontalContentAlignment="Left"
HorizontalScrollBarVisibility="Visible"
VerticalScrollBarVisibility="Visible"
>
<test:TestSizeVisual
MinimumXInDIPs="{Binding ElementName=scrollviewer1, Path=HorizontalOffset}"
ViewportWidth="{Binding ElementName=scrollviewer1, Path=ViewportWidth}"
/>
</ScrollViewer>
The rectangles and lines stay centered on screen as you scroll for small sizes of the testsizevisual. However, once I alter the measureoverride to return a huge size, scrolling no longer results in correct centering of the drawings. Why does everything glitch at huge sizes? Do I need to code my own scrollviewer to accomodate larger amounts of content or is there a workaround?
So a friend finally figured this out for me. Even though i was doing calculations with doubles, WPF does drawing using direct x. Direct x is limited by floats. By checking the mantissa of the float on wiki, i found that I was exceeding the value of the mantissa for a float, thus the value was no longer accurate.
I have a C# WPF application using XAML and MVVM. My question is: How can I show a balloon tooltip above a text box for some invalid data entered by the user?
I want to use Microsoft's native balloon control for this. How would I implement this into my application?
Just add a reference to System.Windows.Forms and C:\Program Files\Reference Assemblies\Microsoft\Framework.NETFramework\v4.0\WindowsFormsIntegration.dll
and then:
WindowsFormsHost host =new WindowsFormsHost();
var toolTip1 = new System.Windows.Forms.ToolTip();
toolTip1.AutoPopDelay = 5000;
toolTip1.InitialDelay = 1000;
toolTip1.ReshowDelay = 500;
toolTip1.ShowAlways = true;
toolTip1.IsBalloon = true;
toolTip1.ToolTipIcon = System.Windows.Forms.ToolTipIcon.Info;
toolTip1.ToolTipTitle = "Title:";
System.Windows.Forms.TextBox tb = new System.Windows.Forms.TextBox();
tb.Text="Go!";
toolTip1.SetToolTip(tb, "My Info!");
host.Child = tb;
grid1.Children.Add(host); //a container for windowsForm textBox
and this is a sample for WinForm ToolTip Ballon in WPF:
Hope this help!
This BalloonDecorator Project is one that I am using on a current project to show help hints and error notifications. I know you could modify your error template to show this decorator, just like you could show an icon instead of the red borders. The benefit of using a decorator is you can make it look however you'd like, and won't have to depend on WinForms.
BalloonDecorator.cs
using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
namespace MyNamespace
{
public class BalloonDecorator : Decorator
{
private static double _thickness = 0;
private static int OpeningGap = 10;
public static readonly DependencyProperty BackgroundProperty =
DependencyProperty.Register("Background", typeof (Brush), typeof (BalloonDecorator));
public static readonly DependencyProperty BorderBrushProperty =
DependencyProperty.Register("BorderBrush", typeof (Brush), typeof (BalloonDecorator));
public static readonly DependencyProperty PointerLengthProperty =
DependencyProperty.Register("PointerLength", typeof (double), typeof (BalloonDecorator),
new FrameworkPropertyMetadata(10.0, FrameworkPropertyMetadataOptions.AffectsRender |
FrameworkPropertyMetadataOptions.AffectsMeasure));
public static readonly DependencyProperty CornerRadiusProperty =
DependencyProperty.Register("CornerRadius", typeof (double), typeof (BalloonDecorator),
new FrameworkPropertyMetadata(10.0, FrameworkPropertyMetadataOptions.AffectsRender |
FrameworkPropertyMetadataOptions.AffectsMeasure));
public Brush Background
{
get { return (Brush) GetValue(BackgroundProperty); }
set { SetValue(BackgroundProperty, value); }
}
public Brush BorderBrush
{
get { return (Brush) GetValue(BorderBrushProperty); }
set { SetValue(BorderBrushProperty, value); }
}
public double PointerLength
{
get { return (double) GetValue(PointerLengthProperty); }
set { SetValue(PointerLengthProperty, value); }
}
public double CornerRadius
{
get { return (double) GetValue(CornerRadiusProperty); }
set { SetValue(CornerRadiusProperty, value); }
}
protected override Size ArrangeOverride(Size arrangeSize)
{
UIElement child = Child;
if (child != null)
{
double pLength = PointerLength;
Rect innerRect =
Rect.Inflate(new Rect(pLength, 0, Math.Max(0, arrangeSize.Width - pLength), arrangeSize.Height),
-1 * _thickness, -1 * _thickness);
child.Arrange(innerRect);
}
return arrangeSize;
}
protected override Size MeasureOverride(Size constraint)
{
UIElement child = Child;
Size size = new Size();
if (child != null)
{
Size innerSize = new Size(Math.Max(0, constraint.Width - PointerLength), constraint.Height);
child.Measure(innerSize);
size.Width += child.DesiredSize.Width;
size.Height += child.DesiredSize.Height;
}
Size borderSize = new Size(2 * _thickness, 2 * _thickness);
size.Width += borderSize.Width + PointerLength;
size.Height += borderSize.Height;
return size;
}
protected override void OnRender(DrawingContext dc)
{
Rect rect = new Rect(0, 0, RenderSize.Width, RenderSize.Height);
dc.PushClip(new RectangleGeometry(rect));
dc.DrawGeometry(Background, new Pen(BorderBrush, _thickness), CreateBalloonGeometry(rect));
dc.Pop();
}
private StreamGeometry CreateBalloonGeometry(Rect rect)
{
double radius = Math.Min(CornerRadius, rect.Height / 2);
double pointerLength = PointerLength;
// All the points on the path
Point[] points =
{
new Point(pointerLength + radius, 0), new Point(rect.Width - radius, 0), // Top
new Point(rect.Width, radius), new Point(rect.Width, rect.Height - radius), // Right
new Point(rect.Width - radius, rect.Height), // Bottom
new Point(pointerLength + radius, rect.Height), // Bottom
new Point(pointerLength, rect.Height - radius), // Left
new Point(pointerLength, radius) // Left
};
StreamGeometry geometry = new StreamGeometry();
geometry.FillRule = FillRule.Nonzero;
using (StreamGeometryContext ctx = geometry.Open())
{
ctx.BeginFigure(points[0], true, true);
ctx.LineTo(points[1], true, false);
ctx.ArcTo(points[2], new Size(radius, radius), 0, false, SweepDirection.Clockwise, true, false);
ctx.LineTo(points[3], true, false);
ctx.ArcTo(points[4], new Size(radius, radius), 0, false, SweepDirection.Clockwise, true, false);
ctx.LineTo(points[5], true, false);
ctx.ArcTo(points[6], new Size(radius, radius), 0, false, SweepDirection.Clockwise, true, false);
// Pointer
if (pointerLength > 0)
{
ctx.LineTo(rect.BottomLeft, true, false);
ctx.LineTo(new Point(pointerLength, rect.Height - radius - OpeningGap), true, false);
}
ctx.LineTo(points[7], true, false);
ctx.ArcTo(points[0], new Size(radius, radius), 0, false, SweepDirection.Clockwise, true, false);
}
return geometry;
}
}
}
Just make sure that this class's namespace is loaded into the XAML imports (I use a namespace called "Framework"), and it is simple to use:
<Framework:BalloonDecorator Background="#FFFF6600" PointerLength="50"
CornerRadius="5" Opacity=".9" Margin="200,120,0,0"
HorizontalAlignment="Left" VerticalAlignment="Top" Visibility="{Binding UnitPriceChangedBalloonVisibility}">
<Border CornerRadius="2">
<Border CornerRadius="2">
<Button Height="Auto" Command="{Binding CloseUnitPriceChangedBalloonCommand}" Background="Transparent" BorderBrush="{x:Null}">
<TextBlock Text="Please review the price. The Units have changed."
HorizontalAlignment="Left"
VerticalAlignment="Top"
FontStyle="Italic"
TextWrapping="Wrap"
Margin="10"
/>
</Button>
</Border>
</Border>
</Framework:BalloonDecorator>
Obviously, I tie the visibility to a binding, but you could just set it to true and put this inside your Validation.ErrorTemplate.
Hope this helps!
I've been searching for a better solution than the BalloonDecorator, and ran across the http://www.hardcodet.net/projects/wpf-notifyicon project. It is using the WinAPI at the lowest level, which might give you a head start on building your own solution. It appears that at first glance it could potentially solve it, but I haven't had enough time to verify that the BalloonTip can be made to behave as you've described.
Good luck on your project!
Maybe you can host a Windows Forms control in WPF using the WindowsFormsHost type.
There is a walkthrough available on MSDN on how to do this:
Hosting a Windows Forms Composite Control in WPF
Using this technique you could perhaps use the System.Windows.Forms.ToolTip control. If you set this control's IsBalloon property to true it will display as a balloon window.