I have quite an uncommon question: Does anyone know whether it is possible to draw something on the backside of a WPF Window?
Normally people create Controls or draw images on the front side of a WPF Window. However, I would like to draw things on the backside. Here is an Image taken with the Snoop tool. Snoop has the functionality of viewing a WPF Application in 3D. Using the so-called Zoomer it is possible to look behind a window.
I would like to either draw an Image or put a Control so that you can see it with using the Zoomer functionality of snoop at the back of the application.
Has anyone got an idea of how this could be done?
Thanks,
Christian
There is no backside.
What most applications do is simply replace the control/window by another one as soon as it has rotated by 90 degrees.
Related
I've been searching for a bit on how I can display scalable media on top of a WPF Bing Maps MapControl, but I cannot find any example code or a solid solution to my problem.
Here is the control documentation:
https://learn.microsoft.com/en-us/previous-versions/bing/wpf-control/hh750210(v=msdn.10)
I'm generating a grid that represents a density map, which then becomes a bitmap image. This is fine, I have the image. How can I overlay this image onto the map with some transparency such that the user is able to move and scale the map if necessary?
My initial thought is to create a tile layer and add it to the map control since I know the size of each square and its lat/long, but there doesn't seem to be many examples of anyone doing this online. The documentation is somewhat scattered as well, and more heavily focused on UWP:
This appears to be exactly what I need, but it is a UWP control - https://learn.microsoft.com/en-us/windows/uwp/maps-and-location/overlay-tiled-images#overlay-tiles-from-local-storage
This also appears to be useful but only has XAML code, no actual C# showing what the buttons do...
https://learn.microsoft.com/en-us/previous-versions/bing/wpf-control/hh868033(v=msdn.10)
Okay, the next thought was to make the image, then scale it appropriately and overlay the media onto the map using this documentation, but again, only XAML code is shown as an example. https://learn.microsoft.com/en-us/previous-versions/bing/wpf-control/hh868032(v=msdn.10)
Has anyone done something like this in WPF? I'm a bit lost.
Thank you.
I've decided to learn a bit of WPF and I've created an application with the Mahapps Metro library and it interacts with a SQLite database (Unrelated but a bit of background).
I'd like to draw an object, let's say a triangle, in a new window.
I've seen this - Click - but the drawing of the shape needs to be visible to the user. So the user will see the line being drawn from point A to B to C to A. The image will "reload" after a few seconds i.e. Clearing the window/canvas and redrawing the triangle.
Are they any libraries out there that might make this easier or does WPF have something else I can use to achieve this?
Also, the redrawing of the triangle will be in a separate thread running a loop. Something tells me this isn't going to be very efficient. Is there a better way initiate a "redraw"?
My "answer" are some helpful searches and a few results that might help you get to the next step of deciding on a design that works for you.
Yes, WPF does have facilities to help you achieve some animation in drawing lines.
I searched for "wpf animate line drawing" and some interesting links for your research are:
How do you animate a line on a canvas in C#?
generating animated line
Drawing line "slowly" programmatically with wpf
Hopefully this gets you going in a good direction. Best of luck with your project.
I would like to overlay own content above a Direct3D v9 game (made by a third party).
Overlay Interactive Button
Specifically, I would like to overlay a clickable button control, like Steam does, for instance, though I'm attempting a much simpler interface.
Ideally, I would be able to overlay a WPF button or a Windows Form button or whole UserControl, but if that is not possible then creating a functioning button from primitives would suffice as well.
Text Overlay Working with SharpDX
I have a working sample of overlaying text based on the work of Justin Stenning
Namely with the help of SharpDX.Direct3D9.Font DrawText method
How to Overlay a Button or UserControl with SharpDX
I looked through relevant samples in https://github.com/sharpdx/SharpDX-Samples but was not able to find a way to include or draw native controls with SharpDX
Is it possible?
If not, are there any samples of drawing a clickable button from scratch?
Please bear in mind I'm a novice in the DirectX world :)
Your biggest problem isn't going to be getting the controls to render on top of a DX scene; it's going to be getting them to respond to input afterwards. You can probably rig up a way to get the visuals copied to a DX surface, but I have no idea how you would capture input, translate it, and deliver it back to the WPF components. If it's even possible, it's almost certainly more trouble than it's worth.
There are a couple game-oriented Xaml solutions out there that you may want to check out. WPF for Games is a partial C++ implementation of WPF based on Direct3D, and there's also the proprietary Noesis GUI.
I have a C# application that has an existing WinForm that I now need to display upside down.
The application will be displayed on a touchscreen Windows 7 device. If two people are using the device, one person is viewing it right-side-up while another user will be simultaneously viewing it upside-down. I will need to have one control displayed right-side-up while another control is displayed upside-down, each duplicate forms. Both need to be functional. It is not necessary for the title bar and Windows close, maximize, and minimize to be rotated.
Is there a way to easily rotate this Form and all of its contents without having to rewrite it from scratch?
Unfortunately, rotating controls is not directly possible in WinForms.
At least, not if you want them to retain their functionality. It would be relatively simple to draw the control into a bitmap, rotate the bitmap, and then draw that back to the desired location on the form. But you would obviously lose the ability to interact with the controls. They would just be static representatives of their original selves.
But making functional upside-down controls just isn't going to happen. I mean, you could try to write a bunch of custom drawing code for owner-drawn controls, but you'll still run into a bunch of bugs, corner cases, and compatibility problems. The Win32 controls that WinForms is based on just don't support this. No big surprise, really, considering they were invented some 20–25 years before anyone thought of computer screens that you could carry around in your pocket and rotate in any direction. There is a good reason that UI technologies like WPF came out around the time that touch screens and tablets did.
There are some possibilities that can be explored when it comes to flipping the entire screen, but that's not going to help when you want different controls going different directions. (And I guess it betrays my vantage point as a desktop app guy when I say this, but that just sounds like an incredibly confusing UI.)
If you absolutely have to have this, someone else is going to have to give you another route to hack it, perhaps along the lines of Dhawalk's comment: hosting the WinForms control inside of a WPF app that does provide built-in support for rotated controls. I don't know enough about this to make any concrete suggestions down that path. From a few minutes of searching, it appears that WindowsFormsHost does not actually support rotation transforms, so this may be a non-starter anyway.
this is my first ever question on this website but it has helped me a lot in the past.
i have a small (but annoying) problem with a project i am working on. i am using a picturebox control which loads a png file with transparent areas. the transparency part works perfectly fine, but i need the user to be able to drag this picturebox around with the mouse. the picturebox is contained within a panel with squares. the squares are drawn in an overridden OnPaint method of the panel.
the problem is that if i move the picturebox control, the area which is transparent does not draw the background fast enough and the squares are not drawn exactly where they should be. is there any way to get around this and make everything look nice and smooth?
i have attached a picture so that you can understand better what i am trying to say. for this example i am using just a line instead of the actual picture that i will be using so that everything is more obvious. notice the squares around the line, which are not in drawn properly.
http://s1084.photobucket.com/albums/j405/headbanging1638/?action=view¤t=problem.jpg
ps: i am using color.transparent for the backcolor of the picturebox
Maybe you could try to invalidate the layout on mousemove to force a faster rate of redraw?
I think pretty similar problem which I asked some time ago.
See my Question, and Answer which I accepted. I think it will help you.