The answer here doesn't replace the bitmap, it adds to it. Is there a way to replace the bitmap in a picture?
Using PowerPoint COM interop (not VSTO).
The code is:
/// <summary>
/// Create or update a picture (bitmap) tag.
/// </summary>
private static PowerPointTagLocation CreateOrUpdatePictureTag(PowerPointTagLocation tagLoc, bool isUpdate, Image picture,
string text, Slide slide)
{
// get a unique name for the picture
string name = FileUtils.MakeValidFileName("wr_bitmap", true) + rand.Next(9999);
// we need a physical file as the bitmap to display.
string filename = name + ".png";
filename = Path.Combine(Path.GetTempPath(), filename);
if (File.Exists(filename))
{
Trap.trap();
File.Delete(filename);
}
// if it's an update for a picture, we just update the AlternativeText.
// And the bitmap if we get it.
if (isUpdate && tagLoc.IsPicture) {
tagLoc.TagShape.AlternativeText = text;
if (picture != null) {
picture.Save(filename, ImageFormat.Png);
tagLoc.TagShape.Fill.UserPicture(filename);
File.Delete(filename);
}
return tagLoc;
}
if (picture == null)
CommonBitmaps.photo_scenery.Save(filename, ImageFormat.Png);
else
picture.Save(filename, ImageFormat.Png);
Shape shape;
using (Bitmap bitmap = new Bitmap(filename)) {
PictHandler.GetPictureSize(tagLoc.Tag, bitmap, 0, out var width, out var height);
// position/extent in points. Place in middle of slide
float x, y;
try
{
PageSetup page = ((Presentation)slide.Parent).PageSetup;
x = (page.SlideWidth - (width / 20f)) / 2f;
y = (page.SlideHeight - (height / 20f)) / 2f;
}
catch (Exception) {
x = y = 0;
}
shape = slide.Shapes.AddPicture(filename, MsoTriState.msoFalse, MsoTriState.msoTrue, x, y, width / 20f, height / 20f);
// set select
shape.AlternativeText = text;
shape.Name = name;
}
// copy properties across
// if (copyPicture)
// pic.AssignProperties(tagLoc.TagRange.Picture);
// delete the old picture as we wrote a new one.
if (isUpdate)
tagLoc.Delete();
// delete the temp file
File.Delete(filename);
return new PowerPointTagLocation(tagLoc.Tag, shape);
}
I put this in as a support ticket to Microsoft and the answer I finally got back was you cannot replace the picture.
Related
I am trying to compress a large image into a thumbnail of 600X600 in .NET 6
My code is
public static string CreateThumbnail(int maxWidth, int maxHeight, string path)
{
byte[] bytes = System.IO.File.ReadAllBytes(path);
using (System.IO.MemoryStream ms = new System.IO.MemoryStream(bytes))
{
Image image = Image.FromStream(ms);
return CreateThumbnail(maxWidth, maxHeight, image, path);
}
}
I am getting error on this line
Image image = Image.FromStream(ms);
error is System.Runtime.InteropServices.ExternalException: 'A generic error occurred in GDI+.'
Image size in 8mb, Code works fine for small images. What is the problem in code or is there any better way to create a thumbnail for large images?
Create thumbnail has this code but I get error before calling this function
private static string CreateThumbnail(int maxWidth, int maxHeight, Image image, string path)
{
//var image = System.Drawing.Image.FromStream( (path);
var ratioX = (double)maxWidth / image.Width;
var ratioY = (double)maxHeight / image.Height;
var ratio = Math.Min(ratioX, ratioY);
var newWidth = (int)(image.Width * ratio);
var newHeight = (int)(image.Height * ratio);
using (var newImage = new Bitmap(newWidth, newHeight))
{
using (Graphics thumbGraph = Graphics.FromImage(newImage))
{
thumbGraph.CompositingQuality = CompositingQuality.Default;
thumbGraph.SmoothingMode = SmoothingMode.Default;
//thumbGraph.InterpolationMode = InterpolationMode.HighQualityBicubic;
thumbGraph.DrawImage(image, 0, 0, newWidth, newHeight);
image.Dispose();
//string fileRelativePath = Path.GetFileName(path);
//newImage.Save(path, newImage.RawFormat);
SaveJpeg(path, newImage, 100);
}
}
return path;
}
I am trying to get an image using the camera. The image is to be 256x256 and I want it to come from the centre of a photo taken using the camera on a phone. I found this code at: https://forums.xamarin.com/discussion/37647/cross-platform-crop-image-view
I am using this code for Android...
public byte[] CropPhoto(byte[] photoToCropBytes, Rectangle rectangleToCrop, double outputWidth, double outputHeight)
{
using (var photoOutputStream = new MemoryStream())
{
// Load the bitmap
var inSampleSize = CalculateInSampleSize((int)rectangleToCrop.Width, (int)rectangleToCrop.Height, (int)outputWidth, (int)outputHeight);
var options = new BitmapFactory.Options();
options.InSampleSize = inSampleSize;
//options.InPurgeable = true; see http://developer.android.com/reference/android/graphics/BitmapFactory.Options.html
using (var photoToCropBitmap = BitmapFactory.DecodeByteArray(photoToCropBytes, 0, photoToCropBytes.Length, options))
{
var matrix = new Matrix();
var martixScale = outputWidth / rectangleToCrop.Width * inSampleSize;
matrix.PostScale((float)martixScale, (float)martixScale);
using (var photoCroppedBitmap = Bitmap.CreateBitmap(photoToCropBitmap, (int)(rectangleToCrop.X / inSampleSize), (int)(rectangleToCrop.Y / inSampleSize), (int)(rectangleToCrop.Width / inSampleSize), (int)(rectangleToCrop.Height / inSampleSize), matrix, true))
{
photoCroppedBitmap.Compress(Bitmap.CompressFormat.Jpeg, 100, photoOutputStream);
}
}
return photoOutputStream.ToArray();
}
}
public static int CalculateInSampleSize(int inputWidth, int inputHeight, int outputWidth, int outputHeight)
{
//see http://developer.android.com/training/displaying-bitmaps/load-bitmap.html
int inSampleSize = 1; //default
if (inputHeight > outputHeight || inputWidth > outputWidth) {
int halfHeight = inputHeight / 2;
int halfWidth = inputWidth / 2;
// Calculate the largest inSampleSize value that is a power of 2 and keeps both
// height and width larger than the requested height and width.
while ((halfHeight / inSampleSize) > outputHeight && (halfWidth / inSampleSize) > outputWidth)
{
inSampleSize *= 2;
}
}
return inSampleSize;
}
and this code for iOS...
public byte[] CropPhoto(byte[] photoToCropBytes, Xamarin.Forms.Rectangle
rectangleToCrop, double outputWidth, double outputHeight)
{
byte[] photoOutputBytes;
using (var data = NSData.FromArray(photoToCropBytes))
{
using (var photoToCropCGImage = UIImage.LoadFromData(data).CGImage)
{
//crop image
using (var photoCroppedCGImage = photoToCropCGImage.WithImageInRect(new CGRect((nfloat)rectangleToCrop.X, (nfloat)rectangleToCrop.Y, (nfloat)rectangleToCrop.Width, (nfloat)rectangleToCrop.Height)))
{
using (var photoCroppedUIImage = UIImage.FromImage(photoCroppedCGImage))
{
//create a 24bit RGB image to the output size
using (var cGBitmapContext = new CGBitmapContext(IntPtr.Zero, (int)outputWidth, (int)outputHeight, 8, (int)(4 * outputWidth), CGColorSpace.CreateDeviceRGB(), CGImageAlphaInfo.PremultipliedFirst))
{
var photoOutputRectangleF = new RectangleF(0f, 0f, (float)outputWidth, (float)outputHeight);
// draw the cropped photo resized
cGBitmapContext.DrawImage(photoOutputRectangleF, photoCroppedUIImage.CGImage);
//get cropped resized photo
var photoOutputUIImage = UIKit.UIImage.FromImage(cGBitmapContext.ToImage());
//convert cropped resized photo to bytes and then stream
using (var photoOutputNsData = photoOutputUIImage.AsJPEG())
{
photoOutputBytes = new Byte[photoOutputNsData.Length];
System.Runtime.InteropServices.Marshal.Copy(photoOutputNsData.Bytes, photoOutputBytes, 0, Convert.ToInt32(photoOutputNsData.Length));
}
}
}
}
}
}
return photoOutputBytes;
}
I am struggling to work out exactly what the parameters are to call the function.
Currently, I am doing the following:
double cropSize = Math.Min(DeviceDisplay.MainDisplayInfo.Width, DeviceDisplay.MainDisplayInfo.Height);
double left = (DeviceDisplay.MainDisplayInfo.Width - cropSize) / 2.0;
double top = (DeviceDisplay.MainDisplayInfo.Height - cropSize) / 2.0;
// Get a square resized and cropped from the top image as a byte[]
_imageData = mediaService.CropPhoto(_imageData, new Rectangle(left, top, cropSize, cropSize), 256, 256);
I was expecting this to crop the image to the central square (in portrait mode side length would be the width of the photo) and then scale it down to a 256x256 image. But it never picks the centre of the image.
Has anyone ever used this code and can tell me what I need to pass in for the 'rectangleToCrop' parameter?
Note: Both Android and iOS give the same image, just not the central part that I was expecting.
Here are the two routines I used:
Android:
public byte[] ResizeImageAndCropToSquare(byte[] rawPhoto, int outputSize)
{
// Create object of bitmapfactory's option method for further option use
BitmapFactory.Options options = new BitmapFactory.Options();
// InPurgeable is used to free up memory while required
options.InPurgeable = true;
// Get the original image
using (var originalImage = BitmapFactory.DecodeByteArray(rawPhoto, 0, rawPhoto.Length, options))
{
// The shortest edge will determine the size of the square image
int cropSize = Math.Min(originalImage.Width, originalImage.Height);
int left = (originalImage.Width - cropSize) / 2;
int top = (originalImage.Height - cropSize) / 2;
using (var squareImage = Bitmap.CreateBitmap(originalImage, left, top, cropSize, cropSize))
{
// Resize the square image to the correct size of an Avatar
using (var resizedImage = Bitmap.CreateScaledBitmap(squareImage, outputSize, outputSize, true))
{
// Return the raw data of the resized image
using (MemoryStream resizedImageStream = new MemoryStream())
{
// Resize the image maintaining 100% quality
resizedImage.Compress(Bitmap.CompressFormat.Png, 100, resizedImageStream);
return resizedImageStream.ToArray();
}
}
}
}
}
iOS:
private const int BitsPerComponent = 8;
public byte[] ResizeImageAndCropToSquare(byte[] rawPhoto, int outputSize)
{
using (var data = NSData.FromArray(rawPhoto))
{
using (var photoToCrop = UIImage.LoadFromData(data).CGImage)
{
nint photoWidth = photoToCrop.Width;
nint photoHeight = photoToCrop.Height;
nint cropSize = photoWidth < photoHeight ? photoWidth : photoHeight;
nint left = (photoWidth - cropSize) / 2;
nint top = (photoHeight - cropSize) / 2;
// Crop image
using (var photoCropped = photoToCrop.WithImageInRect(new CGRect(left, top, cropSize, cropSize)))
{
using (var photoCroppedUIImage = UIImage.FromImage(photoCropped))
{
// Create a 24bit RGB image of output size
using (var cGBitmapContext = new CGBitmapContext(IntPtr.Zero, outputSize, outputSize, BitsPerComponent, outputSize << 2, CGColorSpace.CreateDeviceRGB(), CGImageAlphaInfo.PremultipliedFirst))
{
var photoOutputRectangleF = new RectangleF(0f, 0f, outputSize, outputSize);
// Draw the cropped photo resized
cGBitmapContext.DrawImage(photoOutputRectangleF, photoCroppedUIImage.CGImage);
// Get cropped resized photo
var photoOutputUIImage = UIImage.FromImage(cGBitmapContext.ToImage());
// Convert cropped resized photo to bytes and then stream
using (var photoOutputNsData = photoOutputUIImage.AsPNG())
{
var rawOutput = new byte[photoOutputNsData.Length];
Marshal.Copy(photoOutputNsData.Bytes, rawOutput, 0, Convert.ToInt32(photoOutputNsData.Length));
return rawOutput;
}
}
}
}
}
}
}
So I made a small application that basicaly draw a whatever image is in the ClipBoard(memory) and trys to draw it.
This is a sample of the code:
private EventHandler<KeyEvent> copyPasteEvent = new EventHandler() {
final KeyCombination ctrl_V = new KeyCodeCombination(KeyCode.V, KeyCombination.CONTROL_DOWN);
#Override
public void handle(Event event) {
if (ctrl_V.match((KeyEvent) event)) {
System.out.println("Ctrl+V pressed");
Clipboard clipboard = Clipboard.getSystemClipboard();
System.out.println(clipboard.getContentTypes());
//Change canvas size if necessary to allow space for the image to fit
Image copiedImage = clipboard.getImage();
if (copiedImage.getHeight()>canvas.getHeight()){
canvas.setHeight(copiedImage.getHeight());
}
if (copiedImage.getWidth()>canvas.getWidth()){
canvas.setWidth(copiedImage.getWidth());
}
gc.drawImage(clipboard.getImage(), 0,0);
}
}
};
This is the image that was drawn and the correspecting data type:
A print from my screen.
A image from the internet.
However when i copy and paste a direct raw image from paint...
Object Descriptor is an OLE format from Microsoft.
This is why when you copy an image from a Microsoft application, you get these descriptors from Clipboard.getSystemClipboard().getContentTypes():
[[application/x-java-rawimage], [Object Descriptor]]
As for getting the image out of the clipboard... let's try two possible ways to do it: AWT and JavaFX.
AWT
Let's use the awt toolkit to get the system clipboard, and in case we have an image on it, retrieve a BufferedImage. Then we can convert it easily to a JavaFX Image and place it in an ImageView:
try {
DataFlavor[] availableDataFlavors = Toolkit.getDefaultToolkit().
getSystemClipboard().getAvailableDataFlavors();
for (DataFlavor f : availableDataFlavors) {
System.out.println("AWT Flavor: " + f);
if (f.equals(DataFlavor.imageFlavor)) {
BufferedImage data = (BufferedImage) Toolkit.getDefaultToolkit().getSystemClipboard().getData(DataFlavor.imageFlavor);
System.out.println("data " + data);
// Convert to JavaFX:
WritableImage img = new WritableImage(data.getWidth(), data.getHeight());
SwingFXUtils.toFXImage((BufferedImage) data, img);
imageView.setImage(img);
}
}
} catch (UnsupportedFlavorException | IOException ex) {
System.out.println("Error " + ex);
}
It prints:
AWT Flavor: java.awt.datatransfer.DataFlavor[mimetype=image/x-java-image;representationclass=java.awt.Image]
data BufferedImage#3e4eca95: type = 1 DirectColorModel: rmask=ff0000 gmask=ff00 bmask=ff amask=0 IntegerInterleavedRaster: width = 350 height = 364 #Bands = 3 xOff = 0 yOff = 0 dataOffset[0] 0
and displays your image:
This part was based in this answer.
JavaFX
Why didn't we try it with JavaFX in the first place? Well, we could have tried directly:
Image content = (Image) Clipboard.getSystemClipboard().getContent(DataFormat.IMAGE);
imageView.setImage(content);
and you will get a valid image, but when adding it to an ImageView, it will be blank as you already noticed, or with invalid colors.
So how can we get a valid image? If you check the BufferedImage above, it shows type = 1, which means BufferedImage.TYPE_INT_RGB = 1;, in other words, it is an image with 8-bit RGB color components packed into integer pixels, without alpha component.
My guess is that JavaFX implementation for Windows doesn't process correctly this image format, as it probably expects a RGBA format. You can check here how the image is extracted. And if you want to dive into the native implementation, check the native-glass/win/GlassClipboard.cpp code.
So we can try to do it with a PixelReader. Let's read the image and return a byte array:
private byte[] imageToData(Image image) {
int width = (int) image.getWidth();
int height = (int) image.getHeight();
byte[] data = new byte[width * height * 3];
int i = 0;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
int argb = image.getPixelReader().getArgb(x, y);
int r = (argb >> 16) & 0xFF;
int g = (argb >> 8) & 0xFF;
int b = argb & 0xFF;
data[i++] = (byte) r;
data[i++] = (byte) g;
data[i++] = (byte) b;
}
}
return data;
}
Now, all we need to do is use this byte array to write a new image and set it to the ImageView:
Image content = (Image) Clipboard.getSystemClipboard().getContent(DataFormat.IMAGE);
byte[] data = imageToData(content);
WritableImage writableImage = new WritableImage((int) content.getWidth(), (int) content.getHeight());
PixelWriter pixelWriter = writableImage.getPixelWriter();
pixelWriter.setPixels(0, 0, (int) content.getWidth(), (int) content.getHeight(),
PixelFormat.getByteRgbInstance(), data, 0, (int) content.getWidth() * 3);
imageView.setImage(writableImage);
And now you will get the same result, but only using JavaFX:
I built a registration form for a mobile game using Unity 5.1.
To do that, I use Unity UI components: ScrollRect + Autolayout (Vertical layout) + Text (labels) + Input Field.
This part works fine.
But, when keyboard is opened, the selected field is under keyboard. Is there a way to programmatically scroll the form to bring the selected field into view?
I have tried using ScrollRect.verticalNormalizedPosition and it works fine to scroll some, however I am not able to make selected field appear where I want.
Thanks for your help !
I am going to give you a code snippet of mine because I feel like being helpful. Hope this helps!
protected ScrollRect scrollRect;
protected RectTransform contentPanel;
public void SnapTo(RectTransform target)
{
Canvas.ForceUpdateCanvases();
contentPanel.anchoredPosition =
(Vector2)scrollRect.transform.InverseTransformPoint(contentPanel.position)
- (Vector2)scrollRect.transform.InverseTransformPoint(target.position);
}
None of the suggestions worked for me, the following code did
Here is the extension
using UnityEngine;
using UnityEngine.UI;
namespace BlinkTalk
{
public static class ScrollRectExtensions
{
public static Vector2 GetSnapToPositionToBringChildIntoView(this ScrollRect instance, RectTransform child)
{
Canvas.ForceUpdateCanvases();
Vector2 viewportLocalPosition = instance.viewport.localPosition;
Vector2 childLocalPosition = child.localPosition;
Vector2 result = new Vector2(
0 - (viewportLocalPosition.x + childLocalPosition.x),
0 - (viewportLocalPosition.y + childLocalPosition.y)
);
return result;
}
}
}
And here is how I used it to scroll a direct child of the content into view
private void Update()
{
MyScrollRect.content.localPosition = MyScrollRect.GetSnapToPositionToBringChildIntoView(someChild);
}
Although #maksymiuk's answer is the most correct one, as it properly takes into account anchors, pivot and all the rest thanks to InverseTransformPoint() function, it still didn't work out-of-box for me - for vertical scroller, it was changing its X position too. So I just made change to check if vertical or horizontal scroll is enabled, and not change their axis if they aren't.
public static void SnapTo( this ScrollRect scroller, RectTransform child )
{
Canvas.ForceUpdateCanvases();
var contentPos = (Vector2)scroller.transform.InverseTransformPoint( scroller.content.position );
var childPos = (Vector2)scroller.transform.InverseTransformPoint( child.position );
var endPos = contentPos - childPos;
// If no horizontal scroll, then don't change contentPos.x
if( !scroller.horizontal ) endPos.x = contentPos.x;
// If no vertical scroll, then don't change contentPos.y
if( !scroller.vertical ) endPos.y = contentPos.y;
scroller.content.anchoredPosition = endPos;
}
here's the way I clamped selected object into ScrollRect
private ScrollRect scrollRect;
private RectTransform contentPanel;
public void ScrollReposition(RectTransform obj)
{
var objPosition = (Vector2)scrollRect.transform.InverseTransformPoint(obj.position);
var scrollHeight = scrollRect.GetComponent<RectTransform>().rect.height;
var objHeight = obj.rect.height;
if (objPosition.y > scrollHeight / 2)
{
contentPanel.localPosition = new Vector2(contentPanel.localPosition.x,
contentPanel.localPosition.y - objHeight - Padding.top);
}
if (objPosition.y < -scrollHeight / 2)
{
contentPanel.localPosition = new Vector2(contentPanel.localPosition.x,
contentPanel.localPosition.y + objHeight + Padding.bottom);
}
}
The preconditions for my version of this problem:
The element I want to scroll to should be fully visible (with minimal clearance)
The element is a direct child of the scrollRect's content
Keep scoll position if element is already fully visible
I only care about the vertical dimension
This is what worked best for me (thanks for the other inspirations):
// ScrollRect scrollRect;
// RectTransform element;
// Fully show `element` inside `scrollRect` with at least 25px clearance
scrollArea.EnsureVisibility(element, 25);
Using this extension method:
public static void EnsureVisibility(this ScrollRect scrollRect, RectTransform child, float padding=0)
{
Debug.Assert(child.parent == scrollRect.content,
"EnsureVisibility assumes that 'child' is directly nested in the content of 'scrollRect'");
float viewportHeight = scrollRect.viewport.rect.height;
Vector2 scrollPosition = scrollRect.content.anchoredPosition;
float elementTop = child.anchoredPosition.y;
float elementBottom = elementTop - child.rect.height;
float visibleContentTop = -scrollPosition.y - padding;
float visibleContentBottom = -scrollPosition.y - viewportHeight + padding;
float scrollDelta =
elementTop > visibleContentTop ? visibleContentTop - elementTop :
elementBottom < visibleContentBottom ? visibleContentBottom - elementBottom :
0f;
scrollPosition.y += scrollDelta;
scrollRect.content.anchoredPosition = scrollPosition;
}
A variant of Peter Morris answer for ScrollRects which have movement type "elastic". It bothered me that the scroll rect kept animating for edge cases (first or last few elements). Hope it's useful:
/// <summary>
/// Thanks to https://stackoverflow.com/a/50191835
/// </summary>
/// <param name="instance"></param>
/// <param name="child"></param>
/// <returns></returns>
public static IEnumerator BringChildIntoView(this UnityEngine.UI.ScrollRect instance, RectTransform child)
{
Canvas.ForceUpdateCanvases();
Vector2 viewportLocalPosition = instance.viewport.localPosition;
Vector2 childLocalPosition = child.localPosition;
Vector2 result = new Vector2(
0 - (viewportLocalPosition.x + childLocalPosition.x),
0 - (viewportLocalPosition.y + childLocalPosition.y)
);
instance.content.localPosition = result;
yield return new WaitForUpdate();
instance.horizontalNormalizedPosition = Mathf.Clamp(instance.horizontalNormalizedPosition, 0f, 1f);
instance.verticalNormalizedPosition = Mathf.Clamp(instance.verticalNormalizedPosition, 0f, 1f);
}
It introduces a one frame delay though.
UPDATE: Here is a version which does not introduce a frame delay and it also takes scaling of the content into account:
/// <summary>
/// Based on https://stackoverflow.com/a/50191835
/// </summary>
/// <param name="instance"></param>
/// <param name="child"></param>
/// <returns></returns>
public static void BringChildIntoView(this UnityEngine.UI.ScrollRect instance, RectTransform child)
{
instance.content.ForceUpdateRectTransforms();
instance.viewport.ForceUpdateRectTransforms();
// now takes scaling into account
Vector2 viewportLocalPosition = instance.viewport.localPosition;
Vector2 childLocalPosition = child.localPosition;
Vector2 newContentPosition = new Vector2(
0 - ((viewportLocalPosition.x * instance.viewport.localScale.x) + (childLocalPosition.x * instance.content.localScale.x)),
0 - ((viewportLocalPosition.y * instance.viewport.localScale.y) + (childLocalPosition.y * instance.content.localScale.y))
);
// clamp positions
instance.content.localPosition = newContentPosition;
Rect contentRectInViewport = TransformRectFromTo(instance.content.transform, instance.viewport);
float deltaXMin = contentRectInViewport.xMin - instance.viewport.rect.xMin;
if(deltaXMin > 0) // clamp to <= 0
{
newContentPosition.x -= deltaXMin;
}
float deltaXMax = contentRectInViewport.xMax - instance.viewport.rect.xMax;
if (deltaXMax < 0) // clamp to >= 0
{
newContentPosition.x -= deltaXMax;
}
float deltaYMin = contentRectInViewport.yMin - instance.viewport.rect.yMin;
if (deltaYMin > 0) // clamp to <= 0
{
newContentPosition.y -= deltaYMin;
}
float deltaYMax = contentRectInViewport.yMax - instance.viewport.rect.yMax;
if (deltaYMax < 0) // clamp to >= 0
{
newContentPosition.y -= deltaYMax;
}
// apply final position
instance.content.localPosition = newContentPosition;
instance.content.ForceUpdateRectTransforms();
}
/// <summary>
/// Converts a Rect from one RectTransfrom to another RectTransfrom.
/// Hint: use the root Canvas Transform as "to" to get the reference pixel positions.
/// </summary>
/// <param name="from"></param>
/// <param name="to"></param>
/// <returns></returns>
public static Rect TransformRectFromTo(Transform from, Transform to)
{
RectTransform fromRectTrans = from.GetComponent<RectTransform>();
RectTransform toRectTrans = to.GetComponent<RectTransform>();
if (fromRectTrans != null && toRectTrans != null)
{
Vector3[] fromWorldCorners = new Vector3[4];
Vector3[] toLocalCorners = new Vector3[4];
Matrix4x4 toLocal = to.worldToLocalMatrix;
fromRectTrans.GetWorldCorners(fromWorldCorners);
for (int i = 0; i < 4; i++)
{
toLocalCorners[i] = toLocal.MultiplyPoint3x4(fromWorldCorners[i]);
}
return new Rect(toLocalCorners[0].x, toLocalCorners[0].y, toLocalCorners[2].x - toLocalCorners[1].x, toLocalCorners[1].y - toLocalCorners[0].y);
}
return default(Rect);
}
In case anyone looking for a smooth scroll (using lerp).
[SerializeField]
private ScrollRect _scrollRectComponent; //your scroll rect component
[SerializeField]
RectTransform _container; //content transform of the scrollrect
private IEnumerator LerpToChild(RectTransform target)
{
Vector2 _lerpTo = (Vector2)_scrollRectComponent.transform.InverseTransformPoint(_container.position) - (Vector2)_scrollRectComponent.transform.InverseTransformPoint(target.position);
bool _lerp = true;
Canvas.ForceUpdateCanvases();
while(_lerp)
{
float decelerate = Mathf.Min(10f * Time.deltaTime, 1f);
_container.anchoredPosition = Vector2.Lerp(_scrollRectComponent.transform.InverseTransformPoint(_container.position), _lerpTo, decelerate);
if (Vector2.SqrMagnitude((Vector2)_scrollRectComponent.transform.InverseTransformPoint(_container.position) - _lerpTo) < 0.25f)
{
_container.anchoredPosition = _lerpTo;
_lerp = false;
}
yield return null;
}
}
simple and works perfectly
var pos = 1 - ((content.rect.height / 2 - target.localPosition.y) / content.rect.height);
scrollRect.normalizedPosition = new Vector2(0, pos);
Yes,this is possible using coding to scroll vertically, please try this code :
//Set Scrollbar Value - For Displaying last message of content
Canvas.ForceUpdateCanvases ();
verticleScrollbar.value = 0f;
Canvas.ForceUpdateCanvases ();
This code working fine for me ,when i developed chat functionality.
width signifiy the width of childern in scroll rect (assuming that all childerns width is same), spacing signifies the space between childerns, index signifies the target element you want to reach
public float getSpecificItem (float pWidth, float pSpacing,int pIndex) {
return (pIndex * pWidth) - pWidth + ((pIndex - 1) * pSpacing);
}
Vertical adjustment:
[SerializeField]
private ScrollRect _scrollRect;
private void ScrollToCurrentElement()
{
var siblingIndex = _currentListItem.transform.GetSiblingIndex();
float pos = 1f - (float)siblingIndex / _scrollRect.content.transform.childCount;
if (pos < 0.4)
{
float correction = 1f / _scrollRect.content.transform.childCount;
pos -= correction;
}
_scrollRect.verticalNormalizedPosition = pos;
}
Here's what I created to solve this problem. Place this behavior on each button that can be selected via controller UI navigation.
It supports fully nested children objects.
It only supports vertical scrollrects, but can be easily adapted to do horizontal.
using UnityEngine;
using System;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace Legend
{
public class ScrollToOnSelect: MonoBehaviour, ISelectHandler
{
ScrollRect scrollRect;
RectTransform target;
void Start()
{
scrollRect = GetComponentInParent<ScrollRect>();
target = (RectTransform)this.transform;
}
Vector3 LocalPositionWithinAncestor(Transform ancestor, Transform target)
{
var result = Vector3.zero;
while (ancestor != target && target != null)
{
result += target.localPosition;
target = target.parent;
}
return result;
}
public void EnsureScrollVisible()
{
Canvas.ForceUpdateCanvases();
var targetPosition = LocalPositionWithinAncestor(scrollRect.content, target);
var top = (-targetPosition.y) - target.rect.height / 2;
var bottom = (-targetPosition.y) + target.rect.height / 2;
var topMargin = 100; // this is here because there are headers over the buttons sometimes
var result = scrollRect.content.anchoredPosition;
if (result.y > top - topMargin)
result.y = top - topMargin;
if (result.y + scrollRect.viewport.rect.height < bottom)
result.y = bottom - scrollRect.viewport.rect.height;
//Debug.Log($"{targetPosition} {target.rect.size} {top} {bottom} {scrollRect.content.anchoredPosition}->{result}");
scrollRect.content.anchoredPosition = result;
}
public void OnSelect(BaseEventData eventData)
{
if (scrollRect != null)
EnsureScrollVisible();
}
}
}
I have an image app in wp7.
class Images
{
public string Title {get;set;}
public string Path {get;set;}
}
on page level, i bind title and path(relative to my app) it to a list.
What i need is, when user click on list item the respective image open in picture gallery of windows phone 7.
You should clarify your question, but I suppose Path is the location of your image in isolated storage. Providing that Image is the name of your Image in xaml
img.Source = GetImage(LoadIfExists(image.Path));
LoadIfExists returns the binary data for a file in Isolated Storage, and GetImage returns it as a WriteableBitmap :
public static WriteableBitmap GetImage(byte[] buffer)
{
int width = buffer[0] * 256 + buffer[1];
int height = buffer[2] * 256 + buffer[3];
long matrixSize = width * height;
WriteableBitmap retVal = new WriteableBitmap(width, height);
int bufferPos = 4;
for (int matrixPos = 0; matrixPos < matrixSize; matrixPos++)
{
int pixel = buffer[bufferPos++];
pixel = pixel << 8 | buffer[bufferPos++];
pixel = pixel << 8 | buffer[bufferPos++];
pixel = pixel << 8 | buffer[bufferPos++];
retVal.Pixels[matrixPos] = pixel;
}
return retVal;
}
public static byte[] LoadIfExists(string fileName)
{
byte[] retVal;
using (IsolatedStorageFile iso = IsolatedStorageFile.GetUserStoreForApplication())
{
if (iso.FileExists(fileName))
{
using (IsolatedStorageFileStream stream = iso.OpenFile(fileName, FileMode.Open))
{
retVal = new byte[stream.Length];
stream.Read(retVal, 0, retVal.Length);
}
}
else
{
retVal = new byte[0];
}
}
return retVal;
}
If you want to write the image into the Picture Library, it's basically the same process, ending by calling SavePictureToCameraRoll() of MediaLibrary as explained on this MSDN Article