I am really need help with return the coordinates x and y in the WP7 screen.
this code help me to move an rectangle in the screen with showing the start(x&y), delta(x,y) and end(x,y) :
TransformGroup transformG;
TranslateTransform translation;
// Constructor
public MainPage()
{
InitializeComponent();
this.ManipulationDelta += new EventHandler<ManipulationDeltaEventArgs>(MainPage_ManipulationDelta);
transformG = new TransformGroup();
translation = new TranslateTransform();
transformG.Children.Add(translation);
rectangle.RenderTransform = transformG;
}
void MainPage_ManipulationDelta(object sender, ManipulationDeltaEventArgs e)
{
startX.Text =e.ManipulationOrigin.X.ToString();
startY.Text = e.ManipulationOrigin.Y.ToString();
DeltaX.Text = e.DeltaManipulation.Translation.X.ToString();
DeltaY.Text = e.DeltaManipulation.Translation.Y.ToString();
translation.X += e.DeltaManipulation.Translation.X;
translation.Y += e.DeltaManipulation.Translation.Y;
EndX.Text =Convert.ToString(translation.X);
EndY.Text = Convert.ToString(translation.Y);
}
I just want to do something like that but without move anything, just tap in the screen and know the start and the end with delta (difference).
I use silverlight
You Should remove rectangle.RenderTransform = transformG; than the rectangle should stay on the same place.
Related
I have used below code to print the Panel of windows form.
private void button1_Click(object sender, EventArgs e)
{
System.Drawing.Printing.PrintDocument doc = new System.Drawing.Printing.PrintDocument();
doc.PrintPage += new System.Drawing.Printing.PrintPageEventHandler(Doc_PrintPage);
doc.Print();
}
private void Doc_PrintPage(object sender, PrintPageEventArgs e)
{
Panel grd = new Panel();
Bitmap bmp = new Bitmap(panel2.Width, panel2.Height, panel2.CreateGraphics());
panel2.DrawToBitmap(bmp, new Rectangle(0, 0, panel2.Width, panel2.Height));
RectangleF bounds = e.PageSettings.PrintableArea;
float factor = ((float)bmp.Height / (float)bmp.Width);
e.Graphics.DrawImage(bmp, bounds.Left, bounds.Top, bounds.Width, factor * bounds.Width);
bmp.Save("test12.jpg");
}
Now from above code, when i click on button the print function will be call but it excluded label in it. i am attaching image for your reference. first image is my UI design. , when i use print functionality it removes the label value as you can see in other image. i have used rectagleshap control which are in Pink color and i am displaying label on it. I think the label may be send back but when i used front back then also it is not appear.
Can you just try this one here i was using this for capture the whole screen which ever is active window its like screencapture or screenshot.
private void Doc_PrintPage(object sender, PrintPageEventArgs e)
{
Bitmap bitmap = new Bitmap(panel2.Width, panel2.Height);
Graphics graphics = Graphics.FromImage(bitmap as Image);
graphics.InterpolationMode = InterpolationMode.Default;
graphics.CopyFromScreen(0, 0, 0, 0, bitmap.Size);
bitmap.Save(pathDownload + filename + ".jpeg", ImageFormat.Jpeg);
bmp.Save("test12.jpg");
}
In my case label was shown back to the rectangle, so i added one more label and set it as bring front. thanks for the help.
I have a quite simple unity GUI that has the following scheme :
Where Brekt and so are buttons.
The GUI works just fine on PC and is on screen space : overlay so it is supposed to be adapted automatically to fit every screen.
But on tablet the whole GUI is smaller and reduced in the center of the screen, with huge margins around the elements (can't join a screenshot now)
What is the way to fix that? Is it something in player settings or in project settings?
Automatically scaling the UI requires using combination of anchor,pivot point of RecTransform and the Canvas Scaler component. It is hard to understand it without images or videos. It is very important that you thoroughly understand how to do this and Unity provided full video tutorial for this.You can watch it here.
Also, when using scrollbar, scrollview and other similar UI controls, the ContentSizeFitter component is also used to make sure they fit in that layout.
There is a problem with MovementRange. We must scale this value too.
I did it so:
public int MovementRange = 100;
public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
private int _MovementRange = 100;
Vector3 m_StartPos;
bool m_UseX; // Toggle for using the x axis
bool m_UseY; // Toggle for using the Y axis
CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
void OnEnable()
{
CreateVirtualAxes();
}
void Start()
{
m_StartPos = transform.position;
Canvas c = GetComponentInParent<Canvas>();
_MovementRange = (int)(MovementRange * c.scaleFactor);
Debug.Log("Range:"+ _MovementRange);
}
void UpdateVirtualAxes(Vector3 value)
{
var delta = m_StartPos - value;
delta.y = -delta.y;
delta /= _MovementRange;
if (m_UseX)
{
m_HorizontalVirtualAxis.Update(-delta.x);
}
if (m_UseY)
{
m_VerticalVirtualAxis.Update(delta.y);
}
}
void CreateVirtualAxes()
{
// set axes to use
m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
// create new axes based on axes to use
if (m_UseX)
{
m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
}
if (m_UseY)
{
m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
}
}
public void OnDrag(PointerEventData data)
{
Vector3 newPos = Vector3.zero;
if (m_UseX)
{
int delta = (int)(data.position.x - m_StartPos.x);
delta = Mathf.Clamp(delta, -_MovementRange, _MovementRange);
newPos.x = delta;
}
if (m_UseY)
{
int delta = (int)(data.position.y - m_StartPos.y);
delta = Mathf.Clamp(delta, -_MovementRange, _MovementRange);
newPos.y = delta;
}
transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
UpdateVirtualAxes(transform.position);
}
I working on an UWP (Win10) App with a simple location picker function. The user can drag the map on the wanted location. A basic Pushpin thats always in the center of the Map window acts as the location indicator. It works just like the free location pick in WhatsApp.
To give the user feedback that he is moving the center pin, I want to raise the pin when the user is moving the map and lower it again on release.
Here the simple code to raise the pin (and manipulate the shadow):
private void MyMap_MapHolding(MapControl sender, MapInputEventArgs args)
{
iconSwitch = true;
if(iconSwitch == true) {
centerPin.Margin = new Thickness(0, 0, 0, 60);
centerPinShadow.Opacity = 0.3;
centerPinShadow.Width = 25;
}
But this event doesn't seem to be affected on click & hold or tap & hold. Am I missing something?
FYI: I tried this out with the MyMap_MapTapped(...) method, and it worked just fine, but I need it when the map is dragged not just tapped.
Chees!
I've tested and debugged, MapHolding event can't work by me either. For your purpose, CenterChangedLink event maybe helpful, I've tested it too.
Here is part of my sample code:
RandomAccessStreamReference mapIconStreamReference;
public Maptest()
{
this.InitializeComponent();
myMap.Loaded += MyMap_Loaded;
myMap.MapTapped += MyMap_MapTapped;
myMap.MapHolding += MyMap_MapHolding;
myMap.CenterChanged += MyMap_CenterChanged;
mapIconStreamReference = RandomAccessStreamReference.CreateFromUri(new Uri("ms-appx:///Assets/MapPin.png"));
}
private void MyMap_Loaded(object sender, RoutedEventArgs e)
{
myMap.Center =
new Geopoint(new BasicGeoposition()
{
//Geopoint for Seattle
Latitude = 47.604,
Longitude = -122.329
});
myMap.ZoomLevel = 12;
}
private void MyMap_MapTapped(Windows.UI.Xaml.Controls.Maps.MapControl sender, Windows.UI.Xaml.Controls.Maps.MapInputEventArgs args)
{
var tappedGeoPosition = args.Location.Position;
string status = "MapTapped at \nLatitude:" + tappedGeoPosition.Latitude + "\nLongitude: " + tappedGeoPosition.Longitude;
rootPage.NotifyUser( status, NotifyType.StatusMessage);
}
private void MyMap_MapHolding(Windows.UI.Xaml.Controls.Maps.MapControl sender, Windows.UI.Xaml.Controls.Maps.MapInputEventArgs args)
{
var holdingGeoPosition = args.Location.Position;
string status = "MapHolding at \nLatitude:" + holdingGeoPosition.Latitude + "\nLongitude: " + holdingGeoPosition.Longitude;
rootPage.NotifyUser(status, NotifyType.StatusMessage);
}
private void MyMap_CenterChanged(Windows.UI.Xaml.Controls.Maps.MapControl sender, object obj)
{
MapIcon mapIcon = new MapIcon();
mapIcon.Location = myMap.Center;
mapIcon.NormalizedAnchorPoint = new Point(0.5, 1.0);
mapIcon.Title = "Here";
mapIcon.Image = mapIconStreamReference;
mapIcon.ZIndex = 0;
myMap.MapElements.Add(mapIcon);
}
At first I thought, even when the MapHoling event can't work, the Tapped action before holding should handled by MapTapped event, but it is seems this action is ignored. So remember, if a user hold the Map but not move it, nothing will happen.
I am porting my space shooter game from Windows Phone to Windows Store App. In WP it always play in full portrait orientation.
For the Windows Store app though while in landscape mode, I want to center the game screen with letterboxing on the left and right. The problem is I can't adjust the margin property of SwapChainBackgroundPanel so the game always aligned to the left and the black screen is on the right.
Here's my code
public Game1()
{
graphics = new GraphicsDeviceManager(this);
GamePage.Current.SizeChanged += OnWindowSizeChanged;
Content.RootDirectory = "Content";
}
private void OnWindowSizeChanged(object sender, Windows.UI.Xaml.SizeChangedEventArgs e)
{
var CurrentViewState = Windows.UI.ViewManagement.ApplicationView.Value;
double width = e.NewSize.Width;
double height = e.NewSize.Height;
// using Windows.Graphics.Display;
ResolutionScale resolutionScale = DisplayProperties.ResolutionScale;
string orientation = null;
if (ApplicationView.Value == ApplicationViewState.FullScreenLandscape)
{
orientation = "FullScreenLandscape";
//Does not work because it's start on the center of the screen
//Black screen is on the left and place the game screen on the right
GamePage.Current.HorizontalAlignment = Windows.UI.Xaml.HorizontalAlignment.Center;
//Gives error - WinRT information: Setting 'Margin' property is
//not supported on SwapChainBackgroundPanel.
GamePage.Current.Margin = new Thickness(centerMargin, 0, 0, 0);
}
else if (ApplicationView.Value == ApplicationViewState.FullScreenPortrait)
{
orientation = "FullScreenPortrait";
}
else if (ApplicationView.Value == ApplicationViewState.Filled)
{
orientation = "Filled";
}
else if (ApplicationView.Value == ApplicationViewState.Snapped)
{
orientation = "Snapped";
}
Debug.WriteLine("{0} x {1}. Scale: {2}. Orientation: {3}",
width.ToString(), height.ToString(), resolutionScale.ToString(),
orientation);
}
The GamePage.xaml is the default
<SwapChainBackgroundPanel
x:Class="SpaceShooterXW8.GamePage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:SpaceShooterXW8"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d">
</SwapChainBackgroundPanel>
After some researched I think I've figured it out thanks to this blog post. To those who are in a similar situation, here's what I did.
The beauty of the solution is that the letterboxing is automatically managed by the Resolution class. All I have to do is update the batch.begin() lines in my code to something like
batch.Begin(SpriteSortMode.Deferred,
null, SamplerState.LinearClamp,
null,
null,
null,
Resolution.getTransformationMatrix());
To handle resolution changes as the orientation changed I use this in my Game1.cs
public Game1()
{
graphics = new GraphicsDeviceManager(this);
GamePage.Current.SizeChanged += OnWindowSizeChanged;
Content.RootDirectory = "Content";
Resolution.Init(ref graphics);
Resolution.SetVirtualResolution(480, 800);
}
private void OnWindowSizeChanged(object sender, Windows.UI.Xaml.SizeChangedEventArgs e)
{
var CurrentViewState = Windows.UI.ViewManagement.ApplicationView.Value;
App.AppWidth = (int)e.NewSize.Width;
App.AppHeight = (int)e.NewSize.Height;
Resolution.SetResolution(App.AppWidth, App.AppHeight, true);
}
The initial values of App.AppWidth and App.AppHeight is set in the GamePage.xaml.cs.
public GamePage(string launchArguments)
{
this.InitializeComponent();
App.AppWidth = (int)Window.Current.Bounds.Width;
App.AppHeight = (int)Window.Current.Bounds.Height;
Current = this;
// Create the game.
_game = XamlGame<Game1>.Create(launchArguments, Window.Current.CoreWindow, this);
}
Both are global static property created in the App.xaml.cs
public static int AppWidth { get; set; }
public static int AppHeight { get; set; }
The only problem I've encountered so far, the mouse input does not scale to the screen resolution change. I do not have a touch screen to test unfortunately but I think touch input should scale. If anyone tested touch, please share your findings. Thanks.
Update
I've managed to scale the Mouse input using the following
public static Vector2 ScaleGesture(Vector2 position)
{
int x = (int)(position.X / (float)App.AppWidth * (float)Screen.ScreenWidth);
int y = (int)(position.Y / (float)App.AppHeight * (float)Screen.ScreenHeight);
var scaledPosition = new Vector2(x, y);
return scaledPosition;
}
I was wondering on windows 7 there is the function that when your mouse hits the form left/right top it will auto size the window to half the screen. I am trying to do that with my MDI Child. Here is the code that I have, however the function does not work.
private void Form1_MouseMove(object sender, MouseEventArgs e)
{
Form1 f1 = new Form1();
if (e.X == f1.Width/2 - 30)
{
Form activeChild = this.ActiveMdiChild;
activeChild.Width = this.Width / 2;
activeChild.Height = this.Height;
activeChild.Dock = DockStyle.Left;
}
}
You might try doing that on the Move event of the actual child form. Handling the event based on a new instance of Form1 in any event won't work very well. Anyhow, here's some code as it would look inside the child. (Ugly, but it at least does something.)
private void SubForm_Move(object sender, EventArgs e)
{
if (Location.X <= 0)
{
Width = MdiParent.Width / 2;
Height = MdiParent.Height;
Location = new Point(0,0);
Dock = DockStyle.Left;
}
}