I'm finding it awfully hard to see how to simply cover a rectangular XAML element with repeating copies of a bitmap! I am using WinUI 3 with Windows App SDK. I would like to use the repeating image as a background element in my app.
It would seem to involve the composition API. Some tantalizing clues are given by Deiderik Krohls and by JetChopper ... however (a) there does not seem to be a stable released NuGet package for the required interface and (b) this seems like a very complicated way to do something that should be simple and (c) these solutions would seem to require extra work to integrate with WinUI 3 classes such as ImageSource and BitmapImage.
Any suggestions?
You can use a Direct2D effect, the Tile Effect for that. This effect is hardware accelerated. Microsoft provides a nuget called Win2D that enables that for WinUI: Microsoft.Graphics.Win2D
Once you have created a standard WinUI3 application project, add this nuget, and for this XAML:
<StackPanel
HorizontalAlignment="Center"
VerticalAlignment="Center"
Orientation="Horizontal">
<canvas:CanvasControl
x:Name="myCanvas"
Width="128"
Height="128"
CreateResources="myCanvas_CreateResources"
Draw="myCanvas_Draw" />
</StackPanel>
You can display a repetition of an image with a C# code like this:
public sealed partial class MainWindow : Window
{
public MainWindow()
{
this.InitializeComponent();
}
// handle canvas' CreateResources event for Win2D (Direct2D) resources
private void myCanvas_CreateResources(CanvasControl sender, CanvasCreateResourcesEventArgs args)
=> args.TrackAsyncAction(CreateResources(sender).AsAsyncAction());
// create all needed resources async (here a bitmap)
CanvasBitmap _canvasBitmap;
private async Task CreateResources(CanvasControl sender)
{
// this is my 32x32 image downloaded from https://i.stack.imgur.com/454HU.jpg?s=32&g=1
_canvasBitmap = await CanvasBitmap.LoadAsync(sender, #"c:\downloads\smo.jpg");
}
// handle canvas' Draw event
// check quickstart https://microsoft.github.io/Win2D/WinUI3/html/QuickStart.htm
private void myCanvas_Draw(CanvasControl sender, CanvasDrawEventArgs args)
{
// create an intermediate command list as a feed to the Direct2D effect
using var list = new CanvasCommandList(sender);
using var session = list.CreateDrawingSession();
session.DrawImage(_canvasBitmap);
// create the Direct2D effect (here Tile effect https://learn.microsoft.com/en-us/windows/win32/direct2d/tile)
using var tile = new TileEffect();
tile.Source = list;
// use image size as source rectangle
tile.SourceRectangle = _canvasBitmap.Bounds;
// draw the effect (using bitmap as input)
args.DrawingSession.DrawImage(tile);
}
}
Here is the result with my StackOverflow avatar as the bitmap source:
The image is 32x32 and the canvas is 128x128 so we have 4x4 tiles.
You can use the TilesBrush from the CommunityToolkit.
Install the CommunityToolkit.WinUI.UI.Media NuGet package and try this code:
<Window
x:Class="TileBrushes.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:toolkit="using:CommunityToolkit.WinUI.UI.Media"
mc:Ignorable="d">
<Grid ColumnDefinitions="*,*">
<Border Grid.Column="0">
<TextBlock Text="No tiles" />
</Border>
<Border Grid.Column="1">
<Border.Background>
<toolkit:TilesBrush TextureUri="ms-appx:///Assets/StoreLogo.png" />
</Border.Background>
<TextBlock Text="Tiles" />
</Border>
</Grid>
</Window>
The answer from #simon-mourier was the key for me in finally getting this done.
I created a TiledContentControl that has a ContentControl in front of the tiled background, and which reloads its bitmap image when the TileUriString property is changed (e.g. due to a binding).
There are also properties TileWidth, TileHeight to control the drawn size of the tile bitmap, as well as AlignRight and AlignBottom to make the bitmap align with the right edge or bottom edge instead of the left or top edge. The alignment parameters are useful to get a seamless continuity between two TiledContentControls that are right next to each other.
I am providing this back to the community with thanks for all of the help I've gotten on various coding challenges in the past. Note: I have done some basic testing but not extensive testing.
The key nuget packages used are Microsoft.Graphics.Win2D 1.0.4 and Microsoft.WindowsAppSDK 1.2. There are some interesting coding challenges that I discuss in a comment in the code. For example the need to prevent memory leakage when subscribing to Win2D C++ events from WinUI3 C# code.
Here is TiledContentControl.xaml:
<UserControl
x:Class="Z.Framework.TiledContentControl"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:win2d="using:Microsoft.Graphics.Canvas.UI.Xaml"
mc:Ignorable="d"
Padding="0"
>
<Grid
RowDefinitions="*"
ColumnDefinitions="*"
>
<win2d:CanvasControl
x:Name="CanvasControl"
Grid.Row="0"
Grid.Column="0"
>
</win2d:CanvasControl>
<ContentPresenter
Name="ContentPresenter"
Grid.Row="0"
Grid.Column="0"
Background="Transparent"
Foreground="{x:Bind Foreground, Mode=OneWay}"
HorizontalContentAlignment="{x:Bind HorizontalContentAlignment, Mode=OneWay}"
VerticalContentAlignment="{x:Bind VerticalContentAlignment, Mode=OneWay}"
Padding="{x:Bind Padding, Mode=OneWay}"
Content="{x:Bind Content, Mode=OneWay}"
>
</ContentPresenter>
</Grid>
</UserControl>
Here is TiledContentControl.xaml.cs:
using Microsoft.Graphics.Canvas;
using Microsoft.Graphics.Canvas.Brushes;
using Microsoft.Graphics.Canvas.UI;
using Microsoft.Graphics.Canvas.UI.Xaml;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Markup;
using System;
using System.Diagnostics;
using System.Numerics;
using System.Threading.Tasks;
using Windows.Foundation;
namespace Z.Framework
{
/// <summary>
/// A control that has a tiled (repeating) bitmap background behind a content control.
///
/// Setting the TileUriString will change the tiled bitmap. Setting the drawing parameters
/// (TileWidth, TileHeight, AlignRight, AlignBottom) will scale the bitmap or offset it so
/// that it is right or bottom aligned.
/// </summary>
[ContentProperty(Name="Content")]
public sealed partial class TiledContentControl : UserControl
{
#region Discussion
// There are a number of necessary objectives to achieve the Win2D tiling with post-Load updates.
// Goal: to trigger an async load-resources when a resource-related property of the control
// changes. This is accomplished by calling StartLoadingResources when the TileUriString changes.
// Goal: cancel any resource loads that are in progress when the new load is requested.
// This is done in StartNewLoadResourcesTaskAndCleanupOldTaskAsync.
// To do it, one must store the resource-loading task (LoadResourcesTask).
// Goal: to store the resources that have been loaded, and dispose them timely.
// The LoadResourcesTask contains the loaded resources in the Result property.
// They are kept around indefinitely, except if we start a new resource load task
// then any resources in the old load task are disposed. Also, when loading several
// resources, if one of the resource loads fails then we dispose of the others.
// The CanvasResourcesRecord and LoadResourcesAsync provide a generalizable way of
// storing resources in the task result.
// Goal: make sure that any exceptions from resource creation are thrown to Win2D, so that
// Win2D can handle device-lost events (which includes Win2D triggering a new CreateResources).
// It is accomplished by only throwing load-resource exceptions from the Win2d draw handler.
// Goal: prevent Draw from being called before resources are loaded. Resource loads that are
// triggered by Win2D go through the CreateResources event handler, allowing the use of
// CanvasCreateResourcesEventArgs.TrackAsyncAction which will postpone the Draw call -- not
// until the resources are loaded but at least while the load task is started. A Draw
// callback may then occur before the load completes, but then when the load completes
// it will invalidate the CanvasControl and another Draw callback will occur.
// It does not appear to be necessary from a Win2D perspective to prevent Draw calls
// while subsequent (post-CreateResources) resource loads are being done.
// Goal: to prevent memory leaks due to .NET not being able to detect the reference cycle
// between the main control and the CanvasControl. This is accomplished by only subscribing
// to CanvasControl events while the main control is loaded.
// References:
// https://microsoft.github.io/Win2D/WinUI2/html/M_Microsoft_Graphics_Canvas_UI_CanvasCreateResourcesEventArgs_TrackAsyncAction.htm
// https://stackoverflow.com/questions/74527783/repeating-brush-or-tile-of-image-in-winui-3-composition-api
// https://microsoft.github.io/Win2D/WinUI2/html/RefCycles.htm
// https://english.r2d2rigo.es/
// https://microsoft.github.io/Win2D/WinUI3/html/M_Microsoft_Graphics_Canvas_UI_CanvasCreateResourcesEventArgs_TrackAsyncAction.htm
// https://learn.microsoft.com/en-us/windows/win32/direct2d/tile
#endregion
#region ctor
public TiledContentControl()
{
this.InitializeComponent();
this.Loaded += this.TiledContentControl_Loaded; // OK, same lifetime
this.Unloaded += this.TiledContentControl_Unloaded; // OK, same lifetime
}
private void TiledContentControl_Loaded(object sender, RoutedEventArgs e)
{
this.CanvasControl.Draw += this.CanvasControl_Draw; // OK, matched in Unloaded
this.CanvasControl.CreateResources += this.CanvasControl_CreateResources;
}
private void TiledContentControl_Unloaded(object sender, RoutedEventArgs e)
{
this.CanvasControl.Draw -= this.CanvasControl_Draw;
this.CanvasControl.CreateResources -= this.CanvasControl_CreateResources;
}
#endregion
#region CanvasResourcesRecord, LoadResourcesAsync, LoadResourcesTask
private record class CanvasResourcesRecord(
CanvasBitmap TileBitmap,
CanvasImageBrush TileBrush
): IDisposable
{
public void Dispose()
{
this.TileBitmap.Dispose();
this.TileBrush.Dispose();
}
}
static private async Task<CanvasResourcesRecord> LoadResourcesAsync(CanvasControl canvasControl, string tileUriString)
{
object[] resources = new object[2];
try {
Uri tileUri = new Uri(tileUriString);
Task<CanvasBitmap> loadTileBitmap = CanvasBitmap.LoadAsync(canvasControl, tileUri).AsTask();
CanvasBitmap tileBitmap = await loadTileBitmap;
resources[0] = tileBitmap;
CanvasImageBrush tileBrush = new CanvasImageBrush(canvasControl, tileBitmap);
tileBrush.ExtendX = CanvasEdgeBehavior.Wrap;
tileBrush.ExtendY = CanvasEdgeBehavior.Wrap;
resources[1] = tileBrush;
} catch {
// Cleanup from partial/incomplete creation
foreach (object? resource in resources) {
(resource as IDisposable)?.Dispose();
}
throw;
}
canvasControl.Invalidate(); // now that resources are loaded, we trigger an async Draw.
return new CanvasResourcesRecord(
TileBitmap: (CanvasBitmap)resources[0],
TileBrush: (CanvasImageBrush)resources[1]
);
}
private Task<CanvasResourcesRecord>? LoadResourcesTask {
get { return this._loadResourcesTask; }
set { this._loadResourcesTask = value; }
}
private Task<CanvasResourcesRecord>? _loadResourcesTask;
#endregion
#region CanvasControl_CreateResources
private void CanvasControl_CreateResources(CanvasControl sender, CanvasCreateResourcesEventArgs args)
{
Debug.Assert(sender == this.CanvasControl);
args.TrackAsyncAction(this.StartNewLoadResourcesTaskAndCleanupOldTaskAsync().AsAsyncAction());
}
#endregion
#region StartLoadingResources, StartNewLoadResourcesTaskAndCleanupOldTaskAsync
private void StartLoadingResources()
{
if (this.CanvasControl.IsLoaded) {
Task _ = this.StartNewLoadResourcesTaskAndCleanupOldTaskAsync();
}
}
private async Task StartNewLoadResourcesTaskAndCleanupOldTaskAsync()
{
// Start new task, if the necessary input properties are available.
string? tileUriString = this.TileUriString;
Task<CanvasResourcesRecord>? oldTask = this.LoadResourcesTask;
if (tileUriString != null) {
this.LoadResourcesTask = LoadResourcesAsync(this.CanvasControl, tileUriString);
} else {
this.LoadResourcesTask = null;
}
// Cleanup old task.
if (oldTask != null) {
oldTask.AsAsyncAction().Cancel();
try {
await oldTask;
} catch {
// ignore exceptions from the cancelled task
} finally {
if (oldTask.IsCompletedSuccessfully) {
oldTask.Result.Dispose();
}
}
}
}
#endregion
#region CanvasControl_Draw, ActuallyDraw
private void CanvasControl_Draw(CanvasControl sender, CanvasDrawEventArgs args)
{
Debug.Assert(sender == this.CanvasControl);
if (!this.DrawingParameters.AreFullyDefined) { return; }
if (!this.DrawingParameters.AreValid) { throw new InvalidOperationException($"Invalid drawing parameters (typically width or height)."); }
Task<CanvasResourcesRecord>? loadResourcesTask = this.LoadResourcesTask;
if (loadResourcesTask == null) { return; }
if (loadResourcesTask.IsCompletedSuccessfully) {
CanvasResourcesRecord canvasResources = loadResourcesTask.Result;
this.ActuallyDraw( args, canvasResources);
} else if (loadResourcesTask.IsFaulted) {
// Throw exceptions to Win2D, for example DeviceLostException resulting in new CreateResoures event
loadResourcesTask.Exception?.Handle(e => throw e);
} else {
return;
}
}
private void ActuallyDraw( CanvasDrawEventArgs args, CanvasResourcesRecord canvasResources)
{
Debug.Assert(this.DrawingParameters.AreFullyDefined && this.DrawingParameters.AreValid);
Debug.Assert(this.DrawingParameters.AlignRight != null && this.DrawingParameters.AlignBottom != null);
CanvasControl canvasControl = this.CanvasControl;
float scaleX = (float)(this.DrawingParameters.TileWidth / canvasResources.TileBitmap.Bounds.Width);
float scaleY = (float)(this.DrawingParameters.TileHeight / canvasResources.TileBitmap.Bounds.Height);
float translateX = ((bool)this.DrawingParameters.AlignRight) ? (float)((canvasControl.RenderSize.Width % this.DrawingParameters.TileWidth) - this.DrawingParameters.TileWidth) : (float)0;
float translateY = ((bool)this.DrawingParameters.AlignBottom) ? (float)((canvasControl.RenderSize.Height % this.DrawingParameters.TileHeight) - this.DrawingParameters.TileHeight) : (float)0;
Matrix3x2 transform = Matrix3x2.CreateScale( scaleX, scaleY);
transform.Translation = new Vector2(translateX, translateY);
canvasResources.TileBrush.Transform = transform;
Rect rectangle = new Rect(new Point(), canvasControl.RenderSize);
args.DrawingSession.FillRectangle(rectangle, canvasResources.TileBrush);
}
#endregion
#region Content
new public UIElement? Content {
get { return (UIElement?)this.GetValue(ContentProperty); }
set { this.SetValue(ContentProperty, value); }
}
new public static DependencyProperty ContentProperty { get; } = DependencyProperty.Register(nameof(TiledContentControl.Content), typeof(UIElement), typeof(TiledContentControl), new PropertyMetadata(default(UIElement)));
#endregion
#region TileUriString
public string? TileUriString {
get { return (string?)this.GetValue(TileUriStringProperty); }
set { this.SetValue(TileUriStringProperty, value); }
}
public static readonly DependencyProperty TileUriStringProperty = DependencyProperty.Register(nameof(TiledContentControl.TileUriString), typeof(string), typeof(TiledContentControl), new PropertyMetadata(default(string), new PropertyChangedCallback(OnTileUriStringChanged)));
private static void OnTileUriStringChanged(DependencyObject sender, DependencyPropertyChangedEventArgs args)
{
TiledContentControl #this = (TiledContentControl)sender;
#this.StartLoadingResources();
}
#endregion
#region TileWidth, TileHeight, AlignRight, AlignBottom; OnDrawingParameterChanged, DrawingParametersRecord, DrawingParameters
public double TileWidth {
get { return (double)this.GetValue(TileWidthProperty); }
set { this.SetValue(TileWidthProperty, value); }
}
public static readonly DependencyProperty TileWidthProperty = DependencyProperty.Register(nameof(TileWidth), typeof(double), typeof(TiledContentControl), new PropertyMetadata(double.NaN, new PropertyChangedCallback(OnDrawingParameterChanged)));
public double TileHeight {
get { return (double)this.GetValue(TileHeightProperty); }
set { this.SetValue(TileHeightProperty, value); }
}
public static readonly DependencyProperty TileHeightProperty = DependencyProperty.Register(nameof(TileHeight), typeof(double), typeof(TiledContentControl), new PropertyMetadata(double.NaN, new PropertyChangedCallback(OnDrawingParameterChanged)));
public bool? AlignRight {
get { return (bool?)this.GetValue(AlignRightProperty); }
set { this.SetValue(AlignRightProperty, value); }
}
public static readonly DependencyProperty AlignRightProperty = DependencyProperty.Register(nameof(AlignRight), typeof(bool?), typeof(TiledContentControl), new PropertyMetadata(default(bool?), new PropertyChangedCallback(OnDrawingParameterChanged)));
public bool? AlignBottom {
get { return (bool?)this.GetValue(AlignBottomProperty); }
set { this.SetValue(AlignBottomProperty, value); }
}
public static readonly DependencyProperty AlignBottomProperty = DependencyProperty.Register(nameof(AlignBottom), typeof(bool?), typeof(TiledContentControl), new PropertyMetadata(default(bool?), new PropertyChangedCallback(OnDrawingParameterChanged)));
private static void OnDrawingParameterChanged(DependencyObject sender, DependencyPropertyChangedEventArgs args)
{
TiledContentControl #this = (TiledContentControl)sender;
#this.DrawingParameters = new DrawingParametersRecord(#this.TileWidth, #this.TileHeight, #this.AlignRight, #this.AlignBottom);
#this.CanvasControl.Invalidate(); // trigger an async redraw using the new parameters.
}
private record struct DrawingParametersRecord(
double TileWidth,
double TileHeight,
bool? AlignRight,
bool? AlignBottom
)
{
public bool AreFullyDefined => !double.IsNaN(this.TileWidth) && !double.IsNaN(this.TileHeight) && this.AlignBottom != null && this.AlignRight != null;
public bool AreValid => this.TileWidth > 0 && this.TileHeight > 0;
}
private DrawingParametersRecord DrawingParameters { get; set; }
#endregion
}
}
Related
To simplify the example let's suppose we just add a GridView in the Page:
<Grid Background="{ThemeResource ApplicationPageBackgroundThemeBrush}">
<GridView x:Name="MainGrid" />
</Grid>
And this is the code:
public MainPage()
{
this.InitializeComponent();
this.Loaded += MainPage_Loaded;
}
private async void MainPage_Loaded(object sender, RoutedEventArgs e)
{
var collection = new ObservableCollection<String>();
MainGrid.ItemsSource = collection;
await Dispatcher.RunIdleAsync(test =>
{
for (int i = 0; i < 20000; i++)
{
collection.Add(i.ToString());
}
});
}
A GridView is filled with that ObservableCollection, I do not complain about scrolling but about resizing and maximizing the Window makes a huge lag and even worse in low spec computers.
I have done the following improvements:
Play with the values of IncrementalLoadingThreshold & DataFetchSize
<GridView x:Name="MainGrid" IncrementalLoadingThreshold="100" DataFetchSize="3"/>
Sometimes goes better but not sure if this values works with an static collection.
Change the alignment to top and left to track the SizeChanged and adapt to the Grid.
This goes better but when I tap on maximize it has a large lag.
I have also tried to follow old examples like http://xurxodeveloper.blogspot.com.es/2014/03/scroll-infinito-en-windows-81-con-xaml.html but it does not add more items when scroll has arrived to the end. And the performance tips and articles I found are just for scrolling.
So In this static case, is there a technique or another collection source to improve the resizing lag?
Firstly create a new Observable Collection that allows you to AddRange. Here's what I have
public class ObservableCollection2<T> : ObservableCollection<T>
{
bool _suppressNotification = false;
protected override void OnCollectionChanged(NotifyCollectionChangedEventArgs e)
{
if (!_suppressNotification)
base.OnCollectionChanged(e);
// do nothing
}
public ObservableCollection2() : base() { }
public ObservableCollection2(IEnumerable<T> collection) : base(collection)
{ }
public void AddRange(IEnumerable<T> list)
{
this._suppressNotification = true;
if (list == null)
throw new ArgumentNullException("list");
int index = this.Count;
foreach (T item in list)
{
base.Items.Add(item);
}
this._suppressNotification = false;
OnPropertyChanged(new System.ComponentModel.PropertyChangedEventArgs("Count"));
OnPropertyChanged(new System.ComponentModel.PropertyChangedEventArgs("Items[]"));
OnCollectionChanged(new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Add, list.ToList(), index));
}
}
Next you don't instantiate the collection on Loaded rather do it in constructor
public MainPage()
{
this.InitializeComponent();
dataCol = new ObservableCollection2<String>();
}
ObservableCollection2<String> dataCol = null;
protected override async void OnNavigatedTo(NavigationEventArgs e)
{
MainGrid.ItemsSource = dataCol;
List<stirng> tempList = new List<string>();
for (int i = 0; i < 20000; i++)
{
tempList .Add(i.ToString());
}
dataCol.AddRange(tempList);
}
In short you aren't triggering UI updates after every insert only when the collection has finished processing.. that means GridView gets update notification once rather than 2000 times
I've created a UserControl, LiveTile.xaml (streamlined for brevity):
<UserControl
x:Class="Weathercast.Core.LiveTile"
xmlns:local="clr-namespace:Weathercast.Core">
<StackPanel
x:Name="LayoutRoot">
<StackPanel
x:Name="TileRegularFront"
Width="336"
Height="336"
Background="Red">
<TextBlock Text="{Binding TempCurrentHour}"/>
</StackPanel>
</UserControl>
Its code behind, LiveTile.xaml.cs:
public partial class LiveTile : UserControl
{
public LiveTile()
{
InitializeComponent();
LiveTileViewModel vm = new LiveTileViewModel();
this.DataContext = vm;
}
}
Its view model, LiveTileViewModel.cs:
public class LiveTileViewModel : ObservableObject
{
/** PROPERTIES **/
private string _tempCurrentHour;
public string TempCurrentHour
{
get { return _tempCurrentHour; }
set
{
_tempCurrentHour = value;
RaisePropertyChanged("TempCurrentHour");
}
}
/** CONSTRUCTOR **/
public LiveTileViewModel()
{
this.TempCurrentHour = "15"; // dummy value set
}
}
ObservableObject.cs:
public abstract class ObservableObject : INotifyPropertyChanged, INotifyPropertyChanging
{
public event PropertyChangedEventHandler PropertyChanged;
protected void RaisePropertyChanged(string propertyName)
{
var handler = PropertyChanged;
if (handler != null)
{
handler(this, new PropertyChangedEventArgs(propertyName));
}
}
}
The problem is the value I'm binding ("TempCurrentHour") is not being displayed. Any ideas on what I need to do in order to get the User Control's View Model's binded property value to display? Based on my research, I believe binding a value to a User Control is less straightforward than normal. However I can't get my head around what needs to be done to get the User Control to detect binded property values.
UPDATE: Just to be clear, the LiveTile class is in a Library project for my solution. An instance of it is created when the user toggles on the Live Tile via the Settings PhoneApplicationPage located in the Windows Phone App project in the solution. This is the event handler that instantiates a LiveTile in Settings.xaml.cs:
private void LiveTile_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
Weathercast.Core.LiveTile l = new Weathercast.Core.LiveTile();
l.CreateOrUpdateTile(1);
}
The CreateOrUpdateTile method is doing its job correctly and takes the user back to their phone's Start screen with the Live Tile now there. This is its code in any case (I'm using Telerik's LiveTileHelper):
RadFlipTileData tileData = new RadFlipTileData()
{
VisualElement = this.TileRegularFront,
BackVisualElement = this.TileRegularBack,
SmallVisualElement = this.TileSmall
};
// Tile's uri has a unique paramater which is the location Id of the currently viewed location.
Uri tileUri = new Uri("/MainPage.xaml?locationId=" + locationId, UriKind.RelativeOrAbsolute);
// If the tile for this location previously existed, delete it before adding it anew.
ShellTile tile = LiveTileHelper.GetTile(tileUri);
if (tile != null)
{
tile.Delete();
}
// Create brand new tile for location if didn't have tile previously or fresh tile if it did.
LiveTileHelper.CreateOrUpdateTile(tileData, tileUri, true);
this.tile = tileData;
// Add the Background Agent for this tile with the agent's name
// unique for the location.
AddAgent("PeriodicTaskForLocation" + locationId);
I should note another problem I'm having, that may or may not be related to the original issue, is that the background property I'm setting in LiveTile.xaml for the StackPanel or LayoutRoot element even is being neglected and the Live Tile that's being added to the Start screen is transparent (black).
I am displaying a list of timers which constantly update the UI (every one second) to show proper time.
Is this the efficient way ? How this process can be improved from performance point of view ?
I am using MVVMLight toolkit for windows phone.
XAML code:
<ListBox ItemsSource="{Binding TimersCollection}"
ItemTemplate="{StaticResource SingleItemTemplate}"/>
Here is my simple itemtemplate code,It also has Pause, Add Minute button but removed from here for simplicity:
<phone:PhoneApplicationPage.Resources>
<DataTemplate x:Key="SingleItemTemplate">
<StackPanel Orientation="Horizontal">
<TextBlock Text="{Binding CurrentTime.Hours}"/>
<TextBlock Text="H"></TextBlock>
<TextBlock Text="{Binding CurrentTime.Minutes}" />
<TextBlock Text="M"></TextBlock>
<TextBlock Text="{Binding CurrentTime.Seconds}" />
<TextBlock Text="S"></TextBlock>
</StackPanel>
</DataTemplate>
</phone:PhoneApplicationPage.Resources>
Here is my ViewModel code which is injected in view:
public class Page1VM : ViewModelBase
{
private ObservableCollection<MyTimer> _timersCollection = new ObservableCollection<MyTimer>();
public Page1VM()
{
// sample code to simulate collection of timers
for (int i = 1; i < 5; i++)
{
var t = new MyTimer();
t.TotalTimeSpan = new TimeSpan(0, i, 0);
_timersCollection.Add(t);
t.Start();
}
}
public IList<MyTimer> TimersCollection
{
get { return _ghatikatimerscoll; }
}
}
Here is ITimer Interace
public interface ITimer
{
bool Start();
bool Stop();
bool IsRunning { get; set; }
void AddMinute();
}
Its implementation
public class MyTimer : ViewModelBase, ITimer
{
public TimeSpan TotalTimeSpan { private get; set; }
private readonly DispatcherTimer _myDispatcherTimer;
private TimeSpan _startTime;
public bool IsRunning { get; set; }
public MyTimer()
{
_myDispatcherTimer = new DispatcherTimer { Interval = new TimeSpan(0, 0, 1) };
_myDispatcherTimer.Tick += _myDispatcherTimer_Tick;
}
private TimeSpan _currentTime;
public TimeSpan CurrentTime
{
get
{
return _currentTime;
}
set
{
_currentTime = value;
RaisePropertyChanged("CurrentTime");
}
}
void _myDispatcherTimer_Tick(object sender, EventArgs e)
{
if (_myDispatcherTimer.IsEnabled)
{
var currenttime = TotalTimeSpan.Add(new TimeSpan(0, 0, 1)) - (DateTime.Now.TimeOfDay - _startTime);
CurrentTime = currenttime;
}
}
public bool Start()
{
_startTime = DateTime.Now.TimeOfDay;
if (_currentTime.TotalSeconds != 0)
{
// resuming after paused
TotalTimeSpan = CurrentTime;
}
IsRunning = true;
_myDispatcherTimer.Start();
return true;
}
public bool Stop()
{
_myDispatcherTimer.Stop();
IsRunning = false;
return true;
}
public void AddMinute()
{
TotalTimeSpan = TotalTimeSpan.Add(new TimeSpan(0, 1, 1));
}
}
Basically, I am displaying a collection of Timers on screen which updates itself. Each item in list has its own DispatcherTimer. User an click "Pause" button for each item to pause that particular timer. User can also click on "Add Minute" button which adds 1 minute to the particular item in collection.
Is this method efficient to update the UI constantly?
Rather than having one timer per item, you can declare one global dispatcher timer that will update every item every second (actually, you should set a delay lower than a second or you may see some items skipping a second). It will be much more efficient than using x dispatcher timers. You'd have to put it in the ViewModel and iterate with a foreach loop. You could also create a wrapper around the timer, define an event that will be triggered every second, and have all the items subscribe to that event, but I don't think it's worth the trouble.
I'm trying to have 2 controls have the same height. Can I do it with XAML only?
If I did something like <Canvas Height="{Binding Height, ElementName=AnotherControl}" /> it doesn't actually do anything and the height goes to zero. The Output panel doesn't complain about any binding errors so AnotherControl.Height really exists. I tried binding to ActualHeight but it doesn't do anything either.
Anything else I missed?
My guess is that you AnotherControl is not explicitly given a Height. Unfortunately, in WinRT (unlike WPF, but the same as Silverlight), ActualWidth and ActualHeight are what are known as "calculated properties". This means that a property changed event doesn't internally get raised when they change. As a result, binding to them is not reliable, and as you've noticed, it wouldn't quite work.
Side note: it may work from time to time, but that is purely because of the timing of the get call the binding framework makes to ActualHeight.
So as it stands, you cannot do it with XAML only. You have to handle the ActualControl.SizeChanged event in code-behind, and set the Height to AnotherControl.ActualHeight explicitly.
As Kshitij Mehta mentioned, binding to ActualHeight and ActualWidth in WinRT isnt reliable. But there is a nice work-around, where you dont have to use the SizeChanged-Event:
Add this class:
public class ActualSizePropertyProxy : FrameworkElement, INotifyPropertyChanged
{
public event PropertyChangedEventHandler PropertyChanged;
public FrameworkElement Element
{
get { return (FrameworkElement)GetValue(ElementProperty); }
set { SetValue(ElementProperty, value); }
}
public double ActualHeightValue
{
get { return Element == null ? 0 : Element.ActualHeight; }
}
public double ActualWidthValue
{
get { return Element == null ? 0 : Element.ActualWidth; }
}
public static readonly DependencyProperty ElementProperty =
DependencyProperty.Register("Element", typeof(FrameworkElement), typeof(ActualSizePropertyProxy),
new PropertyMetadata(null, OnElementPropertyChanged));
private static void OnElementPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
((ActualSizePropertyProxy)d).OnElementChanged(e);
}
private void OnElementChanged(DependencyPropertyChangedEventArgs e)
{
FrameworkElement oldElement = (FrameworkElement)e.OldValue;
FrameworkElement newElement = (FrameworkElement)e.NewValue;
newElement.SizeChanged += new SizeChangedEventHandler(Element_SizeChanged);
if (oldElement != null)
{
oldElement.SizeChanged -= new SizeChangedEventHandler(Element_SizeChanged);
}
NotifyPropChange();
}
private void Element_SizeChanged(object sender, SizeChangedEventArgs e)
{
NotifyPropChange();
}
private void NotifyPropChange()
{
if (PropertyChanged != null)
{
PropertyChanged(this, new PropertyChangedEventArgs("ActualWidthValue"));
PropertyChanged(this, new PropertyChangedEventArgs("ActualHeightValue"));
}
}
}
Place it in the resources:
<UserControl.Resources>
<c:ActualSizePropertyProxy Element="{Binding ElementName=YourElement}" x:Name="proxy" />
</UserControl.Resources>
And bind to its properties:
<TextBlock x:Name="tb1" Text="{Binding ActualWidthValue, ElementName=proxy}" />
This Question is very old, but here is my solution.
You can use this Code
<!--First Button-->
<Button x:Name="button1" Height="50" Width="100"/>
<!--Second Button-->
<Button x:Name="button2" Height="50" Width="{Binding ElementName=button1, Path=Width}"/>
I've tested it on my Windows / Windows Phone 8.1 Device and it workes great.
I am trying to use a KinectColorViewer in a project using Kinect for windows (sdk 1.5). In the kinect explorer example, the KinectColorViewer componant had a KinectSensorManager component that is binded. In the xaml file we have:
<kt:KinectColorViewer x:Name="ColorViewer" KinectSensorManager="{Binding KinectSensorManager}" CollectFrameRate="True" RetainImageOnSensorChange="True" />
I have a lot of trouble reproduccing the same concept in other projects. I have used the Microsoft.Kinect.Toolkit's KinectSensorChooser, KinectSensorChooserUI and the Mirosoft.Sampels.Kinect.wpfviewers KinectColorViewer. Tried to bind the KinectSensorManager of The colorViewer to the UI element and follows.
<my:KinectColorViewer Width="200" Height="200" HorizontalAlignment="Left" Margin="198,12,0,0" Name="kinectColorViewer1" VerticalAlignment="Top" KinectSensorManager="{Binding ElementName=kinectSensorChooserUI1, Path=KinectSensorChooser.Kinect}" />
both attempts were unsuccesfull. Has anyone used the ColorViwer, DepthViwer and SkeletonViewer using the new SDK? Figuring that our would be great...
To bind the KinectSensorManager, I added the following code to the back end:
public partial class MainWindow : Window
{
public KinectSensorManager KinectSensorManager { get; set;}
private void WindowLoaded(object sender, RoutedEventArgs e)
{
KinectSensorManager = new KinectSensorManager();
KinectSensorManager.KinectSensorChanged += new EventHandler<KinectSensorManagerEventArgs<KinectSensor>>(KinectSensorManager_KinectSensorChanged);
// Look through all sensors and start the first connected one.
// This requires that a Kinect is connected at the time of app startup.
foreach (var potentialSensor in KinectSensor.KinectSensors)
{
if (potentialSensor.Status == KinectStatus.Connected)
{
this.sensor = potentialSensor;
break;
}
}
if (null != this.sensor)
{
// Turn on the skeleton stream to receive skeleton frames
this.sensor.SkeletonStream.Enable();
this.sensor.DepthStream.Enable();
this.sensor.ColorStream.Enable(ColorImageFormat.RgbResolution640x480Fps30);
this.sensor.AllFramesReady += new System.EventHandler<AllFramesReadyEventArgs>(sensor_AllFramesReady);
this.sensor.SkeletonFrameReady += this.SensorSkeletonFrameReady;
// Start the sensor!
try
{
this.sensor.Start();
}
catch (IOException)
{
this.sensor = null;
}
var kinectSensorBinding = new Binding("KinectSensor") { Source = this.sensor };
BindingOperations.SetBinding(this.KinectSensorManager, KinectSensorManager.KinectSensorProperty, kinectSensorBinding);
}
if (null == this.sensor)
{
this.statusBarText.Text = Properties.Resources.NoKinectReady;
}
}
and the Xaml file:
<kt:KinectColorViewer Width="191" Height="83" Grid.Column="3" KinectSensorManager="{Binding KinectSensorManager}" HorizontalAlignment="Left" Margin="17,236,0,0" Name="kinectColorViewer1" VerticalAlignment="Top" />
but I still dont get any color stream.
You binding statement is incorrect. "KinectSensorChooser.Kinect" is a reference to hardware (i.e., the Kinect) selected by the KinectSensorChooser -- it is not the KinectSensorManager.
You should be binding to the KinectSensorManager in the same way the examples show you. Is there something special you are trying to do that would lead you to bind it differently?
Your main class should start out something like this:
// automatically finds a Kinect for you
private readonly KinectSensorChooser sensorChooser = new KinectSensorChooser();
// the bindable sensor property
public KinectSensorManager KinectSensorManager { get; private set; }
public MainViewModel()
{
if (IsInDesignMode) {
// load design mode only content
}
else
{
// initialize the Kinect sensor manager
KinectSensorManager = new KinectSensorManager();
KinectSensorManager.KinectSensorChanged += this.KinectSensorChanged;
// locate an available sensor
sensorChooser.Start();
// bind chooser's sensor value to the local sensor manager
var kinectSensorBinding =
new Binding("Kinect") { Source = this.sensorChooser };
BindingOperations.SetBinding(
this.KinectSensorManager,
KinectSensorManager.KinectSensorProperty,
kinectSensorBinding);
}
}
#region Kinect Discovery & Setup
private void KinectSensorChanged(object sender,
KinectSensorManagerEventArgs<KinectSensor> args)
{
if (null != args.OldValue)
UninitializeKinectServices(args.OldValue);
if (null != args.NewValue)
InitializeKinectServices(KinectSensorManager, args.NewValue);
}
// Kinect enabled apps should customize which Kinect services it initializes here.
private void InitializeKinectServices(
KinectSensorManager kinectSensorManager,
KinectSensor sensor)
{
// Application should enable all streams first.
// configure the color stream
kinectSensorManager.ColorFormat =
ColorImageFormat.RgbResolution640x480Fps30;
kinectSensorManager.ColorStreamEnabled = true;
// configure the depth stream
kinectSensorManager.DepthStreamEnabled = true;
kinectSensorManager.TransformSmoothParameters =
new TransformSmoothParameters
{
Smoothing = 0.5f,
Correction = 0.5f,
Prediction = 0.5f,
JitterRadius = 0.05f,
MaxDeviationRadius = 0.04f
};
// configure the skeleton stream
sensor.SkeletonFrameReady += OnSkeletonFrameReady;
kinectSensorManager.SkeletonStreamEnabled = true;
}
// Kinect enabled apps should uninitialize all Kinect services that were initialized in InitializeKinectServices() here.
private void UninitializeKinectServices(KinectSensor sensor)
{
sensor.SkeletonFrameReady -= this.OnSkeletonFrameReady;
}
#endregion Kinect Discovery & Setup
You can then bind to the manager from your View as shown by the examples.
You make need to also set the DataContext, by putting the following into the constructor:
DataContext = this;