When I use Storyboard to zoom in TextBlock it pixelates while zooming and rerenders only on complete.
<DoubleAnimationUsingKeyFrames Storyboard.TargetName="TextBlock" Storyboard.TargetProperty="(UIElement.RenderTransform).(CompositeTransform.ScaleY)">
<EasingDoubleKeyFrame KeyTime="0:0:0.5" Value="1.5"/>
Is there a way the TextBlock is rerendered each frame?
I found a solution though it's not about TextBlock anymore but for me it worked:
private void CreateText(string text)
{
_compositor = ElementCompositionPreview.GetElementVisual(this).Compositor;
CreateDevice();
_spriteTextVisual = _compositor.CreateSpriteVisual();
_spriteTextVisual.Size = new Vector2(512, 512);
_drawingTextSurface = _graphicsDevice.CreateDrawingSurface(new Size(512, 512), DirectXPixelFormat.B8G8R8A8UIntNormalized, DirectXAlphaMode.Premultiplied);
using (var ds = CanvasComposition.CreateDrawingSession(_drawingTextSurface))
{
ds.Clear(Colors.Transparent);
ds.DrawText(text, new Rect(0, 0, 512, 512), Colors.Black, new CanvasTextFormat
{
FontSize = 32,
FontWeight = FontWeights.Light,
VerticalAlignment = CanvasVerticalAlignment.Top,
HorizontalAlignment = CanvasHorizontalAlignment.Center,
LineSpacing = 32
});
}
_surfaceTextBrush = _compositor.CreateSurfaceBrush(_drawingTextSurface);
_spriteTextVisual.Brush = _surfaceTextBrush;
ElementCompositionPreview.SetElementChildVisual(this, _spriteTextVisual);
}
private void CreateDevice()
{
_device = CanvasDevice.GetSharedDevice();
_device.DeviceLost += Device_DeviceLost;
if (_graphicsDevice == null)
{
_graphicsDevice = CanvasComposition.CreateCompositionGraphicsDevice(_compositor, _device);
}
else
{
CanvasComposition.SetCanvasDevice(_graphicsDevice, _device);
}
}
private async void Device_DeviceLost(CanvasDevice sender, object args)
{
_device.DeviceLost -= Device_DeviceLost;
await Dispatcher.RunAsync(CoreDispatcherPriority.Normal, CreateDevice);
}
Just have to make this text of max scale size.
It seems that this is by design - see this answer by Jerry Nixon on a very similar question.
Apparently this is to ensure the animation is smooth, because rendering the font fully at each frame would be expensive.
The only way you could probably overcome this is to wrap the TextBlock inside a Viewbox element and scale the Viewbox's Height property. This will however not work automatically and you also have to add EnableDependentAnimation="True" to the DoubleAnimationUsingKeyFrames element. Unfortunatelly you will see that this approach also causes layout updates on each frame and is therefore very jarring.
Related
I have tried to set the width and also min height and min width but still the dialogue wont change to full screen. tried window.bounds too but teh dialog wont expand beyond a fixed width.
public sealed partial class ContentDialog1 : ContentDialog
{
public ContentDialog1()
{
this.InitializeComponent();
this.MinWidth = Window.Current.Bounds.Width;
}
private void ContentDialog_PrimaryButtonClick(ContentDialog sender, ContentDialogButtonClickEventArgs args)
{
}
private void ContentDialog_SecondaryButtonClick(ContentDialog sender, ContentDialogButtonClickEventArgs args)
{
}
}
}
<ContentDialog
x:Class="PowerUp.UWP.View.ContentDialog1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:PowerUp.UWP.View"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d"
Title="TITLE"
PrimaryButtonText="Button1"
SecondaryButtonText="Button2"
PrimaryButtonClick="ContentDialog_PrimaryButtonClick"
SecondaryButtonClick="ContentDialog_SecondaryButtonClick"
MinWidth ="2000">
<Grid x:Name="cd1" >
</Grid>
This is what I want
This is how content dialog is shown in my application
It is actually very simple, did a bit research and found the simplest answer, you can keep doing what you were already doing in the first place and just set the FullSizeDesired property of your ContentDialog to true.
Popup
Or you can try it with popup.
var c = Window.Current.Bounds;
var okButton=new Button{Content="Ok"};
okButton.Click += okButtonClicked; // now where you have this okButtonClicked event you can execute any code you want including, closing the popup.
var g = new Grid
{
Width = c.Width,
Height = c.Height,
Background = new SolidColorBrush(Color.FromArgb(0x20, 0, 0, 0)),
Children =
{
new StackPanel
{
Width = 400,
Height = 200,
Background = new SolidColorBrush(Colors.White),
Children=
{
new TextBlock{Text="Title"},
new TextBlocl{Text="description"},
okButton
}
}
}
};
var p = new Popup
{
HorizontalOffset = 0,
VerticalOffset = 0,
Width = c.Width,
Height = c.Height,
Child = g
};
p.IsOpen = true; // open when ready
Notice that Child of popup is g which is a grid, you can put your content within this grid or you can use a StackPanel instead of this grid and then put your contents within that StackPanel, whatever you want to do here is your decision, putting elements in popup is exactly like putting elements in a ContentDialog.
Achieving the same with a simple Grid alongside your frame
<Grid>
<Grid Horizontallignment="Stretch" VerticalAlignment="Stretch" Visibility="Collapsed" x:Name="ContentGrid" canvas.ZIndex="5"><--this grid will act as content dialog, just toggle its visibility to the backend-->
<--put all your content here along with your ok and cancel buttons-->
</Grid>
<Frame/> <--this is the code where you have your frame-->
</Grid>
in above code the frame and your actually content grid will be parallel to each other, and whenever content grid is visible only it will be shown in the app because it has ZIndex greater than 0 and your frame will hide behind it, and whenever its visibility is collapsed it will not be shown and you will be able to see your frame normally.
I have a Grid which is as high as the application and has the width of 50. I have got a button in it on the left top with the width of 50 also. I want to move this button along the vertical left axis by dragging it with the mouse. But it should be stil able to be clicked normally. I tried to do this with the drag-and-drop sample by microsoft but the procedure I want to implement is not quite drag-and-drop. How can I implement this by using XAML and c++-cx as code behind in an universal windows app ?
My XAML-Code for the Grid/Button:
<Grid x:Name="Grid1" Width="50" >
<Button x:Name="btnMove" Content="Move me!" Background="PaleGreen" Click="btnMove_Click" VerticalAlignment="Top" HorizontalAlignment="Left" Width="50" Height="50"></Button>
</Grid>
For your requirement, you could move the button on the vertical axis by using ManipulationDelta class. And you could achieve it with the following code.
For more please refer to Handle pointer input. Here is official code sample.
MainPage::MainPage()
{
InitializeComponent();
InitManipulationTransforms();
btnMove->ManipulationDelta += ref new ManipulationDeltaEventHandler(this, &MainPage::btnMove_ManipulationDelta);
btnMove->ManipulationMode = ManipulationModes::TranslateX;
}
void App14::MainPage::InitManipulationTransforms()
{
transforms = ref new TransformGroup();
previousTransform = ref new MatrixTransform();
previousTransform->Matrix = Matrix::Identity;
deltaTransform = ref new CompositeTransform();
transforms->Children->Append(previousTransform);
transforms->Children->Append(deltaTransform);
// Set the render transform on the rect
btnMove->RenderTransform = transforms;
}
void App14::MainPage::btnMove_Click(Platform::Object^ sender, Windows::UI::Xaml::RoutedEventArgs^ e)
{
}
void MainPage::btnMove_ManipulationDelta(Platform::Object^ sender, ManipulationDeltaRoutedEventArgs^ e)
{
previousTransform->Matrix = transforms->Value;
// Get center point for rotation
Point center = previousTransform->TransformPoint(Point(e->Position.X, e->Position.Y));
deltaTransform->CenterX = center.X;
deltaTransform->CenterY = center.Y;
// Look at the Delta property of the ManipulationDeltaRoutedEventArgs to retrieve
// the rotation, scale, X, and Y changes
deltaTransform->Rotation = e->Delta.Rotation;
deltaTransform->TranslateX = e->Delta.Translation.X;
deltaTransform->TranslateY = e->Delta.Translation.Y;
}
You could change the scrolling direction of the button by modifying the ManipulationMode of button.
btnMove->ManipulationMode = ManipulationModes::TranslateY;
I'm new to UWP MapControl currently. I have a simple problem when adding XAML children to map (instead of the regular map elements).
this is my code:
private void MapRightTapped(MapControl sender, MapRightTappedEventArgs args)
{
Ellipse circle = new Ellipse() { Height = 20, Width = 20, Fill = new SolidColorBrush(Colors.Black)};
sender.Children.Add(circle);
Geopoint position = new Geopoint(new BasicGeoposition()
{
Latitude = args.Location.Position.Latitude,
Longitude = args.Location.Position.Longitude,
Altitude = 5000,
});
MapControl.SetLocation(circle, position);
MapControl.SetNormalizedAnchorPoint(circle, new Point(0.5, 0.5));
}
At first the point displayed correctly on the map.
but after zooming or tilting the map,
the circle appeared to be anchored at the surface altitude and NOT at altitude of 5000
You need to set an altitude reference system. Leaving it set to the default of unspecified will cause the altitude value to be ignored.
I have a BorderPane with a ScrollPane as the center element. It resizes automatically to fill the screen. Inside the ScrollPane is a HBox that has no content but is a drag-and-drop target. Therefore I want it to fill its parent ScrollPane.
What is the preferred way to do this?
What I have tried so far is overriding the ScrollPane.resize(...) method to resize the HBox but it seems rather complicated and unorthodox.
edit: To add some useful code to this, this is how I can workaround the problem, but I believe there has to be some better way to do this:
#Override
public void resize(double width, double height) {
super.resize(width, height);
double scrollBarHeight = 2;
double scrollBarWidth = 2;
for (final Node node : lookupAll(".scroll-bar")) {
if (node instanceof ScrollBar) {
ScrollBar sb = (ScrollBar) node;
if (sb.getOrientation() == Orientation.HORIZONTAL) {
System.out.println("horizontal scrollbar visible = " + sb.isVisible());
System.out.println("width = " + sb.getWidth());
System.out.println("height = " + sb.getHeight());
if(sb.isVisible()){
scrollBarHeight = sb.getHeight();
}
}
if (sb.getOrientation() == Orientation.VERTICAL) {
System.out.println("vertical scrollbar visible = " + sb.isVisible());
System.out.println("width = " + sb.getWidth());
System.out.println("height = " + sb.getHeight());
if(sb.isVisible()){
scrollBarWidth = sb.getWidth();
}
}
}
}
hBox.setPrefSize(width-scrollBarWidth, height-scrollBarHeight);
}
Code partly taken from here: How to access the Scrollbars of a ScrollPane
Try
ScrollPane scrollPane = new ScrollPane();
scrollPane.setFitToHeight(true);
scrollPane.setFitToWidth(true);
without overriding the resize() method.
Setting the fitToHeight or fitToWidth attribute through XML or CSS:
FXML:
<ScrollPane fx:id="myScrollPane" fitToHeight="true" fitToWidth="true" />
CSS:
.my-scroll-pane {
-fx-fit-to-height: true;
-fx-fit-to-width: true;
}
It seems to me Java3D has a problem redrawing the scene sometimes when the Frame/JPanel/Canvas3D has been resized. I have a problem in my application using Java3D/JUNG3D where if the Frame/JPanel/Canvas3D's horizontal size is of certain size, the entire scene disappears. I was trying to simply the problem then found that a similar problem occurs in the following sample code: http://www.java3d.org/samples.html (The second to last example, "Text 3D Example") I will paste at the bottom for convenience.
Steps:
Install Java3D
Build this example using the 3 Java3D jars.
Run
Stretch the frame horizontally to 500 pixels or so then everything disappears. Shrink it back then it's there again. While things have disappeared, stretch vertically and things appear again.
It certainly seems to have something to do with the Frame/JPanel/Canvas3D aspect ratio and that of the content that it displays. My own problem is slightly different I'm guessing because I'm displaying scene of different aspect ratio and the underlying problem is the same. Can anyone tell me how I might be able to get around this bug/feature so that the scene never disappears when the window is resized?
Here are what I've tried so far with no success:
Catching the JPanel resize event then forcing the Canvas3D to redraw
Playing with double buffering settings
Many other things I can't recall right now - just came back from a vacation :)
Code :
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.media.j3d.*;
import javax.vecmath.*;
import com.sun.j3d.utils.universe.*;
import com.sun.j3d.utils.geometry.*;
public class Titles {
public static void main(String[] args) {
Titles t = new Titles();
t.setUp();
}
public void setUp() {
JFrame jf = new JFrame("Welcome");
// kill the window on close
jf.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent winEvent) {
System.exit(0);
}
});
JPanel panel = new JPanel();
panel.setLayout(new GridLayout(1, 1, 2, 2));
GraphicsConfiguration config = SimpleUniverse
.getPreferredConfiguration();
Canvas3D canvas3D = new Canvas3D(config);
canvas3D.setSize(360, 160);
SimpleUniverse universe = new SimpleUniverse(canvas3D);
BranchGroup group = new BranchGroup();
addObjects(group);
addLights(group);
universe.getViewingPlatform().setNominalViewingTransform();
universe.addBranchGraph(group);
panel.add(canvas3D);
jf.getContentPane().add(panel, BorderLayout.CENTER);
jf.pack();
jf.setVisible(true);
}
public void addLights(BranchGroup group) {
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
1000.0);
Color3f light1Color = new Color3f(1.0f, 1.0f, 1.0f);
Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f);
DirectionalLight light1 = new DirectionalLight(light1Color,
light1Direction);
light1.setInfluencingBounds(bounds);
group.addChild(light1);
// Set up the ambient light
Color3f ambientColor = new Color3f(.1f, .1f, .1f);
AmbientLight ambientLightNode = new AmbientLight(ambientColor);
ambientLightNode.setInfluencingBounds(bounds);
group.addChild(ambientLightNode);
}
private void addObjects(BranchGroup group) {
Font3D f3d = new Font3D(new Font("TestFont", Font.PLAIN, 2),
new FontExtrusion());
Text3D text = new Text3D(f3d, new String("Java3D.org"), new Point3f(-3.5f,
-.5f, -4.5f));
text.setString("Java3D.org");
Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
Color3f blue = new Color3f(.2f, 0.2f, 0.6f);
Appearance a = new Appearance();
Material m = new Material(blue, blue, blue, white, 80.0f);
m.setLightingEnable(true);
a.setMaterial(m);
Shape3D sh = new Shape3D();
sh.setGeometry(text);
sh.setAppearance(a);
TransformGroup tg = new TransformGroup();
Transform3D t3d = new Transform3D();
Transform3D tDown = new Transform3D();
Transform3D rot = new Transform3D();
Vector3f v3f = new Vector3f(-1.6f, -1.35f, -6.5f);
t3d.setTranslation(v3f);
rot.rotX(Math.PI / 5);
t3d.mul(rot);
v3f = new Vector3f(0, -1.4f, 0f);
tDown.setTranslation(v3f);
t3d.mul(tDown);
tg.setTransform(t3d);
tg.addChild(sh);
group.addChild(tg);
}
}
Try setting up a Buffer,Tutorial here. http://www.youtube.com/watch?v=vzfnUSLKUDs&list=ECA331A6709F40B79D
It's been 5 years but try this solution.
I tried it and it worked with lookAt() function.