Bind to Xamarin.Forms.Maps.Map from ViewModel - xaml

I'm working on a Xamarin.Forms app using a page that displays a map.
The XAML is:
<maps:Map x:Name="Map">
...
</maps:Map>
I know that the map can be accessed from the page's code-behind like this:
var position = new Position(37.79762, -122.40181);
Map.MoveToRegion(new MapSpan(position, 0.01, 0.01));
Map.Pins.Add(new Pin
{
Label = "Xamarin",
Position = position
});
But because this code would break the app's MVVM architecture, I'd rather like to access the Map object from my ViewModel, not directly from the View/page - either using it directly like in the above code or by databinding to its properties.
Does anybody know a way how this can be done?

If you don't want to break the MVVM pattern and still be able to access your Map object from the ViewModel then you can expose the Map instance with a property from your ViewModel and bind to it from your View.
Your code should be structured like described here below.
The ViewModel:
using Xamarin.Forms.Maps;
namespace YourApp.ViewModels
{
public class MapViewModel
{
public MapViewModel()
{
Map = new Map();
}
public Map Map { get; private set; }
}
}
The View (in this example I'm using a ContentPage but you can use whatever you like):
<?xml version="1.0" encoding="utf-8" ?>
<ContentPage xmlns="http://xamarin.com/schemas/2014/forms"
xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml"
x:Class="YourApp.Views.MapView">
<ContentPage.Content>
<!--The map-->
<ContentView Content="{Binding Map}"/>
</ContentPage.Content>
</ContentPage>
I didn't show how, but the above code snipped can only work when the ViewModel is the BindingContext of your view.

What about creating a new Control say BindableMap which inherits from Map and performs the binding updates which the original Map lacks internally. The implementation is pretty straightforward and I have included 2 basic needs; the Pins property and the current MapSpan. Obviously, you can add your own special needs to this control. All you have to do afterward is to add a property of type ObservableCollection<Pin> to your ViewModel and bind it to the PinsSource property of your BindableMap in XAML.
Here is the BindableMap:
public class BindableMap : Map
{
public BindableMap()
{
PinsSource = new ObservableCollection<Pin>();
}
public ObservableCollection<Pin> PinsSource
{
get { return (ObservableCollection<Pin>)GetValue(PinsSourceProperty); }
set { SetValue(PinsSourceProperty, value); }
}
public static readonly BindableProperty PinsSourceProperty = BindableProperty.Create(
propertyName: "PinsSource",
returnType: typeof(ObservableCollection<Pin>),
declaringType: typeof(BindableMap),
defaultValue: null,
defaultBindingMode: BindingMode.TwoWay,
validateValue: null,
propertyChanged: PinsSourcePropertyChanged);
public MapSpan MapSpan
{
get { return (MapSpan)GetValue(MapSpanProperty); }
set { SetValue(MapSpanProperty, value); }
}
public static readonly BindableProperty MapSpanProperty = BindableProperty.Create(
propertyName: "MapSpan",
returnType: typeof(MapSpan),
declaringType: typeof(BindableMap),
defaultValue: null,
defaultBindingMode: BindingMode.TwoWay,
validateValue: null,
propertyChanged: MapSpanPropertyChanged);
private static void MapSpanPropertyChanged(BindableObject bindable, object oldValue, object newValue)
{
var thisInstance = bindable as BindableMap;
var newMapSpan = newValue as MapSpan;
thisInstance?.MoveToRegion(newMapSpan);
}
private static void PinsSourcePropertyChanged(BindableObject bindable, object oldvalue, object newValue)
{
var thisInstance = bindable as BindableMap;
var newPinsSource = newValue as ObservableCollection<Pin>;
if (thisInstance == null ||
newPinsSource == null)
return;
UpdatePinsSource(thisInstance, newPinsSource);
newPinsSource.CollectionChanged += thisInstance.PinsSourceOnCollectionChanged;
}
private void PinsSourceOnCollectionChanged(object sender, NotifyCollectionChangedEventArgs e)
{
UpdatePinsSource(this, sender as IEnumerable<Pin>);
}
private static void UpdatePinsSource(Map bindableMap, IEnumerable<Pin> newSource)
{
bindableMap.Pins.Clear();
foreach (var pin in newSource)
bindableMap.Pins.Add(pin);
}
}
Notes:
I have omitted the using statements and namespace declaration for the sake of simplicity.
In order for our original Pins property to be updated as we add members to our bindable PinsSource property, I declared the PinsSource as ObservableCollection<Pin> and subscribed to its CollectionChanged event. Obviously, you can define it as an IList if you intend to only change the whole value of your bound property.
My final word regarding the 2 first answers to this question:
Although having a View control as a ViewModel property exempts us from writing business logic in code behind, but it still feels kind of hacky. In my opinion, the whole point of (well, at least a key point in) the VM part of the MVVM is that it is totally separate and decoupled from the V. Whereas the solution provided in the above-mentioned answers is actually this:
Insert a View Control into the heart of your ViewModel.
I think this way, not only you break the MVVM pattern but also you break its heart!

I have two options which worked for me and which could help you.
You could either add a static Xamarin.Forms.Maps Map property to your ViewModel and set this static property after setting the binding context, during the instantiation of your View, as show below:
public MapsPage()
{
InitializeComponent();
BindingContext = new MapViewModel();
MapViewModel.Map = MyMap;
}
This will permit you to access your Map in your ViewModel.
You could pass your Map from your view to the ViewModel during binding, for example:
<maps:Map
x:Name="MyMap"
IsShowingUser="true"
MapType="Hybrid" />
<StackLayout Orientation="Horizontal" HorizontalOptions="Center">
<Button x:Name="HybridButton" Command="{Binding MapToHybridViewChangeCommand}"
CommandParameter="{x:Reference MyMap}"
Text="Hybrid" HorizontalOptions="Center" VerticalOptions="Center" Margin="5"/>`
And get the Map behind from the ViewModel's Command.

Yes, Map.Pins is not bindable, but there is ItemsSource, which is easy to use instead.
<maps:Map ItemsSource="{Binding Locations}">
<maps:Map.ItemTemplate>
<DataTemplate>
<maps:Pin Position="{Binding Position}"
Label="{Binding Name}"
Address="{Binding Subtitle}" />
So, just for the pins, MVVM can be done without any custom control.
But Map.MoveToRegion() (and Map.VisibleRegion to read) is still open. There should be a way to bind them. Why not both in a single read/write property? (Answer: because of an endless loop.)
Note: if you need Map.MoveToRegion only once on start, the region can be set in the constructor.

I don't think Pins is a bindable property on Map, you may want to file feature request at Xamarin's Uservoice or the fourm here: http://forums.xamarin.com/discussion/31273/

It is not ideal, but you could listen for the property changed event in the code behind and then apply the change from there. Its a bit manual, but it is doable.
((ViewModels.YourViewModel)BindingContext).PropertyChanged += yourPropertyChanged;
And then define the "yourPropertyChanged" method
private void yourPropertyChanged(object sender, PropertyChangedEventArgs e)
{
if(e.PropertyName == "YourPropertyName")
{
var position = new Position(37.79762, -122.40181);
Map.MoveToRegion(new MapSpan(position, 0.01, 0.01));
Map.Pins.Add(new Pin
{
Label = "Xamarin",
Position = position
});
}
}

Related

Repeating brush or tile of image in WinUI 3

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
}
}

Setting Entry Behaviors using Style attribute

I have defined my style as such:
<ContentView.Resources>
<ResourceDictionary>
<Style TargetType="Entry" x:Key="IntegralEntryBehavior">
<Setter Property="Behaviors" Value="valid:EntryIntegerValidationBehavior"/>
</Style>
</ResourceDictionary>
</ContentView.Resources>
And multiple similar Entries:
<StackLayout Grid.Column="0" Grid.Row="0">
<Entry Style="{StaticResource IntegralEntryBehavior}"/>
</StackLayout>
If I define Entry behavior like this, I get an error, that Entry.Behaviors property is readonly, but it's possible to define behavior without using Style attribute inside Entry as such:
<Entry.Behaviors>
<valid:EntryIntegerValidationBehavior/>
</Entry.Behaviors>
What is the difference between these approaches and why does only the second one work? Is it possible to modify the first approach to make it work? I'm looking for a shorter way to define this behavior for each entry than the second option.
You can checkout the example here:
https://learn.microsoft.com/en-us/xamarin/xamarin-forms/app-fundamentals/behaviors/creating#consuming-a-xamarinforms-behavior-with-a-style
Basically, add an attached property to your behavior and then set the style setter's property to that attached property. The attached property handles adding itself to the Entry that you attach it to.
public class EntryIntegerValidationBehavior : Behavior<Entry>
{
public static readonly BindableProperty AttachBehaviorProperty =
BindableProperty.CreateAttached ("AttachBehavior", typeof(bool), typeof(EntryIntegerValidationBehavior), false, propertyChanged: OnAttachBehaviorChanged);
public static bool GetAttachBehavior (BindableObject view)
{
return (bool)view.GetValue (AttachBehaviorProperty);
}
public static void SetAttachBehavior (BindableObject view, bool value)
{
view.SetValue (AttachBehaviorProperty, value);
}
static void OnAttachBehaviorChanged (BindableObject view, object oldValue, object newValue)
{
var entry = view as Entry;
if (entry == null) {
return;
}
bool attachBehavior = (bool)newValue;
if (attachBehavior) {
entry.Behaviors.Add (new EntryIntegerValidationBehavior ());
} else {
var toRemove = entry.Behaviors.FirstOrDefault (b => b is EntryIntegerValidationBehavior);
if (toRemove != null) {
entry.Behaviors.Remove (toRemove);
}
}
}
// Actual behavior code here
}
Finally edit your style to look like this:
<Style TargetType="Entry" x:Key="IntegralEntryBehavior">
<Setter Property="valid:EntryIntegerValidationBehavior.AttachBehavior" Value="true"/>
</Style>

Value of property binded to a TextBlock inside a User Control is not being detected

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).

Child controls grow unlimited in custom XAML control. What's wrong?

I've implemented a Windows 8 XAML VisibilitySwitchControl that displays the first child on certain condition; otherwise the other controls are shown. The code is as follows
[ContentProperty(Name = "Items")]
public class VisibilitySwitchControl : ItemsControl
{
public VisibilitySwitchControl()
{
DefaultStyleKey = typeof(VisibilitySwitchControl);
if (Items != null)
Items.VectorChanged += OnItemsChanged;
}
public bool ShowFirst
{
get { return (bool)GetValue(ShowFirstProperty); }
set { SetValue(ShowFirstProperty, value); }
}
public static readonly DependencyProperty ShowFirstProperty =
DependencyProperty.Register("ShowFirst", typeof(bool), typeof(VisibilitySwitchControl), new PropertyMetadata(true, OnShowFirstChanged));
public object VisibleContent
{
get { return GetValue(VisibleContentProperty); }
private set { SetValue(VisibleContentProperty, value); }
}
public static readonly DependencyProperty VisibleContentProperty =
DependencyProperty.Register("VisibleContent", typeof(object), typeof(VisibilitySwitchControl), new PropertyMetadata(null));
private static void OnShowFirstChanged(DependencyObject d, DependencyPropertyChangedEventArgs args)
{
var visibilityItemsControl = d as VisibilitySwitchControl;
if (visibilityItemsControl != null)
{
visibilityItemsControl.Evaluate();
}
}
void OnItemsChanged(IObservableVector<object> sender, IVectorChangedEventArgs evt)
{
Evaluate();
}
void Evaluate()
{
if (Items != null && Items.Any())
{
var controls = Items.OfType<FrameworkElement>().ToList();
for (var i = 0; i < controls.Count; i++)
{
if (i == 0)
{
VisibleContent = controls[i];
controls[i].Visibility = ShowFirst ? Visibility.Visible : Visibility.Collapsed;
}
else
{
controls[i].Visibility = !ShowFirst ? Visibility.Visible : Visibility.Collapsed;
}
}
}
else
{
VisibleContent = null;
}
}
}
However, if I place two ListView controls inside my VisibilitySwitchControl the ListView can grow in way that it is larger than the page and no scrollbars are shown. It doesn't stop a the parent containers bounds.
<custom:VisibilitySwitchControl ShowFirst="{Binding Path=IsFirstLevelNav}">
<ListView x:Name="FirstListView"
VerticalAlignment="Stretch"
ItemsSource="{Binding ...}"
SelectedItem="{Binding ..., Mode=TwoWay}"
ScrollViewer.VerticalScrollBarVisibility="Auto"
ScrollViewer.HorizontalScrollBarVisibility="Disabled"
/>
<ListView x:Name="SecondListView"
VerticalAlignment="Stretch"
ItemsSource="{Binding ...}"
SelectedItem="{Binding ..., Mode=TwoWay}"
ScrollViewer.VerticalScrollBarVisibility="Auto"
ScrollViewer.HorizontalScrollBarVisibility="Disabled"
/>
</custom:VisibilitySwitchControl>
How can I enforce a VerticalAlignment="Stretch" behavior of the children? If I remove my control and place only one the lists directly in the code, everything works as expected.
Thanks for suggestions.
you want to stretch the Height of the listview try binding it to the actual height of the parent
Heres the code part you need to include
Height="{Binding ActualHeight, ElementName=parentContainer}"
where parentContainer is the name of the custom:VisibilitySwitchControl you are using . this will bind the height to the parent container's display height. Try and let me know
If what you want is that you scroll one ListView and then when you reach the end it show the second ListView then you just need to add a ScrollViewer around the ItemPresenter inside the style of VisibilitySwitchControl and disable the ListView ScrollViewer. Just note that it mean that you will lost the virtualisation inside the ListView.
If what you want is each ListView taking half the screen than the easiest is probably to just set a Fix height for each items depending on Window.Current.Bounds.Height and register for Window.Current.SizeChanged to update it when the windows heigh changed (make sure to unregister it in unloaded to prevent memory leak).
An alternative which I think would be more complicated, would be to change the ItemsPanel of VisibilitySwitchControl to something else (by default it is a Stack panel so it will grow larger than the screen) like for example to a Grid in which you set as many row with star heigh as items you have (and then you will need to set the row of each item) or by creating a custom Panel.

How to databind control height to another control's height?

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.