Set image always in center canvas after rotation (Windows phone 8) - windows-phone-8

Is there any way to set image always center canvas in windows phone 8 application.
In my app, i have image inside canvas. Here is xaml code
<Canvas Name="myCanvas" Margin="0,0,0,0" Grid.Row="1">
<Image Canvas.ZIndex="1" Name="OrginalImage"
</Image>
in code behind
private void PhoneApplicationPage_OrientationChanged(object sender, OrientationChangedEventArgs e)
{
if ((e.Orientation & PageOrientation.Portrait) == (PageOrientation.Portrait))
{
OrginalImage.Width = _screeenWidth - 50;
OrginalImage.Height = double.NaN;
//Canvas.SetTop(OrginalImage, _screenHeight / 2 - OrginalImage.Width / 2);
//Canvas.SetLeft(OrginalImage, _screeenWidth/2 - OrginalImage.ActualHeight/2);
}
// If not in portrait, move buttonList content to visible row and column.
else
{
OrginalImage.Height = _screeenWidth - 100;
OrginalImage.Width = double.NaN;
//Canvas.SetTop(OrginalImage, _screeenWidth / 2 - OrginalImage.ActualWidth / 2);
//Canvas.SetLeft(OrginalImage, _screenHeight/2 - OrginalImage.Height/2);
}
}
My ideas is when OrientationChanged, i set image width and height after that i put it in center. But this code doesn't set image in center of canvas?

In general you should avoid using Canvas unless you have a very specific reason for doing so (eg, maybe a drawing program or a game). Instead, prefer to use something like a Grid that lets you use relative positioning:
<Grid>
<Image HorizontalAlignment="Center" VerticalAlignment="Center" />
</Grid>

finally i found a solution to resize image. This is my code. Hope this help someone like me
void ResizeImage(bool center)
{
if (_coercedScale != 0 && _bitmap != null)
{
double newWidth = myCanvas.Width = Math.Round(_bitmap.PixelWidth * _coercedScale);
double newHeight = myCanvas.Height = Math.Round(_bitmap.PixelHeight * _coercedScale);
xform.ScaleX = xform.ScaleY = _coercedScale;
viewport.Bounds = new Rect(0, 0, newWidth, newHeight);
if (center)
{
viewport.SetViewportOrigin(
new Point(
Math.Round((newWidth - viewport.ActualWidth) / 2),
Math.Round((newHeight - viewport.ActualHeight) / 2)
));
}
else
{
Point newImgMid = new Point(newWidth * _relativeMidpoint.X, newHeight * _relativeMidpoint.Y);
Point origin = new Point(newImgMid.X - _screenMidpoint.X, newImgMid.Y - _screenMidpoint.Y);
viewport.SetViewportOrigin(origin);
}
}
}

Related

Gesture Zoom and Pan in a VCL Windows application

I'm trying to zoom and pan an image (TImage) with an object (TShape) on it in a VCL Windows application running on an all-in-one pc with touch display.
I put the image in a panel (TPanel) so when I zoom it, it remains always inside the panel.
Then I put a shape (TShape) on the image.
What I would like to get is to zoom and pan the image and the shape should zoom and move with the image.
I started from the Embarcadero sample "Mobile Snippets - InteractiveGestures - ImageZoom" and with the following code I managed to do image zoom and pan with two fingers:
void __fastcall TForm1::Image1Gesture(TObject *Sender, const TGestureEventInfo &EventInfo, bool &Handled) {
TPointF LImageCenter;
double expance;
TPointF movement;
try {
if (EventInfo.GestureID == static_cast<short>(Vcl::Controls::igiZoom)) {
if (!EventInfo.Flags.Contains(TInteractiveGestureFlag::gfBegin) &&
!EventInfo.Flags.Contains(TInteractiveGestureFlag::gfEnd)) {
// zoom the image
TImage * LImage = dynamic_cast<TImage*>(Image1);
LImageCenter.x = LImage->Left + (LImage->Width / 2);
LImageCenter.y = LImage->Top + (LImage->Height / 2);
expance = EventInfo.Distance - FLastDistance;
if (((LImage->Width + (expance * AR))> MIN_DIM) &&
((LImage->Height + (expance))> MIN_DIM)) {
LImage->Width = (int)(LImage->Width + (expance * AR));
LImage->Height = (int)(LImage->Width / AR );
}
LImage->Left = LImageCenter.X - LImage->Width / 2;
LImage->Top = LImageCenter.Y - LImage->Height / 2;
}
FLastDistance = EventInfo.Distance;
}
else if (EventInfo.GestureID == static_cast<short>(Vcl::Controls::igiPan)) {
if (!EventInfo.Flags.Contains(TInteractiveGestureFlag::gfBegin) &&
!EventInfo.Flags.Contains(TInteractiveGestureFlag::gfEnd)) {
// move the image
TImage * LImage = dynamic_cast<TImage*>(Image1);
movement.x = EventInfo.Location.X - FLastLocation.x;
movement.y = EventInfo.Location.Y - FLastLocation.y;
LImage->Left += movement.x;
LImage->Top += movement.y;
}
FLastLocation.x = EventInfo.Location.X;
FLastLocation.y = EventInfo.Location.Y;
}
} catch (Exception &e) {
ShowMessage(e.Message);
} }
AR is the image aspect ratio and MIN_DIM is a define to set the minimum image dimensions for the zoom.
The pan movement is not so great...
I don't know how to make the shape to behave in accordance with the image zoom and move.
The shape parent is the panel under the image, not the image, so the shape is completely independent from the image changes.
I can't set the image as the shape parent.
Whatever suggestion to get the desired result will be appreciated.
The pan movement is not smooth because EventInfo.Location.X and EventInfo.Location.Y do not vary in a smooth way.
If I start the pan movement and I stop, even if fingers are still EventInfo.Location continues to change.
Is there a way to avoid this behavior?

Rotating a camera feed in Actionscript 3

I am trying to rotate a live camera feed 90 degrees so it's the correct orientation. Here is what I have so far but it just won't do anything with the rotation.
public function setupCamera(param1:int, param2:int) : void
{
camera = Camera.getCamera("1");
camera.addEventListener(StatusEvent.STATUS,camStatusHandler);
camera.setMode(param1,param2,stage.frameRate);
video = new Video(param1,param2);
video.scaleX = -1;
video.rotation = 90;
video.x = video_placement.x + video_placement.width;
video.y = video_placement.y;
video.attachCamera(camera);
addChildAt(video,0);
}
Most likely, the rotation is working. The problem is when you rotate 90 degrees the registration/anchor point is now effectively the top-right corner (so if it's at position 0,0 the video will appear off-screen making it look like it's not working).
You can compensate by adding the width of the video to it's position:
video.x = video.width + video_placement.x;
In the same manner, setting the scale to -1 inverts the registration point, and since you've rotated the object you need to compensate for it on the y plane by adding the height of the video to it's position:
video.y = video.height + video_placement.y;

rotating sprite on touch libgdx

I am trying to rotate my sprite when i push to go left. right now my character is idling and running to the right. but im having trouble rotating to the left.
here is my chunk of code. if anyone could help me, that would be awesome.
public void draw(SpriteBatch spriteBatch) {
stateTime += Gdx.graphics.getDeltaTime();
//continue to keep looping
if(Gdx.input.isTouched()){
int xTouch = Gdx.input.getX();
int yTouch = Gdx.input.getY();
//System.out.println(Gdx.graphics.getWidth()/4);
//go left
if(xTouch < (width/4) && yTouch > height - (height/6)){
currentRunFrame = runAnimation.getKeyFrame(stateTime, true);
spriteBatch.draw(currentRunFrame, runSprite.getX() - 32, runSprite.getY() + 150, 128, 128);
RealGame.leftButton = new Texture(Gdx.files.internal("leftButtonOver.png"));
moveLeft();
}
if(xTouch > (width/4) && xTouch < (width/4)*2 && yTouch > height - (height/6)){
currentRunFrame = runAnimation.getKeyFrame(stateTime, true);
spriteBatch.draw(currentRunFrame, runSprite.getX() - 32, runSprite.getY() + 150, 128, 128);
RealGame.rightButton = new Texture(Gdx.files.internal("rightButtonOver.png"));
moveRight();
}
if(xTouch > (width/4) * 2 && xTouch < (width/4) * 3 && yTouch > height - (height/6)){
RealGame.shootButton = new Texture(Gdx.files.internal("shootButtonOver.png"));
}
if(xTouch > (width/4) * 3 && xTouch < (width/4) * 4 && yTouch > height - (height/6)){
RealGame.jumpButton = new Texture(Gdx.files.internal("jumpButtonOver.png"));
}
}
if(!Gdx.input.isTouched()){
currentIdleFrame = idleAnimation.getKeyFrame(stateTime, true);
spriteBatch.draw(currentIdleFrame, idleSprite.getX() - 32, idleSprite.getY() + 150, 128, 128);
RealGame.leftButton = new Texture(Gdx.files.internal("leftButton.png"));
RealGame.rightButton = new Texture(Gdx.files.internal("rightButton.png"));
RealGame.shootButton = new Texture(Gdx.files.internal("shootButton.png"));
RealGame.jumpButton = new Texture(Gdx.files.internal("jumpButton.png"));
moveStop();
}
}
thank you in advance, and let me know if you need more info.
I assume your currentIdleFrame is a Texture or TextureRegion, not a Sprite. One of SpriteBatchs draw methode with Texture supports a flipX and flipY. Using this you can flip him, for example if you are walking to the left, but your Texture is facing to the right. Also this supports rotation, which should be the rotation in degrees.
Verry important note: You create new Texture every render loop. Don't do this. Instead load all your Textures in a Texture[] frames and draw the right one, depending on stateTime. Also take a look at Animations class, which will help you with this.
Hope i could help
Use a SpriteBatch draw method that takes boolean flipX parameter or call flip on the Sprite.
Oh, and if this is your main loop, stop loading the textures like you are. Load them in the beginning and just swap them as needed.

Centering an image inside a Loader

I'm developing an ActionScript 3.0 app for Blackberry Playbook.
I have a Loader with a fixed size of 240x240px. The images that can be loaded inside are smaller or bigger than 240x240px, and also they aren't squared.
I use this code to resize that images:
private function onLoadedEvent(event:Event):void
{
var targetLoader:Loader = Loader(event.target.loader);
var factor:Number;
if (targetLoader.content.height > targetLoader.content.width) {
factor = 240/targetLoader.content.height;
}
else
{
factor = 240/targetLoader.content.width;
}
targetLoader.content.height = targetLoader.content.height * factor;
targetLoader.content.width = targetLoader.content.width * factor;
}
How can I do to set that images centered vertically inside that Loader?
I think this should do (putting it after the resize) unless I misunderstood your question:
targetLoader.content.y = (240 - targetLoader.content.height) / 2

Multiple Canvas Zooms behaving erratically

I'm running into a problem with the HTML5 Canvas tag and adjusting the scale several times. After zooming twice, the canvas only uses a fraction of the available canvas height & width, even though I'm adjusting for the zoom level.
<html>
<head>
<script>
var ctx;
var nScale = 1.00;
function pageLoad() {
ctx=document.getElementById('cnvUni').getContext('2d');
// canvas on page load is 500x500
drawGrid(); // 5 boxes across & 5 down
zoom(0.5); // canvas should be now zoomed out to 1000x1000
drawGrid(); // 10 boxes across & 10 down
zoom(0.5); // effective zoom is now 0.25 = 2000x2000
drawGrid(); // should be 20 boxes across & 20 down
// NOTE: At this point, the grid is drawing boxes # 20x20 but only using 1/4 of the
// canvas size.
}
function zoom(nZoomLevel) {
nScale = nZoomLevel * nScale
ctx.scale(nScale,nScale);
}
function drawGrid() {
var nWidth, nHeight;
nWidth = Math.floor(ctx.canvas.width / nScale);
nHeight = Math.floor(ctx.canvas.height / nScale);
var nGridSize = 100;
var nGridY = 0;
var nGridX = 0;
// sets a random colour each time grid is drawn.
ctx.strokeStyle = 'rgb(' + Math.floor(Math.random()*256) + ',' + Math.floor(Math.random()*256) + ',' + Math.floor(Math.random()*256) + ')';
for (nGridY=0;nGridY < nHeight;nGridY+=nGridSize) {
for (nGridX=0;nGridX < nWidth;nGridX+=nGridSize) {
// draw the box;
ctx.strokeRect(nGridX, nGridY, nGridSize, nGridSize);
}
}
}
</script>
</head>
<body onload="pageLoad();">
<canvas id="cnvUni" width="500" height="500">
Canvas doesn't work.
</canvas>
</body>
</html>
If I were to multiply the height & width by 2 when drawing the grid for the last time it'll draw out the entire canvas size, but I can't figure out why that would be required.
What I'm wondering is:
Is there a way to query a canvas context to find out what the scale value (or the calculated height/width) is? Or am I approaching this correctly and keeping track of values myself?
If so, then I assume it must be something with my math that's messing this up; I just can't pinpoint it. I'm sure I'm just too close to this problem and not seeing the issue. Another set of eyes would help.
Any suggestions would be appreciated.
Thanks!
I've got a version working on http://jsfiddle.net/sBXTn/5/ without using save/restore. This is the code change:
nScale = nZoomLevel * nScale
ctx.scale(nZoomLevel, nZoomLevel);
Previously using ctx.scale(nScale, nScale) meant that when you zoomed by 0.25 (0.5 twice) you were zooming by 0.25 on a context that was 1000x1000. This meant it increased the size to 4000x4000. Using nZoomLevel means you are zooming in relation to the dimensions of the current context.
I was way on the wrong track with this one and I feel silly for it. My math was correct in calculating the effective scale value (1 * 0.5 = 0.5, then scaling it by 0.5 again does = 0.25), but what I was doing was calculating the effective width & height by the original width & height, not the updated width & height.
So if I've scaled the original down to 0.5, the dimensions of the original 500x500 would be 1000x1000. Scaling it further by 0.5, the effective scale is 0.25, but the new width & height should be 4000x4000 (found by scaling 1000 by 0.25 and NOT 500 by 0.25).
Here's the updated code:
var ctx;
var nScale = 1.00;
var nEffWidth, nEffHeight;
function pageLoad() {
ctx=document.getElementById('cnvUni').getContext('2d');
nEffWidth = ctx.canvas.width;
nEffHeight = ctx.canvas.height;
// canvas on page load is 500x500
drawGrid(); // 5 boxes across & 5 down
zoom(0.5); // canvas should be now zoomed out to 1000x1000
drawGrid(); // 10 boxes across & 10 down
zoom(0.5); // effective zoom is now 0.25 = 4000x4000 based on new scaled width/height
drawGrid(); // should be 40 boxes across & 40 down
}
function zoom(nZoomLevel) {
nScale = nZoomLevel * nScale
nEffHeight = nEffHeight / nScale;
nEffWidth = nEffWidth / nScale;
ctx.scale(nScale,nScale);
}
function drawGrid() {
var nGridSize = 100;
var nGridY = 0;
var nGridX = 0;
// sets a random colour each time grid is drawn.
ctx.strokeStyle = 'rgb(' + Math.floor(Math.random()*256) + ',' + Math.floor(Math.random()*256) + ',' + Math.floor(Math.random()*256) + ')';
for (nGridY=0;nGridY < nEffHeight;nGridY+=nGridSize) {
for (nGridX=0;nGridX < nEffWidth;nGridX+=nGridSize) {
// draw the box;
ctx.strokeRect(nGridX, nGridY, nGridSize, nGridSize);
}
}
}
</script>
</head>
<body onload="pageLoad();">
<canvas id="cnvUni" width="500" height="500">
Canvas doesn't work.
</canvas>
</body>
</html>
Thanks for everyone who took a peek!