I want to create a drag and drop interface in my Universal Windows App. Users will be able to drag and drop images from a ListView
(or similar) to a Canva
This is what I eventually went with:
using Windows.UI.Xaml;
using Windows.UI.Xaml.Controls;
using Windows.UI.Xaml.Input;
using Windows.UI.Xaml.Media;
namespace KindEnGezin.Windows.Views.MenuItems
{
public sealed partial class DrawView : Page
{
public DrawView()
{
InitializeComponent();
}
private void Image_OnManipulationStarted(object sender, ManipulationStartedRoutedEventArgs e)
{
((Image)sender).Opacity = 0.4;
}
private void Image_OnManipulationDelta(object sender, ManipulationDeltaRoutedEventArgs e)
{
var image = (Image)sender;
var transform = (CompositeTransform)image.RenderTransform;
// LEFT-RIGHT bounds
if (e.Delta.Translation.X < 0) // Going left
{
if (DrawingArea.ActualWidth / 2 + (transform.TranslateX + e.Delta.Translation.X) - image.ActualWidth / 2 > 0)
{
// Staying inside, apply translation
transform.TranslateX += e.Delta.Translation.X;
}
else
{
// Trying to go outside, because scale sucks to work with, move image back inside
transform.TranslateX = image.ActualWidth / 2 - DrawingArea.ActualWidth / 2;
}
}
else // Going right
{
if (DrawingArea.ActualWidth / 2 - (transform.TranslateX + e.Delta.Translation.X) +
image.ActualWidth * (0.5 - transform.ScaleX) > 0)
{
// Staying inside, apply translation
transform.TranslateX += e.Delta.Translation.X;
}
else
{
// Trying to go outside, because scale sucks to work with, move image back inside
transform.TranslateX = image.ActualWidth * (0.5 - transform.ScaleX) + DrawingArea.ActualWidth / 2;
}
}
// UP-DOWN bounds
if (e.Delta.Translation.Y < 0) // Going up
{
if (DrawingArea.ActualHeight / 2 + (transform.TranslateY + e.Delta.Translation.Y) - image.ActualHeight / 2 > 0)
{
// Staying inside, apply translation
transform.TranslateY += e.Delta.Translation.Y;
}
else
{
// Trying to go outside, because scale sucks to work with, move image back inside
transform.TranslateY = image.ActualHeight / 2 - DrawingArea.ActualHeight / 2;
}
}
else // Going down
{
if (DrawingArea.ActualHeight / 2 - (transform.TranslateY + e.Delta.Translation.Y) +
image.ActualHeight * (0.5 - transform.ScaleY) > 0)
{
// Staying inside, apply translation
transform.TranslateY += e.Delta.Translation.Y;
}
else
{
// Trying to go outside, because scale sucks to work with, move image back inside
transform.TranslateY = image.ActualHeight * (0.5 - transform.ScaleY) + DrawingArea.ActualHeight / 2;
}
}
}
// Only allow scaling when both dimensions are smaller than the drawingarea
if (image.ActualHeight*(transform.ScaleY*e.Delta.Scale) < DrawingArea.ActualHeight &&
image.ActualWidth*(transform.ScaleX*e.Delta.Scale) < DrawingArea.ActualWidth)
{
transform.ScaleX *= e.Delta.Scale;
transform.ScaleY *= e.Delta.Scale;
}
private void Image_OnManipulationCompleted(object sender, ManipulationCompletedRoutedEventArgs e)
{
((Image)sender).Opacity = 1;
}
}
}
and the XAML:
This is only using one static name, for the Grid
that contains these images. Doing this allows one to add images dynamically to the Grid
.
I have been messing around with trying to block scaling the image when it goes outside of the bounds, but I had a lot of trouble trying to implement it, so I just move it to the boundary when I detect it's trying to move outside of the bounds.