I'm writing a WPF app that has a Canvas
in it. This canvas will be custom rendered at runtime. It's sort of like a game in that it needs to be measured in pixels. I need to be able to set my Canvas
to 478x478 pixels (client rectangle size). I don't want any scaling or other resolution-independent steps to take place on my Canvas
.
I'm not sure if this is possible in WPF, since its nature is to be resolution independent. My questions:
Canvas
at runtime (function to call?)Canvas
, is the renderable area (the client rectangle) going to be that size? If not, how can I resize it to make sure the client rectangle is a specific width/height?Canvas
in Pixels? How does the resolution-independent aspect of WPF interfere with what I'm trying to do?Canvas
, will other controls resize appropriately as they have been designed to do in the WPF designer?Thanks in advance.
Any elements positioned in a canvas will not resize or reposition based upon the size of the canvas. So I don't think there's any advantage to setting the size of the canvas. Maybe you should just set a fixed size of the window instead.
Otherwise, just set the Canvas.Width, Height, and ClipToBounds=True and you have a fixed sized canvas that positions its child elements with X/Y coordinates.
Also you should be sure to set SnapsToDevicePixels=True on the canvas so that child elements will have crisp pixel-aligned bounds.
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