I tried to Google how to make drag & drop for UIElements on a Canvas, but couldn't find anything that I'm looking for.
I got a C# WPF application with a Window. Inside the Window I got a Canvas where I can add Images to. What I want is to be able to Drag & Drop the Images, while staying within the Canvas' borders. I also want this to be in code, so not in the xaml.
I got this in the function where I add/update the Images to the Canvas. The TODO's should be replaced for the Drag & Drop events.
Image img = ImageList[i].Image;
img.Name = "Image" + i;
// TODO: Drag and Drop event for Image
// TODO: Check if Left and Top are within Canvas (minus width / height of Image)
Canvas.SetLeft(img, Left); // Default Left when adding the image = 0
Canvas.SetTop(img, Top); // Default Top when adding the image = 0
MyCanvas.Children.Add(img);
OnPropertyChanged("MyCanvas");
PS: Though this is for later, if someone has code to drag and drop multiple images at once as an additional bonus, I would appreciate it.
Thanks in advance for the help.
Fixed my problem below, by using the following code:
img.AllowDrop = true;
img.PreviewMouseLeftButtonDown += this.MouseLeftButtonDown;
img.PreviewMouseMove += this.MouseMove;
img.PreviewMouseLeftButtonUp += this.PreviewMouseLeftButtonUp;
private object movingObject;
private double firstXPos, firstYPos;
private void MouseLeftButtonDown(object sender, MouseButtonEventArgs e) {
// In this event, we get the current mouse position on the control to use it in the MouseMove event.
Image img = sender as Image;
Canvas canvas = img.Parent as Canvas;
firstXPos = e.GetPosition(img).X;
firstYPos = e.GetPosition(img).Y;
movingObject = sender;
// Put the image currently being dragged on top of the others
int top = Canvas.GetZIndex(img);
foreach (Image child in canvas.Children)
if (top < Canvas.GetZIndex(child))
top = Canvas.GetZIndex(child);
Canvas.SetZIndex(img, top + 1);
}
private void PreviewMouseLeftButtonUp(object sender, MouseButtonEventArgs e) {
Image img = sender as Image;
Canvas canvas = img.Parent as Canvas;
movingObject = null;
// Put the image currently being dragged on top of the others
int top = Canvas.GetZIndex(img);
foreach (Image child in canvas.Children)
if (top > Canvas.GetZIndex(child))
top = Canvas.GetZIndex(child);
Canvas.SetZIndex(img, top + 1);
}
private void MouseMove(object sender, MouseEventArgs e) {
if (e.LeftButton == MouseButtonState.Pressed && sender == movingObject) {
Image img = sender as Image;
Canvas canvas = img.Parent as Canvas;
double newLeft = e.GetPosition(canvas).X - firstXPos - canvas.Margin.Left;
// newLeft inside canvas right-border?
if (newLeft > canvas.Margin.Left + canvas.ActualWidth - img.ActualWidth)
newLeft = canvas.Margin.Left + canvas.ActualWidth - img.ActualWidth;
// newLeft inside canvas left-border?
else if (newLeft < canvas.Margin.Left)
newLeft = canvas.Margin.Left;
img.SetValue(Canvas.LeftProperty, newLeft);
double newTop = e.GetPosition(canvas).Y - firstYPos - canvas.Margin.Top;
// newTop inside canvas bottom-border?
if (newTop > canvas.Margin.Top + canvas.ActualHeight - img.ActualHeight)
newTop = canvas.Margin.Top + canvas.ActualHeight - img.ActualHeight;
// newTop inside canvas top-border?
else if (newTop < canvas.Margin.Top)
newTop = canvas.Margin.Top;
img.SetValue(Canvas.TopProperty, newTop);
}
}
This code allows me to drag-and-drop the Images inside the Canvas, without leaving the Canvas itself.
Now I just need to be able to do two more things:
Will make a new Question for this.