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 478×478 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:
- How do I resize my
Canvasat runtime (function to call?) - When I resize my
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? - Is it possible to set the width/height of the
Canvasin Pixels? How does the resolution-independent aspect of WPF interfere with what I’m trying to do? - When I resize my
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.