I am attempting to implement a flood fill tool to a WPF paint program. I am attempting to bypass any of the vector methods by making sure every drawing action is written to the bitmap first. The bitmap is then set to the canvas.
I am having an issue when passing the image to the canvas. It does not set the image using a relative position. The images will explain much better than I can.
Before Fill:

After Fill:

The image bitmap is written relative to the window and overlaps the toolbar. I am wondering how I can prevent this from happening. Attached is the relevant code from my Fill class.
public override void OnMouseDown(CCDrawingCanvas canvas, System.Windows.Input.MouseButtonEventArgs e) {
double dpi = 96d;
// Get the size of the canvas
System.Windows.Size size = new System.Windows.Size((int)canvas.ActualWidth, (int)canvas.ActualHeight);
// Measure and arrange the surface
canvas.Measure(size);
canvas.Arrange(new Rect(size));
RenderTargetBitmap source = new RenderTargetBitmap(
(int)canvas.ActualWidth,
(int)canvas.ActualHeight,
dpi,
dpi,
PixelFormats.Pbgra32);
source.Render(canvas);
WriteableBitmap modifiedImage = new WriteableBitmap(source);
int h = modifiedImage.PixelHeight;
int w = modifiedImage.PixelWidth;
int[] pixelData = new int[h * w];
int widthInByte = modifiedImage.PixelWidth * (modifiedImage.Format.BitsPerPixel / 8);
modifiedImage.CopyPixels(pixelData, widthInByte, 0);
int oldColor = BitConverter.ToInt32(new byte[] { System.Drawing.Color.White.B, System.Drawing.Color.White.G, System.Drawing.Color.White.R, System.Drawing.Color.White.A }, 0);
int newColor = BitConverter.ToInt32(new byte[] { System.Drawing.Color.Black.B, System.Drawing.Color.Black.G, System.Drawing.Color.Black.R, System.Drawing.Color.Black.A }, 0);
// Perform the recursive fill
FloodFill(pixelData, (int)p.X, (int)p.Y, w, h, oldColor, newColor);
modifiedImage.WritePixels(new Int32Rect(0, 0, w, h), pixelData, widthInByte, 0);
newFill = new GraphicsFill(modifiedImage);
// Adds newFill to canvas.GraphicsList
AddObject(canvas, newFill);
}
XAML Code:
<Window x:Class="ccGui.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:effects="clr-namespace:System.Windows.Media.Effects;assembly=presentationcore"
xmlns:lib="clr-namespace:ccDrawingLib;assembly=ccDrawingLib"
xmlns:local="clr-namespace:ccGui"
Title="MainWindow" Height="600" Width="800">
<DockPanel>
<Menu DockPanel.Dock="Top">
<MenuItem Header="File">
<MenuItem Header="New" Command="ApplicationCommands.New" />
<MenuItem Header="Open" Command="ApplicationCommands.Open" />
<MenuItem Header="Save" Command="ApplicationCommands.Save" />
<MenuItem Header="Save As" Command="ApplicationCommands.SaveAs" />
<MenuItem Header="Close" Command="ApplicationCommands.Close" />
</MenuItem>
<MenuItem Header="Tool" Name="menuTools">
<MenuItem Header="Brush" Name="ccToolBrush" Tag="Brush" />
<MenuItem Header="Fill" Name="ccToolFill" Tag="Fill" />
</MenuItem>
</Menu>
<lib:CCDrawingCanvas x:Name="canvas" Background="White" />
</DockPanel>
</Window>
RenderTargetBitmap.RenderMethod?Visualclass. You can use thatVisualreference to pass to theRenderTargetBitmap.RenderMethod to easily save an image of that UI control. You should investigate it to make your life easier.Pathwhen drawing shapes. If this is true, then can't you just use thePath.Fillproperty to fill it? You shouldn't need to keep switching between theShapes andBitMapImages.Panel.ZindexAttached Property. Set each new drawn shape to use the next higherZindexvalue and then the latest shapes will always sit on top of the lower ones, just as in a drawing program.