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Further fix of screen capture #6893

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38 changes: 35 additions & 3 deletions src/DynamoCoreWpf/Views/Core/WorkspaceView.xaml.cs
Expand Up @@ -189,16 +189,48 @@ internal void SaveWorkspaceAsImage(string path)
var initialized = false;
var bounds = new Rect();

double minX = 0.0, minY = 0.0;
var dragCanvas = WpfUtilities.ChildOfType<DragCanvas>(this);
var childrenCount = VisualTreeHelper.GetChildrenCount(dragCanvas);
for (int index = 0; index < childrenCount; ++index)
{
var child = VisualTreeHelper.GetChild(dragCanvas, index);
var firstChild = VisualTreeHelper.GetChild(child, 0);
if ((!(firstChild is NodeView)) && (!(firstChild is NoteView)) && (!(firstChild is AnnotationView)))
continue;

switch (firstChild.GetType().Name)
{
case "NodeView":
case "NoteView":
case "AnnotationView":
break;
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this break is ambiguous in this context.

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Why is it ambiguous?

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they are followed by a default : continue statement, but break is for switch and continue is for for loop. sort of context switch..

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Looks fairly standard to me.


// Until we completely removed InfoBubbleView (or fixed its broken
// size calculation), we will not be including it in our size
// calculation here. This means that the info bubble, if any, will
// still go beyond the boundaries of the final PNG file. I would
// prefer not to add this hack here as it introduces multiple issues
// (including NaN for Grid inside the view and the fix would be too
// ugly to type in). Suffice to say that InfoBubbleView is not
// included in the size calculation for screen capture (work-around
// should be obvious).
//
// case "InfoBubbleView":
// child = WpfUtilities.ChildOfType<Grid>(child);
// break;

// We do not take anything other than those above
// into consideration when the canvas size is measured.
default:
continue;
}

// Determine the smallest corner of all given visual elements on the
// graph. This smallest top-left corner value will be useful in making
// the offset later on.
//
var childBounds = VisualTreeHelper.GetDescendantBounds(child as Visual);
minX = childBounds.X < minX ? childBounds.X : minX;
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Personally I think a if statement or min() is more readable.

minY = childBounds.Y < minY ? childBounds.Y : minY;
childBounds.X = (double)(child as Visual).GetValue(Canvas.LeftProperty);
childBounds.Y = (double)(child as Visual).GetValue(Canvas.TopProperty);

Expand All @@ -221,7 +253,7 @@ internal void SaveWorkspaceAsImage(string path)
bounds.Height = 20 + ((((int)Math.Ceiling(bounds.Height)) + 1) & ~0x01);

var currentTransformGroup = WorkspaceElements.RenderTransform as TransformGroup;
WorkspaceElements.RenderTransform = new TranslateTransform(10.0 - bounds.X, 10.0 - bounds.Y);
WorkspaceElements.RenderTransform = new TranslateTransform(10.0 - bounds.X - minX, 10.0 - bounds.Y - minY);
WorkspaceElements.UpdateLayout();

var rtb = new RenderTargetBitmap(((int)bounds.Width),
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