I'm writing an app whose sole purpose is to periodically download some images and display them in a live tile. I want to be able to update the tile with 4-8 images every thirty minutes or so, so I need to use a CycleTile. Downloading the images and getting them into a live tile is pretty straight forward. The real kicker is adding text on each image.
If it was just two images, I would use a flip tile, displaying one on the front and one on the back. Then I would add the text by assigning a different tile title to the front and back. However, since I need to display more than 2 images, I need to use the CycleTile. And this approach won't work with the CycleTile. (but please, correct me if I'm wrong!)
So my next thought was to overlay a TextBlock on a WriteableBitmap. This could work, but i think it would get complicated quickly taking into account factors like: different image resolutions, medium/large tile layouts, and varying screen PPIs. I'm sure I could figure it out, but it seems... messy.
Is there a better way to do this? Are there some Tile features I'm overlooking?
To sum it up my requirements are:
- Display 4-8 images using a live tile.
- Each image needs to have some text associated with it.
- Update the images every thirty minutes or so.
- Needs to scale to wide tiles.
- Needs to scale to phones with higher PPI screens.