I need to show what is behind a windows form. I want to minimize the form on startup, take a screenshot of the things behind the form, and set the screen shot as the background image.
I have already tried to following code:
this.WindowState = FormWindowState.Minimized;
var X1 = this.PointToScreen(panel1.Location).X;
var Y1 = this.PointToScreen(panel1.Location).X;
var X2 = this.PointToScreen(panel2.Location).X;
var Y2 = this.PointToScreen(panel2.Location).X;
Bitmap bitmap = new Bitmap(this.Width, this.Height);
Graphics g = Graphics.FromImage(bitmap);
g.CopyFromScreen(X1, Y1, X2, Y2, bitmap.Size);
this.BackgroundImage = bitmap;
this.WindowState = FormWindowState.Normal;
panel 1 is located on the top left corner of the form and panel 2 is located on the bottom left corner of the form
When I run this code however, the background image does not show.
I am using windows forms in c#
If you actually need to set the background image of your form, you may add the following code in your form's Load event handler:
var rect = this.RectangleToScreen(this.ClientRectangle);
Bitmap bitmap = new Bitmap(rect.Width, rect.Height);
//this.WindowState = FormWindowState.Minimized; // If you use the Load event,
// you don't really need this line.
using (Graphics g = Graphics.FromImage(bitmap))
{
g.CopyFromScreen(rect.Location, Point.Empty, bitmap.Size);
}
this.BackgroundImage = bitmap;
//this.WindowState = FormWindowState.Normal; // Same here.
However, as mentioned in the comments, if you just want to show whatever is behind your form, the Form.Opacity property could be useful. It can help you make the form semi-transparent:
this.Opacity = 0.5;
And you can even make the form semi-transparent (or even fully transparent) except for its controls as shown in this answer.
Related
I want to place a Label on top of a gif inside a PictureBox in winforms.
The problem ist that the label has a white background. I want it to be transparent.
My Code is as follows:
this.pictureBox = new PictureBox();
this.pictureBox.Image = Image.FromFile("my_background.gif");
this.pictureBox.Dock = DockStyle.Fill;
this.pictureBox.SizeMode = PictureBoxSizeMode.StretchImage;
this.label = new Label();
this.label.Text = "Hallo";
this.label.BackColor = Color.Transparent;
this.label.Location = new System.Drawing.Point(100, 100);
this.Controls.Add(this.label);
this.Controls.Add(this.pictureBox);
My problem is that the Label has a white Background even though the background is set to transparent. The solution for other having a similar problem was setting the parent of the label to the picture Box like this:
this.label.parent = this.pictureBox;
But that didn't solve the problem for me. Is there any other way to achieve this?
Thanks for any answers.
Thanks for the hint.
It worked fine when putting only a view controls in front of the gif. When adding to many it got very buggy and only some rectangular parts of the gif would update.
I solved the problem by splitting my gif into single images and displaying them in the OnPaint Event of the form
this.Paint += new PaintEventHandler(this.Paint_Background);
The Paint Method looked like this.
private void Paint_Background(object sender, PaintEventArgs e)
{
Graphics background_graphics = e.Graphics;
Graphics graphicsObj;
graphicsObj = this.CreateGraphics();
int image_num = ((int)((DateTime.Now - start_time).TotalMilliseconds) / gif_speed) % num_images;
Image background= Image.FromFile("Filename_"+image_num+".jpg");
background_graphics.DrawImage(background, 0, 0, ClientSize.Width, ClientSize.Height);
background.Dispose();
}
All of my Controls where added directly to the view and not the imagebox anymore, as the imagebox was removed entirely.
Maybe this can help someone else too
I need to make the winforms gdi+ application unfold to fullscreen
I draw all interface elements with this code.
e.Graphics.DrawImage(MatheMage.Properties.Resources.ChooseMenu, 0, 300);
And I get something like that
image1
And if I using this code
private void Form1_Load(object sender, EventArgs e)
{
this.TopMost = true;
this.FormBorderStyle = FormBorderStyle.None;
this.WindowState = FormWindowState.Maximized;
}
I get something like that image2
I need all the elements to stretch along with the window
Try this inside your form load method after you change WindowState
this.BackgroundImageLayout = ImageLayout.Stretch;
As you already draw with the graphics object, just use the ScaleTransform method.
//save the current Transformation state of the graphics object.
var transState = e.Graphics.Save();
// Setting keepAspectRatio to false will scale your image to full screen.
// setting it to true will fill either the width or the height. you might need to use TranslateTransform method to move the image to the center.
bool keepAspectRatio = false;
// Calculate width and height ratios
// if you currently render everything to 640px/480px, you can take those dimensions instead of the Image size I used to calculate the ratios.
float widthRatio = this.DisplayRectangle.Width / MatheMage.Properties.Resources.ChooseMenu.Width;
float heightRatio = this.DisplayRectangle.Height / MatheMage.Properties.Resources.ChooseMenu.Height;
if(keepAspectratio)
{
// If aspect ratio shall be kept: choose the smaller scale for both dimensions
if(widthRatio > heightRatio)
{
widthRatio = heightRatio;
}
else
{
heightRatio = widthRatio;
}
}
// Scale the graphics object.
e.Graphics.ScaleTransform(widthRatio, heightRatio);
// Draw your stuff as before.
e.Graphics.DrawImage(MatheMage.Properties.Resources.ChooseMenu, 0, 300);
//finally restor the old transformation state of the graphics object.
e.Graphics.Restore(transState);
Hope this gets you going. Be aware that the code is untested.
I have a PictureBox where I put some other controls (smaller PictureBoxes, labels..).
PictureBox pictureBox = new PictureBox();
pictureBox.Size = new Size(Width, Height);
pictureBox.Location = new Point(0, 0);
pictureBox.BackColor = Color.Transparent;
pictureBox.SizeMode = PictureBoxSizeMode.StretchImage;
// add child controls
PictureBox iconPictureBox = new PictureBox();
iconPictureBox.Location = new Point(icon.x, icon.y);
iconPictureBox.Size = new Size(icon.width, icon.height);
iconPictureBox.BackColor = Color.Transparent;
iconPictureBox.Image = Image.FromFile(resourcesPath);
iconPictureBox.Click += IconPictureBox_Click;
pictureBox.Controls.Add(iconPictureBox);
When I tried to attach the main picture box "pictureBox" to the MainForm window using Controls.Add, after setting the new size and position of the picture box, it is drawn in the correct place with correct size but the contents are not stretched i.e. their positions are not changed.
Is there a method to make the related controls stretched within the main pictureBox?
The scale method of the forms container (PictureBox or Panel) can be used to resize it, all child forms should have the SizeMode to stretch so that they will follow the scaling.
i am currently trying to put the notes on top of the staff image. However, the notes background are being set to the form background as shown in the image.
image type used is png.
//class music staff
public MusicStaff(int xLoc, int yLoc, int xSize, int ySize)
{
this.SetBounds(xLoc, yLoc, xSize, ySize);
this.Visible = true;
ResourceManager rm = Resources.ResourceManager;
Bitmap bmp = (Bitmap)rm.GetObject("Staff1");
this.BackgroundImage = bmp;
this.BackgroundImageLayout = ImageLayout.Stretch;
this.BackColor = Color.White;
//adding the background pic
panel4 = new MusicStaff(3, 62, 927, 150);
//adding a note
MusicNote p = new MusicNote(pitch, duration, shape, s);
p.SizeMode = PictureBoxSizeMode.StretchImage;
p.BackColor = Color.Transparent;
p.Size = new Size(50, 75);
p.Location = new Point(xCounter + starterX, NoteLocations.c0.mainPoint);
Bitmap myImage = (Bitmap)rm.GetObject(shape);
p.Image = myImage;
You are not really overlaying images. You are overlaying controls with images.
For this to work with transparency, your notes controls need to be nested in the staff control!
As they aren't, the transparency shows the color of their actualy parent, i.e. the form.
Set p.Parent=panel4 and adapt the locations accordingly, i.e. make them relative to the staff..
This is a limitation of winforms transparency, which doesn't support overlapping controls. Nested controls will work fine but only by faking the transparent parts by copying them from the parent..
Note that as a consequence you will not be able to have the notes overlap each other or be overlapped by any other controls.
Often giving up on using controls is the better way; instead one can simply draw all parts that make up the total..
So you could do a series of e.Graphics.DrawImage(noteImg, x, y) in the panel4_Paint event.
I've a WinForms application on wich i have to draw some lines between controls. These lines need to be persistent, so i override the form OnPaint() event.
The problem is that, the re-draw of the lines aren't very smooth.
I'm creating the graphics as follows:
Graphics g;
g = this.CreateGraphics();
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
g.FillRectangle(Brushes.White, this.ClientRectangle);
And drawing the lines as follows:
public void lineDraw(Control L1, Control L2) {
using (Pen pen = new Pen(Color.Black, 4)) {
pen.StartCap = System.Drawing.Drawing2D.LineCap.Flat;
pen.EndCap = System.Drawing.Drawing2D.LineCap.ArrowAnchor;
int x1, x2, y1, y2;
//choose x/y coordinates
g.DrawLine(pen, x1, y1, x2, y2);
}
}
Is there any property i can set to improve the smoothness of the drawn graphics?
Goal
An image is shown on a control (or form).
Invalidation
Any time the control (or form) is resized, minimalized/maximalized, partically obscured or moved around, it must be (partially) redrawn. When this happens the part of the control that must be redrawn is said to be invalidated.
When invalidated the control does something like this:
Call OnPaintBackground: this fills the invalidated region with the background color.
Call OnPaint: this draws the text and graphics on top of the background.
Why OnPaint causes flickering
You have overridden the OnPaint method of the control. Every time the control is redrawn you see a flash of the control with only its background color drawn in it. That is after OnPaintBackground has been called and before OnPaint has been called.
The solutions
If you have a static image (i.e. it never changes):
In the Load event: create a new Bitmap object.
Fill it with the background color and draw the lines and shapes on it.
Assign this Bitmap object to the control's BackgroundImage property.
If you have a static image that must resize when the control resizes:
Override the OnResize method and create the new Bitmap in there. Use the control's ClientSize property for the size of the Bitmap.
Fill it with the background color and draw the lines and shapes on it.
Assign this Bitmap object to the control's BackgroundImage property.
If you have an animated image:
In the Load event set the DoubleBuffered property of the control to true. Setting this prevents the flicker you saw as it uses an invisible buffer to draw the control.
Override the control's OnPaint method. Get the Graphics context of the control and draw the lines and shapes directly on the control.
Create and enable a new Timer object and in its callback method call the control's Invalidate method followed by the Update method (as shown here). Set the timer to fire, for example, every 40 ms.
You probably shouldn't use CreateGraphics here, and more importantly, don't use a local variable to store the graphic object. Use the graphic object obtained from the paint event and invalidate as needed.
protected override void OnPaint(PaintEventArgs e) {
e.Graphics.Clear(Color.White);
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
using (Pen pen = new Pen(Color.Black, 4)) {
pen.StartCap = Drawing2D.LineCap.Flat;
pen.EndCap = Drawing2D.LineCap.ArrowAnchor;
int x1, x2, y1, y2;
//choose x/y coordinates
e.Graphics.DrawLine(pen, x1, y1, x2, y2);
}
base.OnPaint(e);
}
This's my way, its works for me
//FormMain.cs
private const float DisplayRatio = 6;
private Bitmap _bmpDisp; //use an in-memory bitmap to Persistent graphics
private Graphics _grpDisp4Ctl;
private Graphics _grpDisp4Bmp;
private Point _ptOldDsp;
private void FormMain_Shown(object sender, EventArgs e)
{
_grpDisp4Ctl = CreateGraphics();
_grpDisp4Ctl.SetHighQulity();
_bmpDisp = new Bitmap(ClientSize.Width, ClientSize.Height);
_grpDisp4Bmp = Graphics.FromImage(_bmpDisp);
_grpDisp4Bmp.SetHighQulity();
_ptOldDsp = new Point(
(int)((MousePosition.X - SystemInformation.VirtualScreen.Left) / DisplayRatio),
(int)((MousePosition.Y - SystemInformation.VirtualScreen.Top) / DisplayRatio)
);
}
private void UpdateDisplay(MouseHookEvent mhep) //your implement
{
var ptNew = mhep.Position;
ptNew.Offset(new Point(-SystemInformation.VirtualScreen.Left, -SystemInformation.VirtualScreen.Top));
ptNew.X = (int)(ptNew.X / DisplayRatio);
ptNew.Y = (int)(ptNew.Y / DisplayRatio);
_grpDisp4Ctl.DrawLine(Pens.White, _ptOldDsp, ptNew); //draw smooth lines to mem and ui
_grpDisp4Bmp.DrawLine(Pens.White, _ptOldDsp, ptNew);
_ptOldDsp = ptNew;
}
private void FormMain_Paint(object sender, PaintEventArgs e)
{
// like vb6's auto redraw :)
e.Graphics.DrawImage(_bmpDisp, e.ClipRectangle, e.ClipRectangle, GraphicsUnit.Pixel);
}
//common.cs
internal static void SetHighQulity(this Graphics g)
{
g.CompositingMode = System.Drawing.Drawing2D.CompositingMode.SourceOver;
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
g.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
g.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit;
}
I know it's an older post, but you can also try setting DoubleBuffered property of the form to TRUE, read the following:
"Buffered graphics can reduce or eliminate flicker that is caused by
progressive redrawing of parts of a displayed surface. Buffered
graphics require that the updated graphics data is first written to a
buffer. The data in the graphics buffer is then quickly written to
displayed surface memory. The relatively quick switch of the displayed
graphics memory typically reduces the flicker that can otherwise
occur."