my code for crate rectangle :
Rectangle[] myRectangle = new Rectangle[100];
for(int i=1;i<=100;i++)
{
myRectangle[i] = new Rectangle();
// another code for create myRectangle[i]
}
When MouseEnter Rectangle[X] and I want to do something.What will i do?
Thank you.
Putting this here;
Rectangle[] myRectangle = new Rectangle[100];
for(int i = 0; i < 100; i++)
{
myRectangle[i] = new Rectangle();
myRectangle[i].Tag = i;
myRectangle[i].MouseEnter += MouseEnter;
}
private void MouseEnter(object sender, MouseEventArgs e)
{
Rectangle rect = (Rectangle)sender;
int idx = (int)rect.Tag;
MessageBox.Show(idx.ToString());
}
Related
I am making a Scorebar from 1-10 where every number is one picture of a small grey cube.
Like this:
🟩🟩🟩🟩🟩⬛⬛⬛⬛⬛ (This would be a score of 5)
Now I want to change the cube images to green ones, when the MouseDown Event is triggered, but I don't know who to tell the program.
Pic of Scorebar
private void BtnDebug_Click(object sender, EventArgs e)
{
int xPos = 200;
int yPos = 100;
PictureBox[] ScoreGameplay = new PictureBox[100];
for (int i = 0; i < 10; i++)
{
ScoreGameplay[i] = new PictureBox();
ScoreGameplay[i].Name = "ScoreGameplay" + i;
ScoreGameplay[i].Size = new Size(18, 18);
ScoreGameplay[i].Location = new Point(xPos, yPos);
ScoreGameplay[i].Image = Image.FromFile(#"img\icons\score_empty.png");
ScoreGameplay[i].MouseEnter += new EventHandler(Score_MouseEnter);
ScoreGameplay[i].MouseLeave += new EventHandler(Score_MouseLeave);
ScoreGameplay[i].MouseDown += new MouseEventHandler(Score_MouseDown);
this.Controls.Add(ScoreGameplay[i]);
xPos += 18;
}
This part works without an issue, but here we go:
private void Score_MouseDown(object sender, EventArgs e)
{
if (sender is PictureBox pBox)
{
// ???
}
}
How do I tell know which Index of the Array in BtnDebug_Click has triggered the MouseDown?
For example:
The 7th PictureBox has been clicked; now I want to change the images from PictureBoxes 1-7 to the green ones.
Anyone has a smart solution for this?
Simply you can do that
private void BtnDebug_Click(object sender, EventArgs e)
{
int xPos = 200;
int yPos = 100;
PictureBox[] ScoreGameplay = new PictureBox[100];
for (int i = 0; i < 10; i++)
{
ScoreGameplay[i] = new PictureBox();
ScoreGameplay[i].Name = $"ScoreGameplay{i}";
ScoreGameplay[i].Size = new Size(18, 18);
ScoreGameplay[i].Location = new Point(xPos, yPos);
ScoreGameplay[i].Image = Image.FromFile(#"img\icons\score_empty.png");
ScoreGameplay[i].MouseEnter += new EventHandler(Score_MouseEnter);
ScoreGameplay[i].MouseLeave += new EventHandler(Score_MouseLeave);
ScoreGameplay[i].MouseDown += new MouseEventHandler(Score_MouseDown);
this.Controls.Add(ScoreGameplay[i]);
xPos += 18;
}
}
and in Score_MouseDown
private void Score_MouseDown(object sender, EventArgs e)
{
string imageName = ((PictureBox)sender).Name; // get the name of the clicked image
string imageIndex = imageName.Substring(13); // get the text after 13 chars
}
I'm trying to make sorting visualization algorithm in c# but I got a problem with the canvas refreshing.
I tried to refresh the canvas every time I redraw but its not looks good. I'm sure there is another way to do it and I hope someone can help me.
In this picture you can see the black rectangles that I want to delete from the canvas
This is my code :
private void GenerateArrayButton_Click(object sender, EventArgs e)
{
MyCanvas.Refresh();
Random random = new Random();
int xPosition = 0 , yPosition = MyCanvas.Height/2;
const int k_RectangleWight = 2;
for(int i = 0; i < k_SizeOfArray; i++)
{
int rectangleHeight = random.Next(MyCanvas.Height / 2);
m_UnsortedArray[i] = new Rectangle(xPosition,yPosition, k_RectangleWight, rectangleHeight);
xPosition += 5;
}
draw(m_UnsortedArray, Pens.Black);
}
private void draw(Rectangle[] i_ArrayToDraw, Pen i_PenColor)
{
var graphics = MyCanvas.CreateGraphics();
graphics.DrawRectangles(i_PenColor, i_ArrayToDraw);
graphics.Dispose();
}
private void SortingButton_Click(object sender, EventArgs e)
{
bubbleSort();
draw(m_UnsortedArray, Pens.Green);
}
private void bubbleSort()
{
for(int i = 0; i < m_UnsortedArray.Length; i++)
{
for(int j = 0; j < m_UnsortedArray.Length - 1; j++)
{
if(m_UnsortedArray[j].Height > m_UnsortedArray[j + 1].Height)
{
swap(ref m_UnsortedArray[j], ref m_UnsortedArray[j+1]);
}
}
draw(m_UnsortedArray,Pens.Black);
}
}
private void swap(ref Rectangle i_Rectangle1, ref Rectangle i_Rectangle2)
{
// Swap the position of the rectangle
var location = i_Rectangle1.Location;
i_Rectangle1.Location = i_Rectangle2.Location;
i_Rectangle2.Location = location;
// Swap the position of the current rectangle in the array
var copyRect = i_Rectangle1;
i_Rectangle1 = i_Rectangle2;
i_Rectangle2 = copyRect;
}
}
The drawing canvas in question MyCanvas whether its a PictureBox or a Panel or the Form itself, provides specific events for the painting routines, particularly the Paint event in this context. The event has a PaintEventArgs which provides a free Graphics object to do your drawings. Meaning, you don't need to create extra Graphics objects like in your draw method. Now let's draw those rectangles.
Class level fields:
using System.Threading.Tasks;
//...
public partial class Form1 : Form
{
private const int k_RectangleWight = 2;
private const int k_SizeOfArray = 100; //assign the right value.
private Rectangle[] m_UnsortedArray;
Random rand = new Random();
private Pen MyPen;
Handle the Paint event of the MyCanvas control.
public Form1()
{
InitializeComponent();
//You can add normal event handler instead if you prefer so.
MyCanvas.Paint += (s, e) =>
{
if (MyPen != null)
e.Graphics.DrawRectangles(MyPen, m_UnsortedArray);
};
}
In the GenerateArrayButton_Click event, create the rectangles, assign the drawing pen, and call the Invalidate() method of the drawing canvas.
private void GenerateArrayButton_Click(object sender, EventArgs e)
{
m_UnsortedArray = new Rectangle[k_SizeOfArray];
var xPosition = 0;
var yPosition = MyCanvas.Height / 2;
for(var i = 0; i < k_SizeOfArray; i++)
{
var rectangleHeight = rand.Next(MyCanvas.Height / 2);
m_UnsortedArray[i] = new Rectangle(
xPosition,
yPosition,
k_RectangleWight,
rectangleHeight);
xPosition += 5;
}
MyPen = Pens.Black;
MyCanvas.Invalidate();
}
At this point, you will get something drawn like this:
Now the second part. Your methods for swapping the rectangles:
private async void bubbleSort()
{
for (int i = 0; i < m_UnsortedArray.Length; i++)
{
for (int j = 0; j < m_UnsortedArray.Length - 1; j++)
if (m_UnsortedArray[j].Height > m_UnsortedArray[j + 1].Height)
swap(ref m_UnsortedArray[j], ref m_UnsortedArray[j + 1]);
await Task.Delay(30);
MyCanvas.Invalidate();
}
}
private void swap(ref Rectangle i_Rectangle1, ref Rectangle i_Rectangle2)
{
var location = i_Rectangle1.Location;
i_Rectangle1.Location = i_Rectangle2.Location;
i_Rectangle2.Location = location;
var copyRect = i_Rectangle1;
i_Rectangle1 = i_Rectangle2;
i_Rectangle2 = copyRect;
}
In the click event of the SortingButton, you just need to:
private void SortingButton_Click(object sender, EventArgs e)
{
MyPen = Pens.Green;
bubbleSort();
}
}
... and you will get:
namespace ConwayGameofLife
{
public partial class GameController : Window
{
public int row;
public int col;
public SolidColorBrush brush;
public Rectangle[,] rectangle;
public GridCell cell;
public string[,] cellPosition;
public int cellColumn;
public int cellRow;
public GameController()
{
InitializeComponent();
brush = new SolidColorBrush(Colors.Gray);
}
private void GridSlider_Button(object sender, RoutedPropertyChangedEventArgs<double> e)
{
row = (int)gridSlider.Value;
col = (int)gridSlider.Value;
resizeGrid.DataContext = gridSlider;
}
private void BuildGrid_Button(object sender, RoutedEventArgs e)
{
gameUniformGrid.Children.Clear();
gameUniformGrid.Rows = row;
gameUniformGrid.Columns = col;
rectangle = new Rectangle[row, col];
for (int x = 0; x < row; x++)
{
for (int y = 0; y < col; y++)
{
rectangle[y, x] = new Rectangle { Stroke = Brushes.Black, Fill = brush };
gameUniformGrid.Children.Add(rectangle[y, x]);
}
}
//for (int i = 0; i < rectangle.Length; i++)
//{
// rectangle[i] = new Rectangle { Stroke = Brushes.Black, Fill = brush };
// gameUniformGrid.Children.Add(rectangle[i]);
//}
}
On the ToggleGrid function, I wanted to set cellColumn and cellRow variable to the value of the column and row of where the clicked rectangle is on a uniform grid and be able to change the rectangle's color using the index value of those variables. I did some research on ways I can go about this and couldn't find anything useful.
private void ToggleGrid(object sender, MouseButtonEventArgs e) //changes color
{
if (e.OriginalSource is Shape s)
{
cellColumn = (int)GetBoundingBox(s, gameUniformGrid).X;
cellRow = (int)GetBoundingBox(s, gameUniformGrid).Y;
rectangle[cellColumn, cellRow].Fill = new SolidColorBrush(Colors.Green);
//s.Fill = new SolidColorBrush(Colors.Green);
//cellPosition[y, x] = "Dead";
}
MessageBox.Show($"Column Clicked: {cellColumn}, Row Clicked: {cellRow}");
}
private static Rect GetBoundingBox(FrameworkElement element, FrameworkElement parent)
{
GeneralTransform transform = element.TransformToAncestor(parent);
Point topLeft = transform.Transform(new Point(0, 0));
Point bottomRight = transform.Transform(new Point(element.ActualWidth, element.ActualHeight));
return new Rect(topLeft, bottomRight);
}
}
though rectangles are placed into UniformGrid, it is possible to assign Grid.Row and Grid.Column properties for them:
rectangle[x, y] = new Rectangle { Stroke = Brushes.Black, Fill = brush };
rectangle[x, y].SetValue(Grid.RowProperty, x);
rectangle[x, y].SetValue(Grid.ColumnProperty, y);
gameUniformGrid.Children.Add(rectangle[x, y]);
then read them:
if (e.OriginalSource is Shape s)
{
cellColumn = (int)s.GetValue(Grid.ColumnProperty);
cellRow = (int)s.GetValue(Grid.RowProperty);
rectangle[cellRow, cellColumn].Fill = Brushes.Green;
}
I've created a custom control in C#. A highly-simplified version of it is shown below:
class WellControl : Control
{
Pen circlePen = new Pen(Color.Black, 5);
Brush wellShader = new SolidBrush(Color.BlueViolet);
Brush wellBlanker = new SolidBrush(Color.LightGray);
public WellControl(int wellNum)
{
InitializeComponent();
}
private void DrawWell()
{
using (Graphics well = this.CreateGraphics())
{
this.Size = new Size(WellSize, WellSize);
if (this.selected)
{
well.FillEllipse(wellShader, ellipseCoords);
}
else
{
well.FillEllipse(wellBlanker, ellipseCoords);
}
well.DrawEllipse(circlePen, ellipseCoords);
using (Font wellNumberFont = new Font("Arial", 14, FontStyle.Bold))
{
well.DrawString(WellNum.ToString(), wellNumberFont, Brushes.Black, new Point(13, 13));
}
}
}
private void WellPaintEventHandler(object sender, EventArgs e)
{
DrawWell();
}
private void InitializeComponent()
{
this.SuspendLayout();
this.Paint += new System.Windows.Forms.PaintEventHandler(WellPaintEventHandler);
this.ResumeLayout();
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
//dispose all the custom stuff
}
}
}
When I add it to a form, it renders properly (again, simplified example):
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
for (int i = 0; i < 4; i++)
{
WellControl newWell = new WellControl(i + 1);
newWell.Location = new Point(15, 50 * i);
newWell.Size = new System.Drawing.Size(45, 45);
this.Controls.Add(newWell);
}
}
}
I have another custom control, "Plate", which is intended to hold many "Wells". The code intended to draw the wells evenly across the plate probably sucks right now but I'm just trying to see something:
class PlateControl : Control
{
Pen blackPen = new Pen(Color.Black, 3);
public PlateControl()
{
this.Size = new Size(600, 800);
List<WellControl> plateWells = new List<WellControl>();
int column = 1;
int row = 0;
for (int i = 1; i <= 96; i++)
{
column = Convert.ToInt32(Math.Ceiling(Convert.ToDecimal(i / 8)));
row = i % 8;
WellControl newWell = new WellControl(i + 1);
newWell.Name = "wellControl" + i;
newWell.Location = new Point(column * 50, row * 50);
newWell.Size = new System.Drawing.Size(45, 45);
newWell.TabIndex = i;
newWell.WellSize = 45;
plateWells.Add(newWell);
newWell.Visible = true;
}
InitializeComponent();
}
private void InitializeComponent()
{
this.SuspendLayout();
this.Paint += new System.Windows.Forms.PaintEventHandler(PlatePaintEventHandler);
this.ResumeLayout();
}
private void DrawPlate()
{
using (Graphics plate = this.CreateGraphics())
{
Point topLeft = new Point(0, 0);
Point topRight = new Point(600, 0);
Point bottomRight = new Point(600, 400);
Point bottomLeft = new Point(0, 400);
plate.DrawLine(blackPen, topLeft, topRight);
plate.DrawLine(blackPen, topRight, bottomRight);
plate.DrawLine(blackPen, bottomRight, bottomLeft);
plate.DrawLine(blackPen, bottomLeft, topLeft);
}
}
private void PlatePaintEventHandler(object sender, EventArgs e)
{
DrawPlate();
}
}
If I add this control to a Winform using this.Controls.Add(new PlateControl()), the rectangle renders, but not the WellControls I added to the PlateControl in the constructor loop. What am I doing incorrectly?
You need to add List of WallControl to plate control.
public PlateControl()
{
this.Size = new Size(600, 800);
List<WellControl> plateWells = new List<WellControl>();
int column = 1;
int row = 0;
for (int i = 1; i <= 96; i++)
{
column = Convert.ToInt32(Math.Ceiling(Convert.ToDecimal(i / 8)));
row = i % 8;
WellControl newWell = new WellControl(i + 1);
newWell.Name = "wellControl" + i;
newWell.Location = new Point(column * 50, row * 50);
newWell.Size = new System.Drawing.Size(45, 45);
newWell.TabIndex = i;
newWell.WellSize = 45;
plateWells.Add(newWell);
newWell.Visible = true;
}
this.Controls.AddRange(plateWells.ToArray());
InitializeComponent();
}
How can I transfer the values of my graphics to a bitmap so I can save it as jpg or bmp file.
here's my code:
private void pictureBox1_Paint_1(object sender, PaintEventArgs e)
{
using(var p = new Pen(Color.Blue, 4)){
for (int i = 0; i < _listPS.Count; i++)
{
e.Graphics.DrawLine(_pen, _listPS[i], _listPE[i]);
}
}
}
suppose that _listPS and _listPE have values.
ah! Solved it LOL! :)
Here's my solution:
private Bitmap _mybitmap;
private void pictureBox1_Paint_1(object sender, PaintEventArgs e)
{
_mybitmap = new Bitmap(pictureBox1.Width, pictureBox1.Heigth);
Graphics _tempg = Graphics.FromImage(_mybitmap);
using(var p = new Pen(Color.Blue, 4){
for (int i = 0; i < _listPS.Count; i++)
{
e.Graphics.DrawLine(_pen, _listPS[i], _listPE[i]);
_tempg.DrawLine(_pen, _listPS[i], _listPE[i]);
}
_tempg.Dispose();
}
}
Try this one
Bitmap _image = new Bitmap(100, 100);
Graphics _g = Graphics.FromImage(_image);
//Graphics _g = pictureBox1.CreateGraphics();
Pen _pen = new Pen(Color.Red, 3);
Point myPoint1 = new Point(10, 20);
Point myPoint2 = new Point(30, 40);
for (int i = 0; i < _listPS.Count; i++)
{
_g.DrawLine(_pen, _listPS[i], _listPE[i]);
}
_image.Save(#"D:\test.bmp");
_image.Dispose();
_g.Dispose();