Printing Arabic string correctly in multiple lines - c#

Currently I need to process Arabic string (اسمي مصير الطفل. من أي بلد أنت) in my project. If the string is displayed in a single line, it is displayed correctly.
However, when the font size is much bigger, the display (I am using label) is wrong.
The string is printed starting from the second line. I found that on the .Net framework we could use drawstring with StringFormatFlags.DirectionRightToLeft. However, that is not available in compact framework. So, how could i print Arabic string in multiple lines? Any advice is appreciated, thanks.

I am sorry, the following is incorrect:
Since WinCE 5 and CompactFramework v 2.0 controls like the Textbox support a RicghtToLeft property (see also http://www.danielmoth.com/Blog/rtl-problem.aspx). So you should ensure you are using CF>=2.0 and WinCE 5 base sdk (ie Windows Mobile 6.x).
Looking at the help for Textbox class, the RightToLeft is marked as NOT AVAILABLE for Compact Framework.
So, you need to write your own DrawText class that splits the words and positions them from right to left.
The native DrawText API supports the uFormat flag DT_RTLREADING (according to the online help for Windows CE 5 Platform Builder):
DT_RTLREADING
Layout in right-to-left reading order for bi-directional text when the font selected into the hdc is a Hebrew or Arabic font. The default reading order for all text is left-to-right.
There is also an option DT_WORDBREAK which I would choose for multiline text and a large enough drawing rectangle.
BUT, that gives the following result using two rectangles and two font sizes to force a wordbreak:
As I can not read that I am not sure, but I assume the wordbreak flag does not work correctly. I assume the second line in the upper part has to start from right too.
Native Code for the above:
...
#define ARABIC_TEXT L"اسمي مصير الطفل. من أي بلد أنت"
#define MulDiv(a,b,c) (((a)*(b))/(c))
...
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;
RECT rect;
LOGFONT lf;
HFONT hFontNew, hFontOld;
...
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code here...
// Clear out the lf structure to use when creating the font.
memset(&lf, 0, sizeof(LOGFONT));
wsprintf(lf.lfFaceName,L"Arial Unicode MS");
GetClientRect(hWnd, &rect);
hFontNew = CreateFontIndirect(&lf);
hFontOld = (HFONT) SelectObject(hdc, hFontNew);
rect.bottom=rect.bottom/2;
lf.lfHeight=-MulDiv(16, GetDeviceCaps(hdc, LOGPIXELSY), 72);
if(DrawText(hdc, ARABIC_TEXT, -1, &rect, DT_RTLREADING | DT_WORDBREAK)==0){
DEBUGMSG(1, (L"DrawText failed with %i\n", GetLastError()));
}
GetClientRect(hWnd, &rect);
lf.lfHeight=-MulDiv(10, GetDeviceCaps(hdc, LOGPIXELSY), 72);
hFontNew = CreateFontIndirect(&lf);
hFontOld = (HFONT) SelectObject(hdc, hFontNew);
rect.top=rect.bottom/2;
if(DrawText(hdc, ARABIC_TEXT, -1, &rect, DT_RTLREADING | DT_WORDBREAK)==0){
DEBUGMSG(1, (L"DrawText failed with %i\n", GetLastError()));
}
EndPaint(hWnd, &ps);
SelectObject(hdc, hFontOld);
DeleteObject(hFontNew);
break;

The following form is an example of calling DrawText (see josef's answer) from C#:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
Menu = null;
DrawText(e.Graphics, "اسمي مصير الطفل. من أي بلد أنت", Font, ClientRectangle);
}
private void DrawText(Graphics g, string text, Font font, Rectangle rectangle)
{
IntPtr dc = g.GetHdc();
RECT rect = (RECT)rectangle;
IntPtr hFont = IntPtr.Zero;
IntPtr previousFont = IntPtr.Zero;
try
{
hFont = font.ToHfont();
previousFont = SelectObject(dc, hFont);
DrawText(dc, text, text.Length, ref rect, DrawTextFlags.RightToLeft | DrawTextFlags.Right | DrawTextFlags.WordBreak);
}
finally
{
if (previousFont != IntPtr.Zero)
{
SelectObject(dc, previousFont);
}
if (hFont != IntPtr.Zero)
{
DeleteObject(hFont);
}
g.ReleaseHdc(dc);
}
}
[StructLayout(LayoutKind.Sequential)]
internal struct RECT
{
internal int Left;
internal int Top;
internal int Right;
internal int Bottom;
public static explicit operator RECT(Rectangle rect)
{
return new RECT()
{
Left = rect.Left,
Top = rect.Top,
Right = rect.Right,
Bottom = rect.Bottom
};
}
}
[DllImport("coredll.dll", CharSet = CharSet.Unicode)]
internal static extern int DrawText(IntPtr hdc, string lpStr, int nCount, ref RECT lpRect, DrawTextFlags flags);
[DllImport("coredll.dll", EntryPoint = "DeleteObject")]
[return: MarshalAs(UnmanagedType.Bool)]
internal static extern bool DeleteObject([In] IntPtr hObject);
[DllImport("coredll.dll")]
internal static extern IntPtr SelectObject(IntPtr hdc, IntPtr hgdiobj);
[Flags]
public enum DrawTextFlags : uint
{
/// <summary>
/// Use default values.
/// </summary>
None = 0x00000000,
/// <summary>
/// Justifies the text to the top of the rectangle.
/// </summary>
Top = 0x00000000,
/// <summary>
/// Aligns text to the left.
/// </summary>
Left = 0x00000000,
/// <summary>
/// Centers text horizontally in the rectangle.
/// </summary>
Center = 0x00000001,
/// <summary>
/// Aligns text to the right.
/// </summary>
Right = 0x00000002,
/// <summary>
/// Centers text vertically. This value is used only with the SingleLine value.
/// </summary>
VerticalCenter = 0x00000004,
/// <summary>
/// Justifies the text to the bottom of the rectangle. This value is used only with the
/// SingleLine value.
/// </summary>
Bottom = 0x00000008,
/// <summary>
/// Breaks words. Lines are automatically broken between words if a word would extend past the
/// edge of the rectangle specified by the lpRect parameter. A carriage return-line feed sequence
/// also breaks the line. If this is not specified, output is on one line.
/// </summary>
WordBreak = 0x00000010,
/// <summary>
/// Displays text on a single line only. Carriage returns and line feeds do not break the line.
/// </summary>
SingleLine = 0x00000020,
/// <summary>
/// Expands tab characters. The default number of characters per tab is eight.
/// </summary>
ExpandTabs = 0x00000040,
/// <summary>
/// Sets tab stops. Bits 15-8 (high-order byte of the low-order word) of the uFormat parameter
/// specify the number of characters for each tab. The default number of characters per tab is
/// eight.
/// </summary>
Tabstop = 0x00000080,
/// <summary>
/// Draws without clipping.
/// </summary>
NoClip = 0x00000100,
/// <summary>
/// Includes the font external leading in line height. Normally, external leading is not included
/// in the height of a line of text.
/// </summary>
ExternalLeading = 0x00000200,
/// <summary>
/// Determines the width and height of the rectangle. If there are multiple lines of text, DrawText
/// uses the width of the rectangle pointed to by the lpRect parameter and extends the base of the
/// rectangle to bound the last line of text. If the largest word is wider than the rectangle, the
/// width is expanded. If the text is less than the width of the rectangle, the width is reduced.
/// If there is only one line of text, DrawText modifies the right side of the rectangle so that it
/// bounds the last character in the line. In either case, DrawText returns the height of the
/// formatted text but does not draw the text.
/// </summary>
CalcRect = 0x00000400,
/// <summary>
/// Turns off processing of prefix characters. Normally, DrawText interprets the mnemonic-prefix
/// character & as a directive to underscore the character that follows, and the mnemonic-prefix
/// characters && as a directive to print a single &. By specifying DT_NOPREFIX, this processing
/// is turned off.
/// </summary>
NoPrefix = 0x00000800,
/// <summary>
/// Uses the system font to calculate text metrics.
/// </summary>
Internal = 0x00001000,
/// <summary>
/// Duplicates the text-displaying characteristics of a multiline edit control. Specifically,
/// the average character width is calculated in the same manner as for an edit control, and
/// the function does not display a partially visible last line.
/// </summary>
EditControl = 0x00002000,
/// <summary>
/// For displayed text, if the end of a string does not fit in the rectangle, it is truncated
/// and ellipses are added. If a word that is not at the end of the string goes beyond the
/// limits of the rectangle, it is truncated without ellipses.
/// </summary>
EndEllipsis = 0x00008000,
/// <summary>
/// Layout in right-to-left reading order for bidirectional text when the font selected into the
/// hdc is a Hebrew or Arabic font. The default reading order for all text is left-to-right.
/// </summary>
RightToLeft = 0x00020000,
/// <summary>
/// Truncates any word that does not fit in the rectangle and adds ellipses.
/// </summary>
WordEllipsis = 0x00040000
}
}
(As you can see I've ignored the return values of each native method)

It seems that there is no solid solution to this issue, so I created a temporary workaround. I am assuming that my Label size is fixed, and if my string size is larger than the width of my Label, I will split it into two. The method I use to split the string is to find a splitting point (currently I am doing it at 0.2 of the total string length).
private void processArabic(string arabicString)
{
string[] stringArray = new string[2];
double index = 0.8 * arabicString.Length;
index = Math.Ceiling(index);
int Index = (int)index;
for (int i = Index; i != 0; i--)
{
if (Char.IsWhiteSpace(arabicString, i))
{
stringArray[1] = arabicString.Substring(0, Index + 1);
stringArray[0] = arabicString.Substring(Index + 1, arabicString.Length - (Index + 1));
break;
}
}
label1.Text = stringArray[0];
label1.Text += "\n";
label1.Text += stringArray[1];
}
Although Arabic string is printed from right to left, index is still counted from left to right. The above snippet is rather rigid, and only apply if you want to split the string into two. I am sure there are lot of ways to improve the above code, any comment/suggestion is welcome.

Related

Post message to an active window/application from a c# application

I have an application (that always runs in minimized mode) that constantly listens to keys typed on the keyboard.
When certain key is pressed, I want the C# application to post a command on the message queue of the active window to minimize, close, maximize, etc.
I know it is possible to get the handle to the active window, but, how can I post a message on its message queue (as we can do in win32).
Thanks.
You can use interop to call the native WINAPI functions. Using the p/invoke website I have created the following solution:
var proc = Process.GetProcesses().First(p => p.ProcessName.Contains("firefox"));
PostMessageSafe(
new HandleRef(proc, proc.MainWindowHandle),
(uint) WM.WM_SYSCOMMAND,
new IntPtr((int) SysCommands.SC_MAXIMIZE),
IntPtr.Zero);
What I basically do here is find a WindowHandle I'm interested in and then invoke PostMessage with the WM_SYSCOMMAND in Msg and the appropriate syscommand in the wParam, in this case Maximize, with the value 0xF030. The lParam is set to 0.
Please be aware that if your only goal is to change the window state you better use the specialized API endpoint for that, it's called ShowWindow
Its signature looks like this:
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool ShowWindow(IntPtr hWnd, ShowWindowCommands nCmdShow);
and it is invoked like this:
ShowWindow(proc.MainWindowHandle, ShowWindowCommands.Maximize);
When either of these methods are called, a window from a process named firefox will be maximized.
Here are the helper methods and enums you need as a wrapper around PostMessage
[return: MarshalAs(UnmanagedType.Bool)]
[DllImport("user32.dll", SetLastError = true, CharSet = CharSet.Auto)]
static extern bool PostMessage(HandleRef hWnd, uint Msg, IntPtr wParam, IntPtr lParam);
// http://www.pinvoke.net/default.aspx/Enums/WindowsMessages.html
public enum WM : uint
{
WM_SYSCOMMAND = 0x0112
}
// http://www.pinvoke.net/default.aspx/Enums/SysCommands.html
enum SysCommands : int
{
SC_SIZE = 0xF000,
SC_MOVE = 0xF010,
SC_MINIMIZE = 0xF020,
SC_MAXIMIZE = 0xF030,
SC_NEXTWINDOW = 0xF040,
SC_PREVWINDOW = 0xF050,
SC_CLOSE = 0xF060,
SC_VSCROLL = 0xF070,
SC_HSCROLL = 0xF080,
SC_MOUSEMENU = 0xF090,
SC_KEYMENU = 0xF100,
SC_ARRANGE = 0xF110,
SC_RESTORE = 0xF120,
SC_TASKLIST = 0xF130,
SC_SCREENSAVE = 0xF140,
SC_HOTKEY = 0xF150,
//#if(WINVER >= 0x0400) //Win95
SC_DEFAULT = 0xF160,
SC_MONITORPOWER = 0xF170,
SC_CONTEXTHELP = 0xF180,
SC_SEPARATOR = 0xF00F,
//#endif /* WINVER >= 0x0400 */
//#if(WINVER >= 0x0600) //Vista
SCF_ISSECURE = 0x00000001,
//#endif /* WINVER >= 0x0600 */
/*
* Obsolete names
*/
SC_ICON = SC_MINIMIZE,
SC_ZOOM = SC_MAXIMIZE,
}
// http://www.pinvoke.net/default.aspx/Enums/ShowWindowCommand.html
enum ShowWindowCommands
{
/// <summary>
/// Hides the window and activates another window.
/// </summary>
Hide = 0,
/// <summary>
/// Activates and displays a window. If the window is minimized or
/// maximized, the system restores it to its original size and position.
/// An application should specify this flag when displaying the window
/// for the first time.
/// </summary>
Normal = 1,
/// <summary>
/// Activates the window and displays it as a minimized window.
/// </summary>
ShowMinimized = 2,
/// <summary>
/// Maximizes the specified window.
/// </summary>
Maximize = 3, // is this the right value?
/// <summary>
/// Activates the window and displays it as a maximized window.
/// </summary>
ShowMaximized = 3,
/// <summary>
/// Displays a window in its most recent size and position. This value
/// is similar to <see cref="Win32.ShowWindowCommand.Normal"/>, except
/// the window is not activated.
/// </summary>
ShowNoActivate = 4,
/// <summary>
/// Activates the window and displays it in its current size and position.
/// </summary>
Show = 5,
/// <summary>
/// Minimizes the specified window and activates the next top-level
/// window in the Z order.
/// </summary>
Minimize = 6,
/// <summary>
/// Displays the window as a minimized window. This value is similar to
/// <see cref="Win32.ShowWindowCommand.ShowMinimized"/>, except the
/// window is not activated.
/// </summary>
ShowMinNoActive = 7,
/// <summary>
/// Displays the window in its current size and position. This value is
/// similar to <see cref="Win32.ShowWindowCommand.Show"/>, except the
/// window is not activated.
/// </summary>
ShowNA = 8,
/// <summary>
/// Activates and displays the window. If the window is minimized or
/// maximized, the system restores it to its original size and position.
/// An application should specify this flag when restoring a minimized window.
/// </summary>
Restore = 9,
/// <summary>
/// Sets the show state based on the SW_* value specified in the
/// STARTUPINFO structure passed to the CreateProcess function by the
/// program that started the application.
/// </summary>
ShowDefault = 10,
/// <summary>
/// <b>Windows 2000/XP:</b> Minimizes a window, even if the thread
/// that owns the window is not responding. This flag should only be
/// used when minimizing windows from a different thread.
/// </summary>
ForceMinimize = 11
}

How to Convert a WPF inch unit to Winforms pixels and vice versa?

I have a window that designed at WPF and I used that on center of a WinForms owner.
Now, I want to move the owner form and at the moment my WPF window has also to be moved in the center of the form!
But I have a problem, Only when window is in the center of the form that form in the center of the screen. And otherwise act in a different form than the Windows coordinates.
I just add the displacement values of the form to window location.
Now I have come to the conclusion that the coordinates of the pixels on WPF Windows are different by WinForms!
How to convert WPF window location to WinForms base location and vice versa ?
Owner Form codes is:
public partial class Form1 : Form
{
private WPF_Window.WPF win;
public Form1()
{
InitializeComponent();
win = new WPF();
win.Show();
CenterToParent(win);
}
private void CenterToParent(System.Windows.Window win)
{
win.Left = this.Left + (this.Width - win.Width) / 2;
win.Top = this.Top + (this.Height - win.Height) / 2;
}
protected override void OnMove(EventArgs e)
{
base.OnMove(e);
CenterToParent(win);
}
}
Best way to get DPI value in WPF
Method 1
It’s the same way you did that in Windows Forms. System.Drawing.Graphics object provides convenient properties to get horizontal and vertical DPI. Let’s sketch up a helper method:
/// <summary>
/// Transforms device independent units (1/96 of an inch)
/// to pixels
/// </summary>
/// <param name="unitX">a device independent unit value X</param>
/// <param name="unitY">a device independent unit value Y</param>
/// <param name="pixelX">returns the X value in pixels</param>
/// <param name="pixelY">returns the Y value in pixels</param>
public void TransformToPixels(double unitX,
double unitY,
out int pixelX,
out int pixelY)
{
using (Graphics g = Graphics.FromHwnd(IntPtr.Zero))
{
pixelX = (int)((g.DpiX / 96) * unitX);
pixelY = (int)((g.DpiY / 96) * unitY);
}
// alternative:
// using (Graphics g = Graphics.FromHdc(IntPtr.Zero)) { }
}
You can use it transforms both coordinates as well as size values. It’s pretty simple and robust and completely in managed code (at least as far as you, the consumer, is concerned). Passing IntPtr.Zero as HWND or HDC parameter results in a Graphics object that wraps a device context of the entire screen.
There is one problem with this approach though. It has a dependency on Windows Forms/GDI+ infrastructure. You are going to have to add a reference to System.Drawing assembly. Big deal? Not sure about you, but for me this is an issue to avoid.
Method 2
Let’s take it one step deeper and do it the Win API way. GetDeviceCaps function retrieves various information for the specified device and is able to retrieve horizontal and vertical DPI’s when we pass it LOGPIXELSX and LOGPIXELSY parameters respectively.
GetDeviceCaps function is defined in gdi32.dll and is probably what System.Drawing.Graphics uses under the hood.
Let’s have a look at what our helper has become:
[DllImport("gdi32.dll")]
public static extern int GetDeviceCaps(IntPtr hDc, int nIndex);
[DllImport("user32.dll")]
public static extern IntPtr GetDC(IntPtr hWnd);
[DllImport("user32.dll")]
public static extern int ReleaseDC(IntPtr hWnd, IntPtr hDc);
public const int LOGPIXELSX = 88;
public const int LOGPIXELSY = 90;
/// <summary>
/// Transforms device independent units (1/96 of an inch)
/// to pixels
/// </summary>
/// <param name="unitX">a device independent unit value X</param>
/// <param name="unitY">a device independent unit value Y</param>
/// <param name="pixelX">returns the X value in pixels</param>
/// <param name="pixelY">returns the Y value in pixels</param>
public void TransformToPixels(double unitX,
double unitY,
out int pixelX,
out int pixelY)
{
IntPtr hDc = GetDC(IntPtr.Zero);
if (hDc != IntPtr.Zero)
{
int dpiX = GetDeviceCaps(hDc, LOGPIXELSX);
int dpiY = GetDeviceCaps(hDc, LOGPIXELSY);
ReleaseDC(IntPtr.Zero, hDc);
pixelX = (int)(((double)dpiX / 96) * unitX);
pixelY = (int)(((double)dpiY / 96) * unitY);
}
else
throw new ArgumentNullException("Failed to get DC.");
}
So we have exchanged a dependency on managed GDI+ for the dependency on fancy Win API calls. Is that an improvement? In my opinion yes, as long as we run on Windows Win API is a least common denominator. It is lightweight. On other platforms we wouldn’t probably have this dilemma in the first place.
And don’t get fooled by that ArgumentNullException. This solution is as robust as the first one. System.Drawing.Graphics will throw this same exception if it can’t obtain a device context too.
Method 3
As officially documented here there is a special key in the registry: HKLM\SOFTWARE\Microsoft\Windows NT\CurrentVersion\FontDPI. It stores a DWORD value which is exactly what the user chooses for DPI in the display settings dialog (it’s called a font size there).
Reading it is a no-brainer but I wouldn’t recommend it. You see there is a difference between an official API and a storage for various settings. The API is a public contract that stays the same even if the internal logic is totally rewritten (If it doesn’t the whole platform sucks, doesn’t it?).
But nobody guarantees that the internal storage will remain the same. It may have lasted for a couple of decades but a crucial design document that describes its relocation may already be pending an approval. You never know.
Always stick to API (whatever it is, native, Windows Forms, WPF, etc). Even if the underlying code reads the value from the location you know.
Method 4
This is a pretty elegant WPF approach that I’ve found documented in this blog post. It is based on the functionality provided by System.Windows.Media.CompositionTarget class that ultimately represents the display surface on which the WPF application is drawn. The class provides 2 useful methods:
TransformFromDevice
TransformToDevice
The names are self-explanatory and in both cases we get a System.Windows.Media.Matrix object that contains the mapping coefficients between device units (pixels) and independent units. M11 will contain a coefficient for the X axis and M22 – for the Y axis.
As we have been considering a units->pixels direction so far let’s re-write our helper with CompositionTarget.TransformToDevice. When calling this method M11 and M22 will contain values that we calculated as:
dpiX / 96
dpiY / 96
So on a machine with DPI set to 120 the coefficients will be 1.25.
Here’s the new helper:
/// <summary>
/// Transforms device independent units (1/96 of an inch)
/// to pixels
/// </summary>
/// <param name="visual">a visual object</param>
/// <param name="unitX">a device independent unit value X</param>
/// <param name="unitY">a device independent unit value Y</param>
/// <param name="pixelX">returns the X value in pixels</param>
/// <param name="pixelY">returns the Y value in pixels</param>
public void TransformToPixels(Visual visual,
double unitX,
double unitY,
out int pixelX,
out int pixelY)
{
Matrix matrix;
var source = PresentationSource.FromVisual(visual);
if (source != null)
{
matrix = source.CompositionTarget.TransformToDevice;
}
else
{
using (var src = new HwndSource(new HwndSourceParameters()))
{
matrix = src.CompositionTarget.TransformToDevice;
}
}
pixelX = (int)(matrix.M11 * unitX);
pixelY = (int)(matrix.M22 * unitY);
}
I had to add one more parameter to the method, the Visual. We need it as a base for calculations (previous samples used the device context of the entire screen for that). I don’t think it’s a big issue as you are more than likely to have a Visual at hand when running your WPF application (otherwise, why would you need to translate pixel coordinates?). However, if your visual hasn't been attached to a presentation source (that is, it hasn't been shown yet) you can't get the presentation source (thus, we have a check for NULL and construct a new HwndSource).
Reference
I've just uncovered and tested this (in VB):
formVal = Me.LogicalToDeviceUnits(WPFval)
formVal and WPFval can be either Integers or Sizes.

How do I draw the outline of a collection of rectangles?

As part of a project I'm working on I have to store and restore magic wand regions from an image. To obtain the data for storage, I'm utilizing the GetRegionData method. As the specification specifies, this method:
Returns a RegionData that represents the information that describes this Region.
I store the byte[] kept in the RegionData.Data property in a base64 string, so I can retrieve the RegionData later through a somewhat unconventional method:
// This "instantiates" a RegionData object by simply initiating an object and setting the object type pointer to the specified type.
// Constructors don't run, but in this very specific case - they don't have to. The RegionData's only member is a "data" byte array, which we set right after.
var regionData =
(RegionData)FormatterServices.GetUninitializedObject(typeof(RegionData));
regionData.Data = bytes;
I then create a Region and pass the above RegionData object in the constructor and call GetRegionScans to obtain the rectangle objects which comprise the region:
var region = new Region(regionData);
RectangleF[] rectangles = region.GetRegionScans(new Matrix());
This way I end up with a collection of rectangles that I use to draw and reconstruct the region. I have isolated the entire drawing process to a WinForms application, and I'm using the following code to draw this collection of rectangles on an image control:
using (var g = Graphics.FromImage(picBox.Image))
{
var p = new Pen(Color.Black, 1f);
var alternatePen = new Pen(Color.BlueViolet, 1f);
var b = new SolidBrush(picBox.BackColor);
var niceBrush = new SolidBrush(Color.Orange);
foreach (var r in rectangles)
{
g.DrawRectangle(p,
new Rectangle(new Point((int)r.Location.X, (int)r.Location.Y),
new Size((int)r.Width, (int)r.Height)));
}
}
The above code results in the following being rendered in my picture control:
The outline here is correct - that's exactly what I originally marked with my magic wand tool. However, as I'm drawing rectangles, I also end up with horizontal lines, which weren't a part of the original magic wand selection. Because of this, I can't view the actual image anymore, and my wand tool now makes the image useless.
I figured I'd only draw the left and right edges of each of the rectangles on the screen, so I'd end up with a bunch of points on the screen which outline the image for me. To do this, I tried the following code:
var pointPair = new[]
{
new Point((int) r.Left, (int) r.Y),
new Point((int) r.Right, (int) r.Y)
};
g.DrawRectangle(p, pointPair[0].X, pointPair[0].Y, 1, 1);
g.DrawRectangle(p, pointPair[1].X, pointPair[1].Y, 1, 1);
And the result can be observed below:
Though closer, it's still no cigar.
I'm looking for a way to connect the dots in order to create an outline of the rectangles in my region. Something that's trivial for humans to do, but I can not figure out for the life of me how to instruct a computer to do this for me.
I've already tried creating new points from each of the rectangles by calculating the most adjacent points on both the Left and Right points of each rectangle, and rendering those as individual rectangles, but to no avail.
Any help would be greatly appreciated, as I'm really at a loss here.
Thanks!
Solution
Thanks to Peter Duniho's answer, I managed to solve this problem. I'm including the SafeHandle wrapper classes and the code I've used to make this work below, for the sake of completeness.
Drawing code
The code below is what I've used to draw the region outline.
private void DrawRegionOutline(Graphics graphics, Color color, Region region)
{
var regionHandle = new SafeRegionHandle(region, region.GetHrgn(graphics));
var deviceContext = new SafeDeviceContextHandle(graphics);
var brushHandle = new SafeBrushHandle(color);
using (regionHandle)
using (deviceContext)
using (brushHandle)
FrameRgn(deviceContext.DangerousGetHandle(), regionHandle.DangerousGetHandle(), brushHandle.DangerousGetHandle(), 1, 1);
}
SafeHandleNative
Small wrapper around SafeHandleZeroOrMinusOneIsInvalid to ensure cleanup after we're done with the handles.
[HostProtection(MayLeakOnAbort = true)]
[SuppressUnmanagedCodeSecurity]
public abstract class SafeNativeHandle : SafeHandleZeroOrMinusOneIsInvalid
{
#region Platform Invoke
[DllImport("kernel32.dll", SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
protected internal static extern bool CloseHandle(IntPtr hObject);
#endregion
/// <summary>
/// Initializes a new instance of the <see cref="SafeNativeHandle"/> class.
/// </summary>
protected SafeNativeHandle() : base(true)
{}
/// <summary>
/// Initializes a new instance of the <see cref="SafeNativeHandle"/> class.
/// </summary>
/// <param name="handle">The handle.</param>
protected SafeNativeHandle(IntPtr handle)
: base(true)
{
SetHandle(handle);
}
}
I've created three other wrappers, one for the Region object, one for the Brush and one for the device context handles. These all inherit from SafeNativeHandle, but in order not to spam I'll only provide the one I've used for the region below. The other two wrappers are virtually identical, but use the respective Win32 API required to clean up their own resources.
public class SafeRegionHandle : SafeNativeHandle
{
private readonly Region _region;
/// <summary>
/// Initializes a new instance of the <see cref="SafeRegionHandle" /> class.
/// </summary>
/// <param name="region">The region.</param>
/// <param name="handle">The handle.</param>
public SafeRegionHandle(Region region, IntPtr handle)
{
_region = region;
base.handle = handle;
}
/// <summary>
/// When overridden in a derived class, executes the code required to free the handle.
/// </summary>
/// <returns>
/// true if the handle is released successfully; otherwise, in the event of a catastrophic failure, false. In this case, it generates a releaseHandleFailed MDA Managed Debugging Assistant.
/// </returns>
[ReliabilityContract(Consistency.WillNotCorruptState, Cer.MayFail)]
protected override bool ReleaseHandle()
{
try
{
_region.ReleaseHrgn(handle);
}
catch
{
return false;
}
return true;
}
}
I'm still not entirely sure I understand the question. However, it sounds to me as though you simply want to draw the given region by outlining it, rather than filling it.
Unfortunately, as far as I know the .NET API does not support this. However, the native Windows API does. Here is some code that should do what you want:
[DllImport("gdi32")]
static extern bool FrameRgn(System.IntPtr hDC, System.IntPtr hRgn, IntPtr hBrush, int nWidth, int nHeight);
[DllImport("gdi32")]
static extern IntPtr CreateSolidBrush(uint colorref);
[DllImport("gdi32.dll")]
static extern bool DeleteObject([In] IntPtr hObject);
[StructLayout(LayoutKind.Explicit)]
struct COLORREF
{
[FieldOffset(0)]
public uint colorref;
[FieldOffset(0)]
public byte red;
[FieldOffset(1)]
public byte green;
[FieldOffset(2)]
public byte blue;
public COLORREF(Color color)
: this()
{
red = color.R;
green = color.G;
blue = color.B;
}
}
void DrawRegion(Graphics graphics, Color color, Region region)
{
COLORREF colorref = new COLORREF(color);
IntPtr hdc = IntPtr.Zero, hbrush = IntPtr.Zero, hrgn = IntPtr.Zero;
try
{
hrgn = region.GetHrgn(graphics);
hdc = graphics.GetHdc();
hbrush = CreateSolidBrush(colorref.colorref);
FrameRgn(hdc, hrgn, hbrush, 1, 1);
}
finally
{
if (hrgn != IntPtr.Zero)
{
region.ReleaseHrgn(hrgn);
}
if (hbrush != IntPtr.Zero)
{
DeleteObject(hbrush);
}
if (hdc != IntPtr.Zero)
{
graphics.ReleaseHdc(hdc);
}
}
}
Call the DrawRegion() method from your Paint event handler or other appropriate context where you have a Graphics instance, such as drawing into an Image object as in your example.
Obviously you could make this an extension method for more convenience. Also, while in this example I am dealing with the initialization and releasing of the handles directly, a better implementation would wrap the handles in appropriate SafeHandle subclasses, so that you can conveniently use using instead of try/finally, and to get the backup of finalization (in case you forget to dispose).

Get current cursor lower left position so that tooltip could be displayed properly

I'm trying to display the tooltip by calling "ToolTip.Show(String, IWin32Window, Point)", but I wanted to do it like what Windows explorer does - displays the tooltip at the lower left corner of the cursor.
I could get the mouse position by "MousePosition", but how could I get its lower left corner position?
Thanks,
If nobody comes up with a better answer you can try this:
toolTip1.Show("Am I where you want me to be?", this, this.PointToClient(MousePosition).X,
this.PointToClient(MousePosition).Y + Cursor.Size.Height * 2);
Adjust the text positioning by playing with the x/y parameters. It works on my machine but I'm not sure how it would look under different settings.
ToolTip fun tip: put this line in your Form's MouseMove event.
I think Explorer puts the tooltip under the cursor's hotspot so you don't have to correct the X-position. This looked good:
private void panel1_MouseClick(object sender, MouseEventArgs e) {
int x = e.X;
int y = e.Y + Cursor.Current.Size.Height - Cursor.Current.HotSpot.Y;
toolTip1.Show("test", panel1, x, y);
}
The only way to do this is to scan the cursors MASK and find the distance between the last set pixel in the cursor mask and the cursors Y hotspot, I had to do this up today, so heres the code:
#define useUnsafe
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
using System;
using System.Windows.Forms;
namespace Utils
{
/// <summary>
/// Provides extension methods for the Cursor class
/// </summary>
/// <remarks>By Aaron Murgatroyd</remarks>
public static class CursorExtensionMethods
{
#region API Functions
/// <summary>
/// Contains the icon information for a Windows API icon
/// </summary>
private struct IconInfo
{
public bool fIcon;
public int xHotspot;
public int yHotspot;
public IntPtr hbmMask;
public IntPtr hbmColor;
}
/// <summary>
/// Gets the icon information for a Windows API icon
/// </summary>
/// <param name="hIcon">The icon to get the info for</param>
/// <param name="pIconInfo">The object to receive the info</param>
/// <returns>True on success, false on failure</returns>
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool GetIconInfo(IntPtr hIcon, ref IconInfo pIconInfo);
[DllImport("gdi32.dll")]
static extern bool DeleteObject(IntPtr hObject);
#endregion
#region Private Static Methods
/// <summary>
/// Scans bits in bitmap data for a set or unset bit
/// </summary>
/// <param name="byteData">The pointer to the first byte of the first scanline</param>
/// <param name="start">The vertical position to start the scan</param>
/// <param name="lineInc">The number of bytes to move per line</param>
/// <param name="maxLines">The number of lines to scan</param>
/// <param name="set">True to scan for set bits, false to scan for unset bits</param>
/// <param name="fromBottom">True to scan from the bottom of the bitmap, false to scan from the top</param>
/// <returns>The number of lines scanned before a bit was found, or -1 if none found before reaching max lines</returns>
#if useUnsafe
private static unsafe int ScanBits(IntPtr byteData, int start, int lineInc, int maxLines, bool set, bool fromBottom)
#else
private static int ScanBits(IntPtr byteData, int start, int lineInc, int maxLines, bool set, bool fromBottom)
#endif
{
// Calculate the starting byte of the first scanline
#if useUnsafe
byte* lbLine = ((byte*)byteData) + (start * lineInc);
#else
int lbLine = ((int)(byteData) + (start * lineInc));
#endif
int liLine = 0;
// Use lineInc to determines bytes per line
int liBytesPerLine = (lineInc < 0 ? -lineInc : lineInc);
// If we want to search in reverse order
if (fromBottom)
{
// Move to the START of the line
lbLine += lineInc * (maxLines - 1);
// Negate the line increment
lineInc = -lineInc;
}
while (maxLines > 0)
{
// Setup the line scan
#if useUnsafe
byte* lbData = lbLine;
#else
int lbData = lbLine;
#endif
int liByte = liBytesPerLine;
// For each byte in the line
while (liByte > 0)
{
#if !useUnsafe
byte lbByte = Marshal.ReadByte((IntPtr)lbData);
#endif
// If we want set bits, and a bit is set
#if useUnsafe
if (set && *lbData != 0)
#else
if (set && lbByte != 0)
#endif
// Return the line number
return liLine;
else
// If we want unset bits and any bits arent set
#if useUnsafe
if (!set && *lbData != byte.MaxValue)
#else
if (!set && lbByte != byte.MaxValue)
#endif
// Return the line number
return liLine;
// Next byte for scan line
liByte--;
lbData++;
}
// Next scan line
liLine++;
maxLines--;
lbLine += lineInc;
}
// If all lines were scanned, return -1
if (maxLines == 0)
return -1;
else
// Return number of lines scanned
return liLine;
}
#endregion
#region Public Static Methods
/// <summary>
/// Gets the number of pixels between the Y hotspot
/// and the last physical line of a cursor
/// </summary>
/// <param name="cursor">The cursor to scan</param>
/// <returns>
/// The number of lines between the Y hotspot
/// and the last physical line of the cursor
/// </returns>
public static int GetBaseLineHeight(this Cursor cursor)
{
return GetBaseLine(cursor) - cursor.HotSpot.Y;
}
/// <summary>
/// Gets the physical base line of the cursor, that is,
/// the distance between the top of the virtual cursor
/// and the physical base line of the cursor
/// </summary>
/// <param name="cursor">The cursor to scan</param>
/// <returns>The number of lines between the top of the virtual cursor
/// and the physical base line of the curosr</returns>
public static int GetBaseLine(this Cursor cursor)
{
IconInfo liiInfo = new IconInfo();
if (!GetIconInfo(cursor.Handle, ref liiInfo))
return cursor.Size.Height;
Bitmap lbmpBitmap = Bitmap.FromHbitmap(liiInfo.hbmMask);
try
{
BitmapData lbdData = lbmpBitmap.LockBits(
new Rectangle(0, 0, lbmpBitmap.Width, lbmpBitmap.Height),
ImageLockMode.ReadOnly, PixelFormat.Format1bppIndexed);
try
{
// Calculate number of lines in AND scan before any found
int liLine = ScanBits(lbdData.Scan0, 0, lbdData.Stride, cursor.Size.Height, false, true);
// If no AND scan bits found then scan for XOR bits
if (liLine == -1 && lbdData.Height == cursor.Size.Height * 2)
liLine = ScanBits(lbdData.Scan0, cursor.Size.Height, lbdData.Stride, cursor.Size.Height, true, true);
return cursor.Size.Height-liLine;
}
finally
{
lbmpBitmap.UnlockBits(lbdData);
}
}
finally
{
DeleteObject(liiInfo.hbmMask);
DeleteObject(liiInfo.hbmColor);
lbmpBitmap.Dispose();
}
}
#endregion
}
}
You can undefine the conditional define "useUnsafe" at the top so you dont have to enable unsafe code if you like, but be warned it will run slower in this mode.
So this uses extension methods, so all you have to do is add Cursor.Current.GetBaseLineHeight() to your Cursor.Position.Y and that will be the first blank line under the cursor.
ie.
Point lptBlankLineUnderCursor = new Point(Cursor.Position.X, Cursor.Position.Y + Cursor.Current.GetBaseLineHeight())

FlashWindowEx FLASHW_STOP still keeps taskbar colored

I am developing an application that controls an Machine.
When I receive an error from the Machine the users should be able to directly notice it, one way that is done is Flashing the tray on the taskbar. When the machine clears the error the tray should stop flashing.
There's one little annoyance using the FlashWindowEx function, when I clear the flashing of the window, it stays (in my case WinXP) orange (not flashing).
[Flags]
public enum FlashMode {
/// <summary>
/// Stop flashing. The system restores the window to its original state.
/// </summary>
FLASHW_STOP = 0,
/// <summary>
/// Flash the window caption.
/// </summary>
FLASHW_CAPTION = 1,
/// <summary>
/// Flash the taskbar button.
/// </summary>
FLASHW_TRAY = 2,
/// <summary>
/// Flash both the window caption and taskbar button.
/// This is equivalent to setting the FLASHW_CAPTION | FLASHW_TRAY flags.
/// </summary>
FLASHW_ALL = 3,
/// <summary>
/// Flash continuously, until the FLASHW_STOP flag is set.
/// </summary>
FLASHW_TIMER = 4,
/// <summary>
/// Flash continuously until the window comes to the foreground.
/// </summary>
FLASHW_TIMERNOFG = 12
}
public static bool FlashWindowEx(IntPtr hWnd, FlashMode fm) {
FLASHWINFO fInfo = new FLASHWINFO();
fInfo.cbSize = Convert.ToUInt32(Marshal.SizeOf(fInfo));
fInfo.hwnd = hWnd;
fInfo.dwFlags = (UInt32)fm;
fInfo.uCount = UInt32.MaxValue;
fInfo.dwTimeout = 0;
return FlashWindowEx(ref fInfo);
}
[StructLayout(LayoutKind.Sequential)]
public struct FLASHWINFO {
public UInt32 cbSize;
public IntPtr hwnd;
public UInt32 dwFlags;
public UInt32 uCount;
public UInt32 dwTimeout;
}
In my case I use FLASHW_TRAY to start flashing and FLASHW_STOP to stop the flashing.
Am I doing something wrong or is this a known bug of WinXP and is there a fix for it?
Behaviour is the same when a window finishes flashing for as long as it's supposed to: the taskbar button stays coloured. I don't think this is a bug. If you think about it, when you use FLASHW_STOP, the flashing does in fact stop, but the point of the flashing is to get the user's attention. The button stays coloured because the user still may not have looked down and discovered which window was trying to get her attention. Keeping the button coloured keeps that information available.
Here's an error:
fInfo.uCount = UInt32.MaxValue;
You should set fInfo.uCount to zero when calling with FLASHW_STOP parameter.
Otherwise when you try to call stop when taskbar button is active it will stay active.
You can check a note about undefined behavior here:
http://msdn.microsoft.com/en-us/library/windows/desktop/ms679348(v=vs.85).aspx
I know that's an old post but it can help other people to solve this problem fast.
If that's the expected functionality I think it's not so useful, at least there should be a reset.
I fixed it now just using the FLASHW_ALL | FLASHW_TIMERNOFG combination.
Just set uCount to 0 to stop the flashing.
fixed with uCount=0
if (flags = FLASHW_STOP) { .uCount = 0 } else { .uCount = 800 }
The misbehaviour is that if you are calling flashw_stop from a click/kb event from inside the Window itself, the taskbar button stay colored if a that moment was colored.
With that new logic line, done.

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