I want my custom circular progress bar in WinForm. But the result doesnt fit to what I think. How can I draw the shape as the same in this picture?. I uploaded two image to be clear in my problem.
My code to do this:
void Form1_Paint(object sender, PaintEventArgs e)
{
int angle = 120;
e.Graphics.SmoothingMode = SmoothingMode.HighQuality;
Rectangle outerRect = new Rectangle(50, 50, 100, 100);
Rectangle innerRect = new Rectangle(70, 70, 60, 60);
int innerRadius = innerRect.Width / 2;
int outerRadius = outerRect.Width / 2;
Point innerCenter = new Point(innerRect.X + innerRadius, innerRect.Y + innerRadius);
Point outerCenter = new Point(outerRect.X + outerRadius, outerRect.Y + outerRadius);
GraphicsPath outerCircle = new GraphicsPath();
outerCircle.AddEllipse(outerRect);
GraphicsPath innerCircle = new GraphicsPath();
innerCircle.AddEllipse(innerRect);
GraphicsPath progPath = new GraphicsPath();
Point p1 = new Point(outerRect.X + outerRadius, outerRect.Y);
Point p2 = new Point(innerRect.X + innerRadius, innerRect.Y);
Point inner = new Point((int)(innerRadius * Math.Cos(angle * Math.PI / 180) + innerCenter.X),
(int)(innerRadius * Math.Sin(angle * Math.PI / 180) + innerCenter.Y));
Point outer = new Point((int)(outerRadius * Math.Cos(angle * Math.PI / 180) + outerCenter.X),
(int)(outerRadius * Math.Sin(angle * Math.PI / 180) + outerCenter.Y));
progPath.AddLine(p1, p2);
progPath.AddArc(innerRect, -90, angle);
progPath.AddLine(inner, outer);
progPath.AddArc(outerRect, angle - 90,-angle);
progPath.Widen(Pens.Black);
e.Graphics.DrawPath(Pens.Black, progPath);
}
You can create a GraphicsPath, then add 2 arcs to the path using AddArc method:
Outer arc from start angle 270 and sweep angle 120 degree.
Inner arc in opposite direction, from start angle 270 + 120 and sweep angle -120 degree
Then close the path using GraphicsPath.CloseFigure.
This way the you will have a thick arc as path.
You can fill the path, using Graphics.FillPath method. And also you can draw the borders using GraphicsPath.DrawPath method.
Result
Code
private void Form1_Paint(object sender, PaintEventArgs e)
{
var g = e.Graphics;
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
var center = new Point(100, 100);
var innerR = 30;
var thickness = 20;
var startAngle = 270;
var arcLength = 120;
var outerR = innerR + thickness;
var outerRect = new Rectangle
(center.X - outerR, center.Y - outerR, 2 * outerR, 2 * outerR);
var innerRect = new Rectangle
(center.X - innerR, center.Y - innerR, 2 * innerR, 2 * innerR);
using (var p = new GraphicsPath())
{
p.AddArc(outerRect, startAngle, arcLength);
p.AddArc(innerRect, startAngle + arcLength, -arcLength);
p.CloseFigure();
e.Graphics.FillPath(Brushes.Green, p);
e.Graphics.DrawPath(Pens.Black, p);
}
}
Related
public void DrawLine(PictureBox pb, Graphics g)
{
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
g.DrawEllipse(new Pen(Color.Red, 2f), 0, 0, pb.Size.Width, pb.Size.Height);
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
DrawLine(pictureBox1, e.Graphics);
}
the result is the red circle at the range a bit before of the 300 kilometers.
but what if i want to make the circle to be drawn on the circle of the 200 kilometers or even the inner circle the smaller one(100 kilometers) ?
how to calculate where to draw the circle and what size ?
the image size is 512x512
I added another cone called it innerOuterRect but how do i make it shorter or longer depending on kilometers distance from the center ?
later i want to add a textBox and when i enter kilometers for example 100 it will move the cone size to 100 kilometers radius and if change it to 21.3 kilometers so the cone and so on.
so the first cone will stay the same and the second one to be changed in kilometers.
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
var center = new PointF(pictureBox1.Width / 2.0f, pictureBox1.Height / 2.0f);
RectangleF outerRect = pictureBox1.ClientRectangle;
RectangleF innerOuterRect = pictureBox1.ClientRectangle;
outerRect.Inflate(-(radarThickness / 2.0f), -(radarThickness / 2.0f));
innerOuterRect.Inflate(-(radarThickness / 2.0f), -(radarThickness / 2.0f));
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
var pathOuter = new GraphicsPath();
var pathInner = new GraphicsPath();
pathOuter.AddEllipse(outerRect);
pathOuter.AddEllipse(innerOuterRect);
pathInner.StartFigure();
pathInner.AddArc(outerRect, coneRotationAngle, coneSweepAngle);
//pathInner.AddArc(innerOuterRect, coneRotationAngle, coneSweepAngle);
var arcPoints = pathInner.PathPoints;
PointF first = arcPoints[0];
PointF last = arcPoints[arcPoints.Length - 1];
pathInner.AddLines(new[] { center, last, center, first });
pathInner.CloseFigure();
var outerPen = new Pen(Color.FromArgb(100, Color.Red), radarThickness);
var innerBrush = new LinearGradientBrush(
center, first, Color.FromArgb(200, Color.Orange), Color.FromArgb(20, Color.Orange));
e.Graphics.FillPath(innerBrush, pathInner);
e.Graphics.DrawPath(outerPen, pathOuter);
}
To determine the scale between the outer region and the region that defines the cone of the Radar, you can take the maximum size of the outer region. For example:
The outer region's maximum size is 300km:
float radarSizeMeters = 300.0f * 1000f;
The cone's region is a third of the outer region or a specific size:
float radarConeSizeMeters = radarSizeMeters / 3.0f;
// Or use a fixed size, depending on the use case
float radarConeSizeMeters = 10.873f * 1000;
Then the scale is a value between .0f and 1.0f:
float radarConeScale = radarConeSizeMeters / radarSizeMeters;
Having determined the relation between the outer and inner regions, you then use this scale factor to scale the graphic elements that define the two regions:
var outerRegion = [Canvas].ClientRectangle;
var innerRegion = new RectangleF(0, 0,
outerRegion.Width * radarConeScale, outerRegion.Height * radarConeScale
);
Then set the new location, based on the calculated size.
The center point is known in advance and doesn't change:
var center = new PointF(canvas.Width / 2.0f, canvas.Height / 2.0f);
// [...]
innerRegion.Location = new PointF(
center.X - innerRegion.Width / 2.0f,
center.Y - innerRegion.Height / 2.0f
);
In the sample code I'm doing the same thing, but using RectangleF.Inflate(), to deflate the inner region by half of the calculated measure.
RectangleF.Inflate() resizes the rectangle proportionally and also moves the Location
You can specify:
radarSizeMeters, which represents the size in meters of the whole region
radarConeSizeMeters, represents the size in meters of the cone's region
coneSweepAngle, which defines the amplitude of the visible cone
radarSpeed is the speed of the rotation. To set the rounds per minute (RPM):
radarSpeed = (360.0f * [Rounds per minute]) / 60 / (1000 / [Timer Interval]);
with [Timer Interval] = 100 (approximated)
Note that I'm targeting .NET 7 and the language version is C# 11, nullable enabled. For example, this:
PointF last = arcPoints[^1]; is the same as PointF last = arcPoints[arcPoints.Length - 1];
=> You must declare the GraphicsPaths, Pens and Brushes with using statements.
Must, not should
public partial class frmRadar : Form {
System.Windows.Forms.Timer radarTimer = new System.Windows.Forms.Timer();
float coneSweepAngle = 36.0f;
float coneRotationAngle = .0f;
float radarSpeed = 1.98f; // ~3 RPM, based on Timer.Interval
float radarThickness = 5.0f;
float radarSizeMeters = 32.620f * 1000;
float radarConeSizeMeters = 10.873f * 1000;
Color radarConeColor = Color.Orange;
public frmRadar()
{
InitializeComponent();
radarTimer.Interval = 100;
radarTimer.Tick += RadarTimer_Tick;
}
private void RadarTimer_Tick(object? sender, EventArgs e)
{
coneRotationAngle += radarSpeed;
coneRotationAngle %= 360.0f;
canvas.Invalidate();
}
private void canvas_Paint(object? sender, PaintEventArgs e)
{
var center = new PointF(canvas.Width / 2.0f, canvas.Height / 2.0f);
RectangleF outerRect = canvas!.ClientRectangle;
outerRect.Inflate(-(radarThickness / 2.0f), -(radarThickness / 2.0f));
using var pathRadarOuterRegion = new GraphicsPath();
using var pathConeRegion = new GraphicsPath();
pathRadarOuterRegion.AddEllipse(outerRect);
float radarConeScale = radarConeSizeMeters / radarSizeMeters;
SizeF radarConeScaleSize = new(
(outerRect.Width - (outerRect.Width * radarConeScale)) / -2.0f,
(outerRect.Height - (outerRect.Height * radarConeScale)) / -2.0f);
var coneRect = outerRect;
coneRect.Inflate(radarConeScaleSize);
pathConeRegion.AddArc(coneRect, coneRotationAngle, coneSweepAngle);
var arcPoints = pathConeRegion.PathPoints;
PointF first = arcPoints[0];
PointF last = arcPoints[^1];
pathConeRegion.AddLines(new[] { last, center, first, center });
pathConeRegion.CloseFigure();
using var outerPen = new Pen(Color.FromArgb(100, Color.Red), radarThickness);
using var innerBrush = new LinearGradientBrush(
center, first, Color.FromArgb(200, radarConeColor), Color.FromArgb(20, radarConeColor));
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
e.Graphics.FillPath(innerBrush, pathConeRegion);
e.Graphics.DrawPath(outerPen, pathRadarOuterRegion);
}
}
I am trying to spread panels (9 in my example) on a circle that I have drawn.
I am using c# winforms.
I have tried many variations of my code but I'm not getting what I want and started to get confused.
Eventually I want something like that:
I am not really sure how to put the center of my panels on the corresponding points on the circle using the angles.
Here's my code:
public partial class Form1 : Form
{
List<Panel> plist = new List<Panel>();
Rectangle circ_rect = new Rectangle();
const int Num_Screens = 9;
const int margin = 15;
public Form1()
{
InitializeComponent();
WindowState = FormWindowState.Maximized;
}
private void Generate_Panels()
{
for (int i = 0; i < 9; i++)
{
Panel p = new Panel();
p.BackColor = Color.LightSkyBlue;
p.Size = new Size(250, 150);
p.BorderStyle = BorderStyle.FixedSingle;
p.Name = "panel_" + ((i + 1).ToString());
plist.Add(p);
}
}
private void Generate_Circle()
{
//Create panels
Generate_Panels();
//Set circle coord
Point circ_center = new Point(Width / 2, Height / 2);
Size circ_Size = new Size(Height - margin, Height - margin);
circ_center = new Point((circ_center.X - (circ_Size.Width / 2)),
(circ_center.Y - (circ_Size.Height / 2)));
circ_rect = new Rectangle(circ_center, circ_Size);
float radius = circ_Size.Width / 2;
float angle = 0.0f;
Point loc = Point.Empty;
Point rect_center = Point.Empty;
for (int i = 0; i < plist.Count; i++)
{
rect_center = new Point((plist[i].Width / 2), (plist[i].Height / 2));
angle = 360 * ((i + 1f) / 9);
loc.X = (int)(radius * Math.Cos(angle * Math.PI / 180)) + circ_center.X;
loc.Y = (int)(radius * Math.Sin(angle * Math.PI / 180)) + circ_center.Y;
plist[i].Location = new Point(loc.X - (plist[i].Width / 2) + circ_rect.X,
loc.Y - (plist[i].Height / 2) + circ_rect.Y);
this.Controls.Add(plist[i]);
}
}
private void Form1_Paint(object sender, PaintEventArgs e)
{
e.Graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
e.Graphics.DrawEllipse(Pens.Red, circ_rect);
}
private void Form1_Load(object sender, EventArgs e)
{
Generate_Circle();
}
}
Having r as radius of a circle with center of (0,0) in a Cartesian coordinate system, we can calculate coordinate of a on the circle based on the angle:
x = r * cos(degree) and y = r * sin(degree)
In C# Sin and Cos methods, accept radians, so we should convert degree to radians using the following formula.
radians = Math.PI * degree / 180.0
The next step is converting the Cartesian coordinate system values to the form coordinate values:
panel.X = x + center.X - panel.Width/2
panel.Y = center.Y - y - panel.Height/2
The next step is calculating the angles. You can set angles manually or you can calculate them by setting an angle as start angle (like 90) and adding a value (like 40, 360/count) as step to the angles.
Example
public partial class Form1 : Form {
Rectangle circle;
List<Panel> panels;
List<int> angles;
public Form1() {
InitializeComponent();
ResizeRedraw = true;
angles = Enumerable.Range(0, 9).Select(x => 90 + x * 40).ToList();
panels = Enumerable.Range(0, 9).Select(x => new Panel() {
Size = new Size(100, 40),
BackColor = Color.LightSkyBlue
}).ToList();
this.Controls.AddRange(panels.ToArray());
}
protected override void OnLayout(LayoutEventArgs levent) {
base.OnLayout(levent);
int padding = 50;
int radius = Math.Min(ClientSize.Width, ClientSize.Height) / 2 - padding;
Point center = new Point(ClientSize.Width / 2, ClientSize.Height / 2);
circle = new Rectangle(center.X - radius, center.Y - radius,
2 * radius, 2 * radius);
for (int i = 0; i < 9; i++) {
var x = (int)(radius * Math.Cos(Math.PI * angles[i] / 180.0)) + center.X;
var y = center.Y - (int)(radius * Math.Sin(Math.PI * angles[i] / 180.0));
panels[i].Left = x - (panels[i].Width / 2);
panels[i].Top = y - (panels[i].Height / 2);
}
}
protected override void OnPaint(PaintEventArgs e) {
base.OnPaint(e);
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
e.Graphics.DrawEllipse(Pens.Red, circle);
}
}
I am writing an application that has a panel in which I display:
Picture background
Lots of drawn objects (using GDI+ lines, paths, etc)
Said objects have some hit detection in mouse move event.
The panel pans and zooms. The panel is double buffered.
So everything is working pretty well - things look good, no flicker, but I am at the point where I am trying to focus on performance. I take less than 1 ms to draw my objects (per object) BUT when zoomed out I can have upwards of 500 objects to draw, which starts to make everything from the drawing to the hit detection sluggish.
I have already done a few things to try to improve performance like making a list of only the on screen (drawable) objects - but as previously mentioned, when zoomed out, it can still be LOTS. I got the grand idea that maybe instead of updating EVERY object EVERY time, I could implement a simple Invalidate() which would tell the object its made a visual change worthy of drawing. In the object paint code (which is passed e.graphics), I attempted to set the clipping region to the size of the object and only update that portion of the panel BG (also when done, I reset the e.Grpahics.clip). The result was only the invalidated object paints - everything else is blank.
I am confident this is the C#/GDI noob coming out in me and you all will tell me what stupid mistake I've probably overlooked.
At the time of writing this, I realize that I can save some time by make the path of my object constant instead of making it fresh every time in the draw function (since all objects paths are identical). I'll update with time I shave off shortly.
Here is the code that paints the BG image (and determines which OBJS to paint) and the OBJ paint code.
private void PaintImage(PaintEventArgs e)
{
int scale = 10; //TARGET ICON BASE SCALE....
var watch2 = System.Diagnostics.Stopwatch.StartNew();
if (bitmap != null && redrawBG)
{
float widthZoomed = TgtPanel.Width / Zoom;
float heigthZoomed = TgtPanel.Height / Zoom;
//Do checks the reason 30,000 is used is because
//much over this will cause DrawImage to crash
if (widthZoomed > 30000.0f)
{
Zoom = TgtPanel.Width / 30000.0f;
widthZoomed = 30000.0f;
}
if (heigthZoomed > 30000.0f)
{
Zoom = TgtPanel.Height / 30000.0f;
heigthZoomed = 30000.0f;
}
//we stop at 2 because at this point you have almost zoomed into a single pixel
if (widthZoomed < 2.0f)
{
Zoom = TgtPanel.Width / 2.0f;
widthZoomed = 2.0f;
}
if (heigthZoomed < 2.0f)
{
Zoom = TgtPanel.Height / 2.0f;
heigthZoomed = 2.0f;
}
float wz2 = widthZoomed / 2.0f;
float hz2 = heigthZoomed / 2.0f;
Rectangle drawRect = new Rectangle(
(int)(viewPortCenter.X - wz2),
(int)(viewPortCenter.Y - hz2),
(int)(widthZoomed),
(int)(heigthZoomed));
e.Graphics.Clear(Color.White); //Clear the Back buffer
//Draw the image, Write image to back buffer, and [render back buffer - no longer using my own backbuffer]
e.Graphics.DrawImage(bitmap,
this.TgtPanel.DisplayRectangle, drawRect, GraphicsUnit.Pixel);
// e.Graphics.ScaleTransform(Zoom, Zoom);
// e.Graphics.DrawImage(bitmap,
// 0,0);
if (draging)
{ //line to visualize the drag
e.Graphics.DrawLine(new Pen(Color.Yellow, 10), StartDrag.X, StartDrag.Y, lastMouse.X, lastMouse.Y);
}
//this checks for offscreen - works
if (drawRect.X > iconbitmap.Width || drawRect.X < -(drawRect.Width) ||
drawRect.Y > 0 + iconbitmap.Height || drawRect.Y < -(drawRect.Height))
{
label1.Text = "OFF";
}
} //if bitmap != null & redraw
// Font and Brush for the text graphics
Point mypoint = WorldToScreen(0.75f * scale, 7.0f * scale);
RectangleF bgrect = new RectangleF();
bgrect.X = mypoint.X;
bgrect.Y = mypoint.Y;
bgrect.Width = (3.5f * scale * Zoom);
bgrect.Height = (2.0f * scale * Zoom);
int aFontSizeDefault = 40;
int aFontSizeMinimum = 2;
String adrawString = "AAA"; //test this length
Font aDefaultFont = new Font("MS Sans Serif", aFontSizeDefault, FontStyle.Regular);
FontAdjustment afa = new FontAdjustment();
Font AAdjustedFont = afa.GetAdjustedFont(e.Graphics, adrawString,
aDefaultFont, Convert.ToInt32(bgrect.Width), aFontSizeDefault, aFontSizeMinimum, true);
//DRAW TGT BG
var Point1 = ScreenToWorld(0, 0);
var Point2 = ScreenToWorld(TgtPanel.Width, TgtPanel.Height);
//getVisible Screen == on;y draw visible targets
if (redrawBG)
{
VISIBLETARGETS.Clear(); //erase visible tgts array - we're going to update it
foreach (Target TGT in THETARGETS)
if (TGT.PosX >= Point1.X - 40 && TGT.PosX <= Point2.X - 9)
if (TGT.PosY >= Point1.Y - 83 && TGT.PosY <= Point2.Y - 5)
{
TGT.OnScreen = true;
//drawTarget(TGT, AAdjustedFont, e);
VISIBLETARGETS.Add(TGT); //update as visible
}
else TGT.OnScreen = false;
//redrawBG = false;
}
var watch = System.Diagnostics.Stopwatch.StartNew();
foreach(Target TGT in VISIBLETARGETS)
{
if(TGT.Invalidated || redrawBG) // THIS IS DRAWING ONLY TGT -- NOT OTHERS, OR BG - FIX THIS WITH CLIPPING?
drawTarget(TGT, AAdjustedFont, e);
}
watch.Stop();
watch2.Stop();
var elapsedMs = watch.ElapsedMilliseconds;//ElapsedTicks;
label6.Text = "TotalDrawTime = " + watch2.ElapsedMilliseconds.ToString();
label4.Text = "AvgDrawTime = " + elapsedMs.ToString();
label5.Text = "VisibleTgts = " + VISIBLETARGETS.Count.ToString();
AAdjustedFont.Dispose();
aDefaultFont.Dispose();
//------------- DRAWING TGT WITH GDI - WITH ORIGINAL BACKBUFFER
/// myBuffer.Render(this.TgtPanel.CreateGraphics());
redrawBG = false;
}
public void drawTarget(Target Tgt, Font AAdjustedFont, PaintEventArgs e)
{
var watch = System.Diagnostics.Stopwatch.StartNew();
const float scale = 10; //10 is at 1 zoom
var bgrect = new RectangleF();
Point mypoint = WorldToScreen(Tgt.PosX + 0.75f * scale, Tgt.PosY + 1.0f * scale);
bgrect.X = mypoint.X;
bgrect.Y = mypoint.Y;
bgrect.Width = 3.5f * scale * Zoom;
bgrect.Height = 7.5f * scale * Zoom;
//PLAY WITH CLIP
e.Graphics.Clip = new Region(bgrect);
//var hbrush = new HatchBrush(HatchStyle.DarkDownwardDiagonal, Color.White);
var hbrush = new SolidBrush(Color.White);
//if(WantToDrawIconBG() ....
//e.Graphics.FillRectangle(hbrush, bgrect); //ICON BACKGROUND
//ADDR RECT
// mypoint = WorldToScreen(0, Tgt.PosY + 7.0f * scale);
mypoint = WorldToScreen(0, Tgt.PosY + 6.90f * scale); //moved Y up a bit from above
bgrect.Y = mypoint.Y;
bgrect.Height = 1.5f * scale * Zoom;
/////brush.Color = (Color.GhostWhite);
e.Graphics.FillRectangle(hbrush, bgrect);
hbrush.Dispose();
string adrawString = Tgt.Address;
System.Drawing.Font adrawFont = new System.Drawing.Font("Arial", 16);
System.Drawing.SolidBrush adrawBrush = new System.Drawing.SolidBrush(System.Drawing.Color.Red);
System.Drawing.StringFormat adrawFormat = new System.Drawing.StringFormat();
adrawFormat.Alignment = StringAlignment.Center;
e.Graphics.DrawString(adrawString, AAdjustedFont, adrawBrush, bgrect, adrawFormat); //draw addr
//======= LETS MAKE THE TGT ICON SHAPE =======
GraphicsPath path = new GraphicsPath(FillMode.Alternate);
//TARGET POINTS (w = 3, h = 6)
var h1 = WorldToScreen(Tgt.PosX + 2 * scale, Tgt.PosY + 1.1f * scale);
var h2 = WorldToScreen(Tgt.PosX + 3 * scale, Tgt.PosY + 1.1f * scale);
var n1 = WorldToScreen(Tgt.PosX + 2 * scale, Tgt.PosY + 2 * scale);
var n2 = WorldToScreen(Tgt.PosX + 3 * scale, Tgt.PosY + 2 * scale);
var s1 = WorldToScreen(Tgt.PosX + 1 * scale, Tgt.PosY + 3 * scale);
var s2 = WorldToScreen(Tgt.PosX + 4 * scale, Tgt.PosY + 3 * scale);
var b1 = WorldToScreen(Tgt.PosX + 1 * scale, Tgt.PosY + 7 * scale);
var b2 = WorldToScreen(Tgt.PosX + 4 * scale, Tgt.PosY + 7 * scale);
var controln2 = WorldToScreen(Tgt.PosX + 1 * scale, (Convert.ToInt32(Tgt.PosY + 0.5 * scale)));
var controls2 = WorldToScreen(Tgt.PosX + 1 * scale, Tgt.PosY + 1 * scale);
Pen pen = new Pen(Color.FromArgb(255, 0, 0, 255));
PointF[] npoints = { n2, s2, b2 };
PointF[] npoints2 = { n1, s1, b1 };
e.Graphics.DrawCurve(pen, npoints, 0.5f);
path.AddCurve(npoints, 0.5f); /////
e.Graphics.DrawLine(pen, b2, b1);
path.AddLine(b2, b1); /////
e.Graphics.DrawCurve(pen, npoints2, 0.5f);
path.AddCurve(npoints2, 0.5f); /////
PointF[] hpoints = { n1, h1, h2, n2 };
e.Graphics.DrawCurve(pen, hpoints, 0.1f);
path.AddCurve(hpoints, 0.1f); /////
path.CloseAllFigures();
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
if (Zoom > 0.9) //only draw stroke if big enough to see (and there arent a million targets to draw
{
pen.Color = Tgt.Selected ? Color.Chartreuse : Color.FromName(comboBox1.Text); //black default
pen.Width = Tgt.Selected ? 2 * Zoom : 1 * Zoom; //draw thicker border if selected
e.Graphics.DrawPath(pen, path); ///------------------------------------------STROKE PATH.....
//e.Graphics.FillPath(new SolidBrush(Color.ForestGreen), path);
}
// how much time is wasted making 2 gradient brushes? One we wont even use.
LinearGradientBrush linGrBrush = new LinearGradientBrush(
WorldToScreen(Tgt.PosX + 0 * scale, Tgt.PosY + 5 * scale),
WorldToScreen(Tgt.PosX + 5.5f * scale, Tgt.PosY + 5 * scale),
Color.ForestGreen, // Opaque red
Color.FromArgb(255, 0, 255, 0)); // Opaque blue
LinearGradientBrush linRedBrush = new LinearGradientBrush(
WorldToScreen(Tgt.PosX + 0 * scale, Tgt.PosY + 5 * scale),
WorldToScreen(Tgt.PosX + 5.5f * scale, Tgt.PosY + 5 * scale),
Color.FromArgb(255, 255, 0, 0), // Opaque red
Color.Firebrick); // Opaque blue
//FILL TARGET ICON WITH COLOR - UP or DOWN
if (Tgt.IsUp) e.Graphics.FillPath(linGrBrush, path);
else e.Graphics.FillPath(linRedBrush, path);
//------------
//tgt lines (cosmetic only)
if (Zoom > 0.9) //only draw if big enough to see (and there arent a million targets to draw
{
var transPen = new Pen(Color.FromArgb(150, 200, 200, 200));
var l1a = WorldToScreen(Tgt.PosX + 2.5f * scale, Tgt.PosY + 1.5f * scale);
var l1b = WorldToScreen(Tgt.PosX + 2.5f * scale, Tgt.PosY + 6 * scale);
e.Graphics.DrawLine(transPen, l1a, l1b);
var l2a = WorldToScreen(Tgt.PosX + 1.5f * scale, Tgt.PosY + 2.5f * scale);
var l2b = WorldToScreen(Tgt.PosX + 1.5f * scale, Tgt.PosY + 6.5f * scale);
e.Graphics.DrawLine(transPen, l2a, l2b);
var l3a = WorldToScreen(Tgt.PosX + 3.5f * scale, Tgt.PosY + 2.5f * scale);
var l3b = WorldToScreen(Tgt.PosX + 3.5f * scale, Tgt.PosY + 6.5f * scale);
e.Graphics.DrawLine(transPen, l3a, l3b);
}
//Draw Hits....
mypoint = WorldToScreen(Tgt.PosX + 1.0f * scale, Tgt.PosY + 3.0f * scale);
bgrect.X = mypoint.X;
bgrect.Y = mypoint.Y;
bgrect.Width = 3.0f * scale * Zoom;
bgrect.Height = 1.5f * scale * Zoom;
adrawString = Tgt.Hits.ToString();
adrawFormat.Alignment = StringAlignment.Center;
if (Zoom > 0.9) //only draw if big enough to see (and there arent a million targets to draw
{
adrawBrush.Color = Color.FromArgb(100, 100, 100, 100);
e.Graphics.FillRectangle(adrawBrush, bgrect);
}
adrawBrush.Color = Color.White;
e.Graphics.DrawString(adrawString, AAdjustedFont, adrawBrush, bgrect, adrawFormat); //draw hits
//Draw Score....
mypoint = WorldToScreen(Tgt.PosX + 1.0f * scale, Tgt.PosY + 5.0f * scale);
bgrect.X = mypoint.X;
bgrect.Y = mypoint.Y;
bgrect.Width = 3.0f * scale * Zoom;
bgrect.Height = 1.5f * scale * Zoom;
adrawString = Tgt.Score.ToString();
adrawFormat.Alignment = StringAlignment.Center;
if (Zoom > 0.9) //only draw if big enough to see (and there arent a million targets to draw
{
adrawBrush.Color = Color.FromArgb(100, 100, 100, 100);
e.Graphics.FillRectangle(adrawBrush, bgrect);
}
adrawBrush.Color = Color.White;
e.Graphics.DrawString(adrawString, AAdjustedFont, adrawBrush, bgrect, adrawFormat); //draw hits
adrawFont.Dispose();
adrawBrush.Dispose();
adrawFormat.Dispose();
path.Dispose();
watch.Stop();
var elapsedMs = watch.ElapsedTicks;
//14279 original ticks
//12764 removing label and reducing font size calcs...
// 1695 ! removed font size to external calc so it happens only once
e.Graphics.ResetClip();
e.Graphics.Clip.Dispose();
Tgt.Invalidated = false; //dont draw again until change
}
My code is drawing a circle then a line from the middle of the circle to the radius size of the circle and the line is moving by 1 angle.
Now i want to make that the line will leave some trail/trace after it like a radar effect.
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
anglecounter += 1;
double x = pictureBox1.Size.Width / 2 + 256 *Math.Cos(anglecounter * Math.PI / 180);
double y = pictureBox1.Size.Height / 2 +256 * Math.Sin(anglecounter * Math.PI / 180);
CloudEnteringAlert.Paint(e.Graphics, factor, distance);
e.Graphics.DrawLine(
new Pen(Color.Red, 2f),
new Point(pictureBox1.Size.Width / 2, pictureBox1.Size.Height/2),
new Point((int)x, (int)y));
e.Graphics.DrawEllipse(
new Pen(Color.Red, 2f),
0, 0, pictureBox1.Size.Width, pictureBox1.Size.Height);
}
How can I do this?
EDIT**
This is what i did now in the top of the form i added:
PointF _pt = new PointF(0F, 0F);
PointF _pt2 = new PointF(1F, 1F);
PointF _pt3 = new PointF(2F, 2F);
Color _lineColor = Color.FromArgb(0, 255, 0);
private double anglecounter1;
Then the paint event is now look like this:
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
anglecounter += 1;
anglecounter1 += 0.5;
double x = pictureBox1.Size.Width / 2 + 256 *Math.Cos(anglecounter * Math.PI / 180);
double y = pictureBox1.Size.Height / 2 +256 * Math.Sin(anglecounter * Math.PI / 180);
double x1 = pictureBox1.Size.Width / 2 + 256 * Math.Cos(anglecounter1 * Math.PI / 180);
double y1 = pictureBox1.Size.Height / 2 + 256 * Math.Sin(anglecounter1 * Math.PI / 180);
CloudEnteringAlert.Paint(e.Graphics, factor, distance);
e.Graphics.DrawLine(
new Pen(Color.Red, 2f),
new Point(pictureBox1.Size.Width / 2, pictureBox1.Size.Height/2),
new Point((int)x, (int)y));
e.Graphics.DrawEllipse(
new Pen(Color.Red, 2f),
0, 0, pictureBox1.Size.Width, pictureBox1.Size.Height);
// create the fade path and gradient
GraphicsPath gp = new GraphicsPath(FillMode.Winding);
gp.AddLine(new PointF((float)(pictureBox1.Size.Width / 2), (float)(pictureBox1.Size.Height / 2)),new PointF( (float)x1,(float)y1));
gp.AddCurve(new PointF[] { _pt2, _pt3, _pt });
gp.AddLine(new PointF((float)x, (float)y), new PointF((float)(pictureBox1.Size.Width / 2), (float)(pictureBox1.Size.Height / 2)));
PathGradientBrush pgb = new PathGradientBrush(gp);
pgb.CenterPoint = new PointF((float)x1, (float)y1);
pgb.CenterColor = Color.FromArgb(128, _lineColor);
pgb.SurroundColors = new Color[] { Color.Empty };
// draw the fade path
e.Graphics.FillPath(pgb, gp);
}
But if im not wrong in this case the trail/trace is slower then the line is getting faster then it. Also the trail/trace is also behind the line but also in front of the line . Im not sure but thats what i see. So what is wrong ?
Another option is to not erase the image each time. Instead, draw a semi-transparent circle over the previous image:
// Initialize some dimensions
int x = pictureBox1.Bounds.X;
int y = pictureBox1.Bounds.Y;
int w = Math.Min(pictureBox1.Bounds.Width, pictureBox1.Bounds.Height);
int h = w; // Force square
int centerX = w / 2;
int centerY = h / 2;
float radius = w - centerX;
Graphics g = pictureBox1.CreateGraphics();
// First time draw a solid background then
// each successive time cover with semi-transparent background
Brush backGround = firstTime ? new SolidBrush(Color.FromArgb(255, 0, 0, 0)) : new SolidBrush(Color.FromArgb(10, 0, 0, 0));
firstTime = false;
g.FillEllipse(backGround, 0, 0, w, h);
float lineX = (float)(centerX + (radius * Math.Sin(anglecounter * (Math.PI / 180))));
float lineY = (float)(centerX + (radius * Math.Cos(anglecounter * (Math.PI / 180))));
anglecounter -= 1;
g.DrawLine(new Pen(Color.Green, 3), centerX, centerY, lineX, lineY);
g.DrawArc(new Pen(Color.Red, 4), new Rectangle(0, 0, w - 1, h - 1), 0, 360);
Produces this result:
i am currently try to inscribe diagonals of a decagon inside a circle
like this
in c# my approach would be creating a circle
e.Graphics.DrawEllipse(myPen, 0, 0, 100, 100);
and draw lines inside using
e.Graphics.DrawLine(myPen, 20, 5, 50, 50);
after that i would draw a decagon polygon.
currently im stuck at how to divide the circle into 10 parts/ finding the correct coordiantes of the points on the circumference of the circles because im not good in math,
i want to know how would i know the next point in a circumference of the circle the size of my circle is indicated above.
and also i want also to ask a better approach for my problem.
Thank you :)
Just for grits and shins, here's a generic implementation that will inscribe an X-sided polygon into the Rectangle you pass it. Note that in this approach I'm not actually calculating any absolute points. Instead, I am translating the origin, rotating the surface, and drawing the lines only with respect to the origin using a fixed length and an angle. This is repeated in a loop to achieve the end result below, and is very similar to commanding the Turtle in Logo:
public partial class Form1 : Form
{
PictureBox pb = new PictureBox();
NumericUpDown nud = new NumericUpDown();
public Form1()
{
InitializeComponent();
this.Text = "Inscribed Polygon Demo";
TableLayoutPanel tlp = new TableLayoutPanel();
tlp.RowCount = 2;
tlp.RowStyles.Clear();
tlp.RowStyles.Add(new RowStyle(SizeType.AutoSize));
tlp.RowStyles.Add(new RowStyle(SizeType.Percent, 100));
tlp.ColumnCount = 2;
tlp.ColumnStyles.Clear();
tlp.ColumnStyles.Add(new ColumnStyle(SizeType.AutoSize));
tlp.ColumnStyles.Add(new ColumnStyle(SizeType.AutoSize));
tlp.Dock = DockStyle.Fill;
this.Controls.Add(tlp);
Label lbl = new Label();
lbl.Text = "Number of Sides:";
lbl.TextAlign = ContentAlignment.MiddleRight;
tlp.Controls.Add(lbl, 0, 0);
nud.Minimum = 3;
nud.Maximum = 20;
nud.AutoSize = true;
nud.ValueChanged += new EventHandler(nud_ValueChanged);
tlp.Controls.Add(nud, 1, 0);
pb.Dock = DockStyle.Fill;
pb.Paint += new PaintEventHandler(pb_Paint);
pb.SizeChanged += new EventHandler(pb_SizeChanged);
tlp.SetColumnSpan(pb, 2);
tlp.Controls.Add(pb, 0, 1);
}
void nud_ValueChanged(object sender, EventArgs e)
{
pb.Refresh();
}
void pb_SizeChanged(object sender, EventArgs e)
{
pb.Refresh();
}
void pb_Paint(object sender, PaintEventArgs e)
{
// make circle centered and 90% of PictureBox size:
int Radius = (int)((double)Math.Min(pb.ClientRectangle.Width, pb.ClientRectangle.Height) / (double)2.0 * (double).9);
Point Center = new Point((int)((double)pb.ClientRectangle.Width / (double)2.0), (int)((double)pb.ClientRectangle.Height / (double)2.0));
Rectangle rc = new Rectangle(Center, new Size(1, 1));
rc.Inflate(Radius, Radius);
InscribePolygon(e.Graphics, rc, (int)nud.Value);
}
private void InscribePolygon(Graphics G, Rectangle rc, int numSides)
{
if (numSides < 3)
throw new Exception("Number of sides must be greater than or equal to 3!");
float Radius = (float)((double)Math.Min(rc.Width, rc.Height) / 2.0);
PointF Center = new PointF((float)(rc.Location.X + rc.Width / 2.0), (float)(rc.Location.Y + rc.Height / 2.0));
RectangleF rcF = new RectangleF(Center, new SizeF(1, 1));
rcF.Inflate(Radius, Radius);
G.DrawEllipse(Pens.Black, rcF);
float Sides = (float)numSides;
float ExteriorAngle = (float)360 / Sides;
float InteriorAngle = (Sides - (float)2) / Sides * (float)180;
float SideLength = (float)2 * Radius * (float)Math.Sin(Math.PI / (double)Sides);
for (int i = 1; i <= Sides; i++)
{
G.ResetTransform();
G.TranslateTransform(Center.X, Center.Y);
G.RotateTransform((i - 1) * ExteriorAngle);
G.DrawLine(Pens.Black, new PointF(0, 0), new PointF(0, -Radius));
G.TranslateTransform(0, -Radius);
G.RotateTransform(180 - InteriorAngle / 2);
G.DrawLine(Pens.Black, new PointF(0, 0), new PointF(0, -SideLength));
}
}
}
I got the formula for the length of the side here at Regular Polygon Calculator.
One way of dealing with this is using trigonometric functions sin and cos. Pass them the desired angle, in radians, in a loop (you need a multiple of 2*π/10, i.e. a = i*π/5 for i between 0 and 9, inclusive). R*sin(a) will give you the vertical offset from the origin; R*cos(a) will give you the horizontal offset.
Note that sin and cos are in the range from -1 to 1, so you will see both positive and negative results. You will need to add an offset for the center of your circle to make the points appear at the right spots.
Once you've generated a list of points, connect point i to point i+1. When you reach the ninth point, connect it to the initial point to complete the polygon.
I don't test it, but i think it is ok.
#define DegreeToRadian(d) d * (Pi / 180)
float r = 1; // radius
float cX = 0; // centerX
float cY = 0; // centerY
int numSegment = 10;
float angleOffset = 360.0 / numSegment;
float currentAngle = 0;
for (int i = 0; i < numSegment; i++)
{
float startAngle = DegreeToRadian(currentAngle);
float endAngle = DegreeToRadian(fmod(currentAngle + angleOffset, 360));
float x1 = r * cos(startAngle) + cX;
float y1 = r * sin(startAngle) + cY;
float x2 = r * cos(endAngle) + cX;
float y2 = r * sin(endAngle) + cY;
currentAngle += angleOffset;
// [cX, cY][x1, y1][x2, y2]
}
(fmod is c++ function equals to floatNumber % floatNumber)